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Writing Games in Haskell with SpriteKit

Most existing approaches to writing games in Haskell are quite complicated. Often you have to deal with rather imperative low-level APIs (such as OpenGL) or you need to get your head around a sophisticated FRP library (such as Yampa or reactive-banana). In any case, the actual game-related functionality is usually rather limited (unless you code yourself all the way up from the likes of OpenGL and implement your own physics engine).

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Deploying Haskell for Mac projects on OS X and Linux

A nice property of the Haskell ecosystem is that most code is quite easily portable between OS X and Linux (and often even Windows) — assuming you write a command line or server application. This raises the question of how to build a Haskell for Mac project, such that you can deploy it to machines that do not have a Haskell installation. Due to the Stack tool integration of Haskell for Mac, that is quite simple.

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Running Command Line Programs

With Haskell for Mac, most program execution during development is that of program fragments in the playground, but at some point, we want to run the whole program. In the case of a command line program, that may involve passing and parsing command line arguments, reading environment variables, and reading and writing input and output.

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