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Posts tagged: spritekit

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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