|about 1 month ago||almost 9 years ago|
|GNU Affero General Public License v3.0 or later||BSD 3-clause "New" or "Revised" License|
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Is there anyone here using Haskell for anything other than web development?
6 projects | reddit.com/r/haskell | 6 May 2022
Which Roguelike has the best Faction System?
1 project | reddit.com/r/roguelikes | 6 Mar 2022
Looking for txt logs of runs to train ML project, any game could do.
2 projects | reddit.com/r/roguelikes | 17 Sep 2021
and https://github.com/AllureOfTheStars/Allure/suites/3798409868/artifacts/93778115 is the version with the throughput I advertised (there are corresponding Windows binaries somewhere, probably slower). Here's the commandline to use:2 projects | reddit.com/r/roguelikes | 17 Sep 2021
Sharing Saturday #357
5 projects | reddit.com/r/roguelikedev | 9 Apr 2021
Chess vs. roguelikes, Eurogames vs. Ameritrash, input vs. output randomness
1 project | reddit.com/r/roguelikes | 8 Apr 2021
Good points. I think my game is quite close to your no-output-randomness roguelike and also the battle between two opposing players (especially the short scenarios). There is lots of input randomness, though, and hidden game info on various levels. Have a look: http://allureofthestars.com
Procedural NPC generation
3 projects | reddit.com/r/roguelikedev | 5 Mar 2021
Show HN: Making a Falling Sand Simulator
3 projects | news.ycombinator.com | 8 May 2022
If you want more performance, falling sand simulators can further be made parallel by implementing them using Margolus Neighbourhoods, as in Falling Turnip: https://github.com/tranma/falling-turnip
The idea is that a single iteration divides the world into 2x2 squares and then applies effects sequentially within each square, but not between the squares. This means each square can be processed independently. In the next iteration, the division into squares shifts right and down by one cell each direction. This does mean you need more steps than in a sequential implementation, but I found it to be quite a principled approach to parallelizing cellular automata when I first read about it. One interesting side effect of this design is that falling particles end up being separated by blank space, as shown here: https://futhark-lang.org/static/falling-sand-2016.12.04.webm I wonder if that is fixable.
How To Make A Falling Sand Simulation?
1 project | reddit.com/r/Unity3D | 19 Apr 2021
and here is a github project of a falling sand game written in Haskell https://github.com/tranma/falling-turnip
What are some alternatives?
haskanoid - A free and open source breakout clone in Haskell using SDL and FRP, with Wiimote and Kinect support.
HGE2D - 2D game engine written in Haskell
Hipmunk - Haskell binding for Chipmunk, 2D physics engine.
Nomyx - The Nomyx game
halma - Chinese Checkers Haskell library, GUI application and Telegram bot
Monadius - 2-D arcade scroller
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
LambdaHack - Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at
rattletrap - :car: Parse and generate Rocket League replays.