GeBoP VS falling-turnip

Compare GeBoP vs falling-turnip and see what are their differences.

GeBoP

The General Boardgames Player, offers a set of board games (by wxHaskell)

falling-turnip

falling sand game with regular parallel arrays. (by tranma)
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GeBoP falling-turnip
- 2
2 66
- -
0.0 0.0
over 8 years ago almost 11 years ago
Haskell Haskell
BSD 3-clause "New" or "Revised" License BSD 3-clause "New" or "Revised" License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

GeBoP

Posts with mentions or reviews of GeBoP. We have used some of these posts to build our list of alternatives and similar projects.

We haven't tracked posts mentioning GeBoP yet.
Tracking mentions began in Dec 2020.

falling-turnip

Posts with mentions or reviews of falling-turnip. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-05-08.
  • 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 | /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?

When comparing GeBoP and falling-turnip you can also consider the following projects:

breakout - Breakout

tateti-tateti - Meta tic-tac-toe ncurses game.

Monadius - 2-D arcade scroller

Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at

aeson-tiled - Aeson instances for Tiled map editor types

ecstasy - :pill: a GHC.Generics-based entity component system

general-games - Haskell package with helpful structures for a variety of games

postgresql-simple-url - Heroku helpers for pulmurice server

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

Hipmunk - Haskell binding for Chipmunk, 2D physics engine.

FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell