LambdaHack
falling-turnip
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LambdaHack | falling-turnip | |
---|---|---|
8 | 2 | |
570 | 63 | |
0.7% | - | |
7.4 | 0.0 | |
about 1 month ago | over 9 years ago | |
Haskell | Haskell | |
BSD 3-clause "New" or "Revised" License | 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.
LambdaHack
- Sharing Saturday #393
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[ANN] Monomer, a GUI library for Haskell
I've recently tried that and gave up (https://github.com/LambdaHack/LambdaHack/issues/248). Perhaps it's possible to statically link SDL2, but I learnt it's impossible to statically link the OpenGL and X11 libraries, so you end up with a partially statically linked binary (I didn't manage to obtain even that).
- Sharing Saturday #357
falling-turnip
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Show HN: Making a Falling Sand Simulator
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.
What are some alternatives?
rattletrap - :car: Parse and generate Rocket League replays.
tateti-tateti - Meta tic-tac-toe ncurses game.
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
Nomyx - The Nomyx game
aeson-tiled - Aeson instances for Tiled map editor types
monomer - An easy to use, cross platform, GUI library for writing Haskell applications.
general-games - Haskell package with helpful structures for a variety of games
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
ActionKid - A video game framework for haskell
halma - Chinese Checkers Haskell library, GUI application and Telegram bot