LambdaHack VS gi-gtk-declarative

Compare LambdaHack vs gi-gtk-declarative and see what are their differences.

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 (by LambdaHack)
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LambdaHack gi-gtk-declarative
8 5
612 283
0.5% -
6.5 2.7
about 1 month ago 4 months ago
Haskell Haskell
BSD 3-clause "New" or "Revised" License Mozilla Public License 2.0
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.

LambdaHack

Posts with mentions or reviews of LambdaHack. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-12-17.
  • Release announcement: Sphere
    1 project | /r/roguelikedev | 22 Dec 2021
    Looks really cool! Here's how I do releases: https://github.com/LambdaHack/LambdaHack/issues/76
  • Sharing Saturday #393
    2 projects | /r/roguelikedev | 17 Dec 2021
  • Game design question: how to base item generation on character skill, but not promote artificial optimal play?
    1 project | /r/roguelikedev | 4 Sep 2021
    here's the failed commit: https://github.com/LambdaHack/LambdaHack/commit/930dfd46b949d1525e900b997137389a8092305b
  • [ANN] Monomer, a GUI library for Haskell
    11 projects | /r/haskell | 9 Aug 2021
    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).
  • Getting Started...
    1 project | /r/roguelikedev | 15 May 2021
    I did some plotline sketches on the github wiki of my project, but never used them so far. Not much use from the other musings there, either. Instead I tweak the templates for procedural generation directly in the code (game content part of the code, to be precise) and get a lot of mileage out of that. The only page of the wiki I got lots of benefit from is the derivation of the simplified formula for calculating speed, distance and damage of projectile from their weight: https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics#projectile-velocity-and-distance
  • Getting to 1.0
    1 project | /r/roguelikedev | 18 Apr 2021
    Around a decade. No, one release per 1-2 years. The differences are quite large, both gameplay and, even more, UI, in particular in using ready fornts, then custom fonts, then many fonts at once. See the changelogs (that's only for the egine, but that's where most of the changes are made): https://github.com/LambdaHack/LambdaHack/releases
  • Sharing Saturday #357
    5 projects | /r/roguelikedev | 9 Apr 2021
  • Allure of the Stars v0.10.2.0 is out
    1 project | /r/haskellgamedev | 9 Apr 2021

gi-gtk-declarative

Posts with mentions or reviews of gi-gtk-declarative. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-25.
  • Is Haskell capable of this?
    8 projects | /r/haskell | 25 Nov 2021
    Have a look at https://reflex-frp.org/, or https://owickstrom.github.io/gi-gtk-declarative/, they are an interesting and different way of working with UI in a non imperative way.
  • [ANN] Monomer, a GUI library for Haskell
    11 projects | /r/haskell | 9 Aug 2021
    What are the main differences to and advantages over gi-gtk-declarative?
  • Apply git patch to package listed in extra-deps in stack build
    2 projects | /r/haskell | 2 Jan 2021
    Yeah, if you are interested enough to check out my PR at gi-gtk-declarative (https://github.com/owickstrom/gi-gtk-declarative/pull/90), then you will see how much I bent over backwards to avoid laying the foundations for an ormolu/fourmolu-like situation. Although, given that the project appears to be the only maintained declarative gui library in Haskell, I think the single-point-of-failure needs to be addressed.

What are some alternatives?

When comparing LambdaHack and gi-gtk-declarative you can also consider the following projects:

rattletrap - :car: Parse and generate Rocket League replays.

monomer - An easy to use, cross platform, GUI library for writing Haskell applications.

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

nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.

Nomyx - The Nomyx game

reflex - Interactive programs without callbacks or side-effects. Functional Reactive Programming (FRP) uses composable events and time-varying values to describe interactive systems as pure functions. Just like other pure functional code, functional reactive code is easier to get right on the first try, maintain, and reuse.

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

static-haskell-nix - easily build most Haskell programs into fully static Linux executables

Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.

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

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native