LearnOpenGL.hs
LearnOpenGL.com examples ported to Haskell (by dmjio)
sdl-gpu-hs
By macaroni.dev
LearnOpenGL.hs | sdl-gpu-hs | |
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3 | 4 | |
27 | - | |
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3.2 | - | |
about 3 years ago | - | |
Haskell | ||
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.
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.
LearnOpenGL.hs
Posts with mentions or reviews of LearnOpenGL.hs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-24.
- 3D graphics on Haskell in 2023
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[Newcomer] Status of AI, graphics programming and performance in Haskell?
Not finished, but relevant: https://github.com/dmjio/LearnOpenGL.hs
- LearnOpenGL.com examples ported to Haskell
sdl-gpu-hs
Posts with mentions or reviews of sdl-gpu-hs.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-24.
-
3D graphics on Haskell in 2023
The bindings are currently source-only here. I am going to release to Hackage soon (tm), but I just haven't had the time to button it up. However, they do work great. Every game I've done for Ludum Dare except 47 (which was gloss) has used these bindings.
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Monthly Hask Anything (January 2023)
The guts are in the Memorable module. There are some operators in there that allow you to pluck individual fields from struct pointers in IO instead of marshaling entire structs needlessly.
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Haskell is the greatest programming language of all time
The games are built on a custom "engine" made with SDL2 and some other C libraries I wrote bindings for: sdl-gpu, cute_c2, and cute_sound. I use apecs and cleff for the general architecture. And for animations, I use a combination of animate and ease.
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Linear Types AmA!
You can't exactly allocate data in this custom memory management system, but you can get close with some type-level/generics stuff I think. I've been playing with it quite a bit for no-marshal hsc FFI bindings [1] [2], and it's worked nicely for that in raw IO. With some extra elbow grease, I can probably make it work for pure linear code too.
What are some alternatives?
When comparing LearnOpenGL.hs and sdl-gpu-hs you can also consider the following projects:
vulkan - Haskell bindings for Vulkan
agda2hs - Compiling Agda code to readable Haskell
onyx - Toolkit for converting and building songs for Rock Band, Guitar Hero, Clone Hero, and other similar rhythm games
really-small-backpack-example - A really small example of the Backpack module system for Haskell
macaroni.nix
Kind2 - A next-gen functional language [Moved to: https://github.com/Kindelia/Kind]
gl - Complete raw OpenGL bindings for Haskell
libspng - Haskell bindings for libspng
vulkan-guide - Introductory guide to vulkan.
cute-c2-hs
ghc-proposals - Proposed compiler and language changes for GHC and GHC/Haskell
LearnOpenGL.hs vs vulkan
sdl-gpu-hs vs agda2hs
LearnOpenGL.hs vs onyx
sdl-gpu-hs vs really-small-backpack-example
LearnOpenGL.hs vs macaroni.nix
sdl-gpu-hs vs Kind2
LearnOpenGL.hs vs gl
sdl-gpu-hs vs libspng
LearnOpenGL.hs vs vulkan-guide
sdl-gpu-hs vs macaroni.nix
sdl-gpu-hs vs cute-c2-hs
sdl-gpu-hs vs ghc-proposals