aeson-tiled VS falling-turnip

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

aeson-tiled

Aeson instances for Tiled map editor types (by schell)

falling-turnip

falling sand game with regular parallel arrays. (by tranma)
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aeson-tiled falling-turnip
0 2
11 61
- -
3.2 0.0
6 months ago over 9 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.

aeson-tiled

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

We haven't tracked posts mentioning aeson-tiled 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.

What are some alternatives?

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

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

postgresql-simple-url - Heroku helpers for pulmurice server

Monadius - 2-D arcade scroller

werewolf - A game engine for running werewolf in a chat client

freekick2 - A simple soccer game

call - Not an insufficient game engine

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

Nomyx - The Nomyx game

dominion - A Dominion simulator in Haskell

hsudoku - A native gtk sudoku game written in haskell

battleships - Angewandte Funktionale Programmierung

hoodie - A toy roguelike game in Haskell