|over 1 year ago||about 9 years ago|
|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.
Dhall: A Gateway Drug to Haskell
27 projects | news.ycombinator.com | 7 Jun 2022
A few more:
https://github.com/simonmichael/hledger - Robust, fast, intuitive plain text accounting tool with CLI, TUI and web interfaces
https://github.com/simonmichael/shelltestrunner - Easy, repeatable testing of CLI programs/commands
https://github.com/simonmichael/quickbench - Easily time one or more commands with one or more executables and show tabular results
https://github.com/haskell-game/fungen - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
https://haskell-game.dev - a small selection of many games written in Haskell
Asteroid clone... two of them? A paper on functional programming in video games
4 projects | reddit.com/r/haskellgamedev | 28 Apr 2021
If you didn't already find it, https://github.com/haskell-game/fungen#readme might have some relevant docs/material.
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 | reddit.com/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?
Carp - A statically typed lisp, without a GC, for real-time applications.
aeson-tiled - Aeson instances for Tiled map editor types
Hipmunk - Haskell binding for Chipmunk, 2D physics engine.
Monadius - 2-D arcade scroller
haskanoid - A free and open source breakout clone in Haskell using SDL and FRP, with Wiimote and Kinect support.
chessIO - Fast haskell chess move generator library and console UCI frontend
rattletrap - :car: Parse and generate Rocket League replays.
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
Nomyx - The Nomyx 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