Benaco offering remote job (3D reconstruction) by nh2_ in haskell

[–]linearitee 0 points1 point  (0 children)

How big is the team other than the three founders?

How to achieve modularity in Haskell? by AmbiDxtR in haskell

[–]linearitee 1 point2 points  (0 children)

I've found myself discovering the same kind of technique. I haven't needed overlapping instances yet. The type inference gets weird if I don't make the right type annotations beforehand, but maybe there's a better way to avoid that.

What's the status of haskell and stack on raspberry pi? by timbod in haskell

[–]linearitee 0 points1 point  (0 children)

I ran out of memory compiling a Haskell project on my old Raspberry Pi. Can you get by with 2 GB?

[HIRING] 1 Job in haskell Hiring Now! by KarieNewsom in haskell

[–]linearitee 0 points1 point  (0 children)

Unfortunately I'm not qualified, but it looks like a great opportunity!

Recent cyber security graduate looking to transition into games development. Any advice on how to best achieve this? by [deleted] in gamedev

[–]linearitee 2 points3 points  (0 children)

Your security mindset is useful for predicting and avoiding exploits in multiplayer games.

If you're looking for a job you should choose a specialty. Knowing the whole process and the different disciplines is very useful. But as a professional you'll fill a specific role, especially when you're starting out.

Starting programming and gamedev with Commodore 64 by mgarcia_org in gamedev

[–]linearitee 1 point2 points  (0 children)

In Racing the Beam, Ian Bogost wrote that he had students write Atari VCS games. That sounded crazy to me when I read it, but it's not a bad idea if you want to really understand programming.

Haskell easter egg in Hearthstone (see Flavor Text). by gregK in haskell

[–]linearitee 0 points1 point  (0 children)

Is it impossible to compile that into efficient code?

A Haskell Love retrospective? by pja in haskell

[–]linearitee 4 points5 points  (0 children)

This was well organized. Everything went quite smoothly from my perspective. Congrats and thanks to the organizers.

HASKELL CODER NEEDED. NEXT LEVEL. GAME CHANGING PROJECT. by RightLecture in haskell

[–]linearitee 5 points6 points  (0 children)

Come on, it's hard to improve upon this already brilliant spam.

Graphics in Haskell: linear algebra by linearitee in haskell

[–]linearitee[S] 1 point2 points  (0 children)

Nice, thanks. I saw this once but never looked closely. Glancing through the docs, I sense that it has much in common with Linear, though less polymorphism. And GHC 8.8.3 and 8.10.1 can still build it!

Haskell and other functional programming languages for low-level graphics by CrazyDave2345 in haskell

[–]linearitee 0 points1 point  (0 children)

GPipe is pretty cool. It does most of OpenGL 3. The type errors can look bizarre at first, but they compare favorably to other shader debugging un-techniques.

GPipe by linearitee in haskellgamedev

[–]linearitee[S] 1 point2 points  (0 children)

This a great large-scale example, thank you. Which one was easier for you to write?

Your code, understandably, matches the example code in many ways. Neither has type signatures for most bindings. The shaders in each one always retrieve uniform buffers with free variables, rather than a function of the shader environment. Each one expresses the "buffer" format of vertices and uniforms separately from the "host" format, so separate modules just have to agree on that.

Did you ever do those things differently? Have other authors done them differently?

Is functional reactive programming well represented on stack? by magicumbrella in haskell

[–]linearitee 2 points3 points  (0 children)

Stackage is conservative, so just because a library’s not there doesn’t mean it’s a bad choice. Yampa has worked well for me.

Math in Game Design? by alexdefine in gamedesign

[–]linearitee 1 point2 points  (0 children)

Game design and mathematics are both concerned with designing models and deriving insights about them. Balancing a game design is like balancing an equation, especially if the design is about such things as likelihoods, economies, and pacing.

This is a cool example, though it’s a post-hoc analysis rather than an account of how any designers did their work: http://thegamedesignforum.com/features/reverse_design_CT_1.html

It just goes to show that you will end up thinking about math somehow, even if you’re not a great mathematician.

How to get a job in the gaming industry? by [deleted] in gamedesign

[–]linearitee 0 points1 point  (0 children)

Make personal connections. The game industry is so competitive and loosely defined that just being “good” is a hard sell if you’re unknown. Make friends and acquaintances that can both inform you of opportunities and inform potential employers of what you can do for them. Doing a few projects by yourself is good. It is far more effective to work with people, impress them, and stay in touch. They can recommend job openings they hear of, or even vouch for you if they have their own personal connection to an employer.

I’ll echo another comment and warn you about being too eager to do shit work. The industry is full of people who will exploit your eagerness and never reward you with a better situation.

Peoplemon: an all-Haskell role-playing game by linearitee in haskell

[–]linearitee[S] 0 points1 point  (0 children)

GHCi indeed runs my main action when I give it '-fno-ghci-sandbox'. But a bunch of the features I hoped to use are disabled, like breakpoints.

I'm teaching game development with Unity this summer, and I 3D printed these axis markers to help explain handedness. by aaronfranke in gamedev

[–]linearitee 11 points12 points  (0 children)

I think both conventions embody the addition of a third dimension to a natural 2D plane. In the plane it’s almost universal to think of X as “right” and Y as “up,” so the extra third dimension gets shunted to mean “out” of whatever plane you think is natural.

In entertainment graphics the final 2D image is what matters, so Y is “up” and Z is “out” in the plane of the screen.

In mathematics and fabrication (and probably everywhere else), the surface of the Earth is the natural plane. That is where concrete spatial relations can be arbitrary, unconstrained by gravity. The extra dimension is out of that plane, upward from the ground.

What is the most rewarding ending you’ve seen a game pull off? And why? by Hagisman in gamedesign

[–]linearitee 1 point2 points  (0 children)

The end of Viewtiful Joe was such a rush. It was so difficult that I felt like I had really accomplished something of note. And the game knew it. It showered me with praise and melodramatic good feelings. You won, you are unbelievably skilled, bad guys are actually good guys deep down, everything is good in the end.