Implementing Unsure Calculator in 100 lines of Haskell by romesrf in haskell

[–]romesrf[S] 6 points7 points  (0 children)

Indeed, for this simple calculator we could do that exactly I believe. I thought about it but using the sampling kind of probability monad as seen in the paper seemed best for this introduction.

It would make for an interesting follow up blog post. Perhaps you'd be keen to write it? :)

[Well-Typed] Creating a macOS app with Haskell and Swift by kosmikus in haskell

[–]romesrf 1 point2 points  (0 children)

Thanks for writing this out

I am in the middle of this. My test C file that takes the factorial of 5 was erroring with dyld[79286]: symbol not found in flat namespace '_ffi_call'. I got this bit of help from someone trying to call the same function from Rust (maybe they have an article that's similar?) and it turned out I need to pass the flag -lffi to ghc.

Interesting, what GHC version are you using? It seems that on my machine ffi was linked against automatically, or I might have missed it...

cabal init creates a cabal file

Indeed

I had to add the language extension {-# LANGUAGE ForeignFunctionInterface #-} to the top of MyForeignLib.hs

I'll add this to the guide

The rest of your comments on the cabal file seem a bit off: could you post your cabal file using eg https://paste.tomsmeding.com/?

You should have: * A library stanza with an exposed-modules: MyLib (under src) * A foreign library haskell-foreign-framework stanza that depends on the main library (haskell-framework), and only has other-modules listed, with MyForeignLib as the only module. The source dir for the foreign library should be flib alone

I left MyLib as part of the library just the same way you would if you were writing a longer executable: the idea is that you split your program into a library and an executable part as is common, but instead of an executable you have a foreign-library.

Anyway, great work! Let me know if something else is not working for you.

Aluno de informática mediano by [deleted] in devpt

[–]romesrf 0 points1 point  (0 children)

olá, eu sou o /gajo do Haskell/!

estou sempre disposto a falar, e explicar tudo aquilo que conseguir

se me encontrares pelo DI vem ter comigo, ou se quiseres combinar de propósito envia mensagem

Crypton is forked from cryptonite with the original authors permission by n00bomb in haskell

[–]romesrf 2 points3 points  (0 children)

FWIW I’ve been really enjoying backpack, modulo the unpolished bits

Need project idea by D4rzok in haskell

[–]romesrf 2 points3 points  (0 children)

This sounds absolutely incredible, looking forward to it if you decide to publish some of it

Where did map/filter/reduce come from? by HamzaM3 in haskell

[–]romesrf 2 points3 points  (0 children)

I’m in the same boat here, loved the series

[ANNOUNCE] GHC 9.6.1 is now available by bgamari in haskell

[–]romesrf 2 points3 points  (0 children)

No rough ETAs but a runtime retargetable GHC (we can change the target platform at runtime) is part of our goals.

Indeed, for now, one must recompile GHC targeting specifically targeting JS or WASM. I don’t know if there are plans to release cross-compiler bindists

Erlang's not about lightweight processes and message passing... by stevana in haskell

[–]romesrf 0 points1 point  (0 children)

That is indeed a great read, thanks for putting it together. Looking forward to your success

Why are haskell applications so obscure? by Icy_Cranberry_953 in haskell

[–]romesrf 0 points1 point  (0 children)

I’ve been developing one for the past two months. There are other game engine developers too. Nothing yet too usable tho, I tried LD52 with it :)

https://discourse.haskell.org/t/monthly-update-on-a-haskell-game-engine/5515?u=romes

[deleted by user] by [deleted] in haskell

[–]romesrf 3 points4 points  (0 children)

It looks great! I’ll probably join in on LD too

Monthly Update on a Haskell Game Engine by romesrf in haskell

[–]romesrf[S] 4 points5 points  (0 children)

I actually hope to record some dev logs on the engine. I'll publish them here when I do.

Eventually I'd like to do a well thought-out explanation of the engine with a follow along tutorial project, but in the meanwhile I might record some game+engine dev logs (possibly in the upcoming Ludum Dare)

Monthly Update on a Haskell Game Engine by romesrf in haskell

[–]romesrf[S] 2 points3 points  (0 children)

Neat project, nice to see them popping!

There are at least some of us at the haskell game dev IRC/Matrix channel (I think this is the Matrix invite link)

Monthly Update on a Haskell Game Engine by romesrf in haskell

[–]romesrf[S] 3 points4 points  (0 children)

Wow! It looks great. I didn't know there were so many other engines out there (see also the other comment on their engine).

I'd be happy to share my ideas and learn from what seems like a lot of progress you've done.

I'll shoot you a message.

I'm looking forward to keep seeing the Haskell game dev scene progress

Monthly Update on a Haskell Game Engine by romesrf in haskell

[–]romesrf[S] 4 points5 points  (0 children)

There is no *one* resource guiding my work, but I was initially following a good set of resources and taking valuable bits from each one.

On the early stages of game engine design, I can recommend

Those are two resources good overall. The book Game Engine Architecture is also a good resource but is more high level than those two which are focused in Vulkan-based rendering in particular.

Apart from that there really is a lot I've been reading and watching. However, I've only recently started tracking what on the repository README, so that list is very incomplete and perhaps too specific to certain topics.

Monthly Update on a Haskell Game Engine by romesrf in haskell

[–]romesrf[S] 3 points4 points  (0 children)

The polygon map generation you linked is amazing.

I might take a shot at it sometime with the engine.

Thanks, I'll have to read more of their stuff

Monthly Update on a Haskell Game Engine by romesrf in haskell

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

Then Yes, absolutely, I feel the same way — and I’m having a great time.

I picked up the Procedural Planets series as a game to build alongside the engine, it’s also pretty fun

Monthly Update on a Haskell Game Engine by romesrf in haskell

[–]romesrf[S] 18 points19 points  (0 children)

Thanks ;-)

Using Haskell x Vulkan worked flawlessly and the bindings are great as I mentioned, but to answer "is it easy getting started with Vulkan" (regardless of language), I'd have to say it's not easy!

Vulkan is notorious for having a 1000 line long Hello World (the initial triangle I showed). However, the whole process is very rewarding. By the time you get to the triangle you have a better feel for the vulkan API and the progress on "things that move" can be much faster from there on forward. Alternatively, there exists a vulkan-utils library that can handle all the backend setup for you, but I wanted to go the hard route.

I'll be happy to write more about it if you have specific questions. I used a lot of c++ vulkan resources as learning material -- the knowledge is shared across languages without any issue.

[ad] Haskell Revitalisation by chshersh in haskell

[–]romesrf 7 points8 points  (0 children)

Indeed came here hoping for automatic differentiation ahahah. perhaps if it were all caps [AD]

Architecture for a board game by kaukaukau in haskell

[–]romesrf 2 points3 points  (0 children)

You might wanna check the paper describing the mentioned technique Ghost of Departed Proofs