This link has been bookmarked by 59 people . It was first bookmarked on 08 May 2008, by Luther Huffman.
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aminggsThat was a long time ago, and I've spent enough time with functional languages to have figured out how to implement non-trivial, interactive applications like video games. My plan is to cover this information in a short series of entries. I'm sticking wit
inlink:raganwald functionalprogramming programming gamedev james-hague blog dadgum import:delicious
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thompson4822Interesting series of articles that capture the essence of what makes thinking in functional programming languages difficult.
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Purely Functional Retrogames, Part 1
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When I started looking into functional languages in 1998, I had just come off a series of projects writing video games for underpowered hardware: Super Nintendo, SEGA Saturn, early PowerPC-based Macintoshes without any graphics acceleration. My benchmark for usefulness was "Can a programming language be used to write complex, performance intensive video games?"
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I had no idea how to structure the most trivial of games without using destructive updates.
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If Pac-Man eats a dot, the maze array is updated. If Pac-Man hits a blue ghost, that ghost's structure is update to reflect a new state.
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In a purely functional language, none of this works. If Pac-Man eats a dot, the maze can't be directly updated. If Pac-Man hits a blue ghost, there's no way to directly change the state of the ghost. How could this possibly work?
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