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Haskell is not far from being a fully competitive language for professional game development. We'll explore how we can produce amazingly simple Haskell code that, at least in some respects, surpasses what the traditional gaming industry is doing nowadays.
Being a professional in the field of software engineering means accepting that your field will change as new information and research demands it.
It also means confronting human frailty. Part of human frailty in software is that we cannot track all relevant metadata about our programs in our heads ourselves. We have limited space for our working memory, and using it up for anything a computer can do for us is counter-productive. We don't write Haskell because we're geniuses, we use tools like Haskell because we're not geniuses and it helps us. Good tools like Haskell enable us to work faster, make fewer mistakes, and have more information about what our code is supposed to do as we read it.
We use Haskell because it is easier (over the long run) and enables us to do a better job. That's it.
There's a ramp-up required in order to get started, so yes, Haskell is for people with a certain amount of perseverance and patience and a willingness to work through exercises like building a few small games.
E-mail: lucian.mogosanu@cs.pub.ro
Mihai Chirculescu |
Dan Iulian Muntean |
George-Cristian Muraru |
Cristian Valentin Buza |
Maximilian Alexandru |
Tudor Dasco |
Theodor Stoican |
Anca-Diana Vicol |
Stefan Alexandru Serb |
Dragos Paun |
Ioan-Raul Vintila |
Andrei-Lucian Bojinovici |
Mihai Nicolae |