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They already said they were working in games. None of what you said applies to that field.
by tick_tock_tick 7y ago
They already said they were working in games. None of what you said applies to that field.
- Scarbutt 7y agoI would say "real time graphics" is one of the niches FP is not well suited for, most business software doesn't need to work at the level of the machine.
- grumpyprole 7y agoThere is certainly prior art for complex games running smoothly in Haskell: https://wiki.haskell.org/Frag https://wiki.haskell.org/Frag This particular solution used functional reactive programming, essentially a composition of signal/event processing functions/automatons.
- ansible 7y agoTen years ago, that was the only substantial game written in Haskell. That you're citing that same game now is a bit telling. Note the upload date: https://www.youtube.com/watch?v=0jYdu2u8gAU https://www.youtube.com/watch?v=0jYdu2u8gAU
- willtim 7y agoOk here's a talk about making Haskell games that took place last week: https://keera.co.uk/blog/2019/09/16/maintainable-mobile-haskell-games-talk/ https://keera.co.uk/blog/2019/09/16/maintainable-mobile-hask... I don't deny that making games in Haskell is niche, but it's certainly possible. Frag was just an example I remembered (ten years is recent for an old git like me).
- jstimpfle 7y agoIf I remember correctly, in that thesis the author mentioned explicitly that the game didn't run very fast. If you watch the video from 2008, the in-game stats list framerates >60fps but the game itself is very laggy. Maybe there is a separate renderer thread?
- pjmlp 7y agoIronically the first CAD workstations were developed in Lisp, and Naughty Dog is famous for their Lisp/Scheme based engines.
- shadowgovt 7y agoI have a suspicion this is only semi-true. For controlling what the CPU and RAM are doing? Yes. The graphics shader, on the other hand, is a pipeline architecture with extremely tight constraints on side-effects. The fact the shader languages are procedural seems mostly accident of history or association to me than optimal utility, and the most common error I see new shader developers make is thinking that C-style syntax implies C-style behaviors (like static variables or a way to have a global accumulator) that just aren't there. The way the C-style semantics interface to the behavior of the shader (such as shader output generated by mutating specifically-named variables) seems very hacky, and smells like abstraction mismatch.
- Const-me 7y ago> is a pipeline architecture with extremely tight constraints on side-effects That was true 10 years ago. Now they're just tight constraints but not extremely so: there're append buffers, random access writeable resources, group shared memory, etc. > The way the C-style semantics interface to the behavior of the shader seems very hacky I agree about GLSL, but HLSL and CUDA are better in that regard, IMO.
- vbarrielle 7y agoNot exactly shaders, but for GPGPU stuff, futhark [0] seems to show that a functional paradigm can be very good to produce performant and readable code. [0] https://futhark-lang.org/index.html https://futhark-lang.org/index.html
- yogthos 7y agoHere's a talk on making real world commercial games with Clojure on top of Unity. https://www.youtube.com/watch?v=LbS45w_aSCU https://www.youtube.com/watch?v=LbS45w_aSCU
- jcelerier 7y agocome on, the "games" showcased here have the complexity level of a 2003-like game and they barely achieve 200 fps on modern hardware. When I look at similar trivial things ran with no vsync on my machine, it's >10000 fps
- yogthos 7y agoThat's just moving goalposts. The games showcased are the same complexity as plenty real world commercial games that are making good money in 2019. If you're doing triple-A game development, maybe you need to get down to the metal, but for tons of games you'll be perfectly fine with FP. Also worth noting that the idea is to use FP around stuff like the actual game logic, and then handle rendering details imperatively.
- thowfaraway 7y agoThe Poker prototype could be from 30 years ago, and drops to 15FPS on any game action! Arcadia is a neat toy at this point, but run far away if you are looking to do real world commercial development.
- jcelerier 7y ago> The games showcased are the same complexity as plenty real world commercial games that are making good money in 2019 I mean, fucking todo apps are making "good money" in 2019, it does not mean that they are good examples. These kind of presentations should improve on the state of the art, not content themselves with something that was already possible a few decades ago. No one gets into game dev to make money, the point is to make better things than what is existing - be it gameplay wise, story wise, graphics wise...
- 7y ago
- dllthomas 7y agoEven assuming that that's true (and it very well may be), the general topicwasn't games, and there are many places where "the norm" in programming as a whole differs from the norm in performance sensitive areas.