2 ms·
Yeah I agree it'll never be mainstream for gamedev. Haskell is not really built to have runaway adoption. It's a strength as much as it's a weakness. But I thi
by whateveracct 6y ago
Yeah I agree it'll never be mainstream for gamedev. Haskell is not really built to have runaway adoption. It's a strength as much as it's a weakness.
But I think it'll allow me to be insanely efficient as a gamedev. So I'm a Haskeller-turned-gamedev. Not a gamedev-turned-Haskeller.
Haskell performance and memory usage is kind of like JVM programming. You need a mental model of how GHC and its RTS & GC operate. Having frame-oriented code honestly makes it easier to reason about. We Do need more learning materials about this stuff, but first we need more experience!
But idt it's any different than using GC for gamedev. And manual memory management is well within Haskell's capabilities.
Haskell profiling IME makes space leaks very obvious. That's a too-common paper cut, but once you get cut once you don't make the mistake again :)