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I could see this with Idris, but Haskell's lazyness is just too unpredictable for anything you wouldn't use a scripting language for. People have been trying to
by ImprobableTruth 6y ago
I could see this with Idris, but Haskell's lazyness is just too unpredictable for anything you wouldn't use a scripting language for. People have been trying to get gamedev done in Haskell for like a decade with virtually nothing to show for. The LambdaCube 3D guys have been working on it for ~8 years and last I've seen they couldn't even get quake 3 graphics to render smoothly.I haven't seen any noticeable development in recent times, so I don't expect that to change in the next few years.
The only thing I could realistically see happening anytime soon would be people using it as a scripting language for Godot, but I'm not convinced that working with the Godot abstractions won't rob you off most of the gains you make by using Haskell.
- whateveracct 6y agoI plan to have something to show for it :) Laziness really isn't an issue. Especially when writing FFI/low-level Haskell. I suspect the heavy-lifting will be written in a more performance-conscious style. And a lot of it will be deferring to industry-standard C libraries. And then you're right, idiomatic Haskell would have its place in the scripting layer. I honestly don't think there's anything inherent to Haskell that stops it from being used to make high-quality commercial video games. So my plan is to try to build those in Haskell and let the libraries and infrastructure fall out (as it always nicely does using Haskell in my experience.) Honestly, developing high-quality games is more bound by art & creativity than Haskell.