https://wiki.haskell.org/api.php?action=feedcontributions&user=SimonMichael&feedformat=atomHaskellWiki - User contributions [en]2020-06-02T04:17:27ZUser contributionsMediaWiki 1.27.4https://wiki.haskell.org/index.php?title=Haskell_in_industry&diff=63304Haskell in industry2020-05-14T04:48:49Z<p>SimonMichael: link haskellcosm</p>
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<div>__NOTOC__<br />
<br />
Haskell has a diverse range of use commercially, from aerospace and defense, to finance, to web startups, hardware design firms and a lawnmower manufacturer. This page collects resources on the industrial use of Haskell.<br />
<br />
* The main user conference for industrial Haskell use is CUFP - the [http://cufp.org/ Commercial Users of Functional Programming Workshop].<br />
* The [http://industry.haskell.org Industrial Haskell Group] supports commercial users.<br />
* There is a well-maintained (as of 2018) [https://github.com/erkmos/haskell-companies github repository] that collects information on companies using Haskell.<br />
* [http://commercialhaskell.com/ The commercial Haskell group] is a special interest group for companies and individuals interested in commercial usage of Haskell.<br />
<br />
The Reddit page [https://www.reddit.com/r/haskell/comments/377zyc/72_wouldbe_commercial_haskell_users_what_haskell/ 72 would-be commercial Haskell users: what Haskell success stories we need to see] has several stories of commercial Haskell users.<br />
<br />
Another good list: https://haskellcosm.com (2020)<br />
<br />
== Haskell in Industry ==<br />
<br />
Many companies have used Haskell for a range of projects, including:<br />
<br />
* [http://cufp.galois.com/2007/abstracts.html#CyrilSchmidt ABN AMRO] Amsterdam, The Netherlands<br />
<blockquote><br />
ABN AMRO is an international bank headquartered in Amsterdam. For its<br />
investment banking activities it needs to measure the counterparty risk<br />
on portfolios of financial derivatives. </blockquote><br />
::ABN AMRO's [http://cufp.galois.com/2007/abstracts.html#CyrilSchmidt CUFP talk].<br />
<br />
* Aetion Technologies LLC, Columbus, Ohio<br />
<blockquote><br />
Aetion was a defense contractor in operation from 1999 to 2011, whose applications use artificial intelligence. Rapidly changing priorities make it important to minimize the code impact of changes, which suits Haskell well. Aetion developed three main projects in<br />
Haskell, all successful. Haskell's concise code was perhaps most important for<br />
rewriting: it made it practicable to throw away old code occasionally. DSELs<br />
allowed the AI to be specified very declaratively. <br />
</blockquote><br />
::Aetion's [http://cufp.galois.com/2006/slides/GaryMorris.pdf CUFP talk].<br />
<br />
* Alcatel-Lucent<br />
<blockquote><br />
A consortium of groups, including Alcatel-Lucent, have used Haskell to prototype narrowband software radio systems, running in (soft) real-time.<br />
</blockquote><br />
::Alcatel-Lucent's [http://cufp.org/conference/sessions/2011/fourteen-days-haskell-real-time-programming-projec CUFP talk]<br />
<br />
* [http://www.allstontrading.com/ Allston Trading]<br />
<blockquote><br />
Headquartered in Chicago, Illinois, Allston Trading, LLC is a premier high frequency market maker in over 40 financial exchanges, in 20 countries, and in nearly every conceivable product class. Allston makes some use of Haskell for their trading infrastructure.<br />
</blockquote><br />
<br />
* [http://www.alphaheavy.com/ Alpha Heavy Industries]<br />
<blockquote><br />
Alpha Heavy Industries is an alternative asset manager dedicated to producing superior returns through quantitative methods. They use Haskell as their primary implementation language.<br />
</blockquote><br />
<br />
* [http://www.amgen.com/ Amgen] Thousand Oaks, California<br />
<blockquote><br />
Amgen is a human therapeutics company in the biotechnology industry. Amgen pioneered the development of novel products based on advances in recombinant DNA and molecular biology and launched the biotechnology industry’s first blockbuster medicines.<br />
<br />
Amgen uses Haskell;<br />
<br />
* To rapidly build software to implement mathematical models and other complex, mathematically oriented applications<br />
* Provide a more mathematically rigorous validation of software<br />
* To break developers out of their software development rut by giving them a new way to think about software.<br />
</blockquote><br />
::Amgen's [http://cufp.galois.com/2008/abstracts.html#BalabanDavid CUFP talk].<br />
<br />
* [http://www.ansemond.com/ Ansemond LLC]<br />
<blockquote><br />
"Find It! Keep It! is a Mac Web Browser that lets you keep the pages you<br />
visit in a database. A list of these pages is shown in the 'database<br />
view'. "<br />
</blockquote><br />
<br />
* [http://antiope.com/ Antiope] Fair Haven, New Jersey<br />
<blockquote><br />
Antiope Associates provides custom solutions for wireless communication<br />
and networking problems. Our team has expertise in all aspects of<br />
wireless system design, from the physical and protocol layers to complex<br />
networked applications. Antiope Associates relies on a number of<br />
advanced techniques to ensure that the communication systems we design<br />
are reliable and free from error. We use custom simulation tools<br />
developed in Haskell, to model our hardware designs..<br />
</blockquote><br />
::Antiope's [http://cufp.galois.com/2008/slides/WrightGregory.pdf CUFP talk].<br />
<br />
* [http://antiope.com/ Antiope] Fair Haven, New Jersey<br />
<blockquote><br />
Antiope Associates provides custom solutions for wireless communication<br />
and networking problems. Our team has expertise in all aspects of<br />
wireless system design, from the physical and protocol layers to complex<br />
networked applications. Antiope Associates relies on a number of<br />
advanced techniques to ensure that the communication systems we design<br />
are reliable and free from error. We use custom simulation tools<br />
developed in Haskell, to model our hardware designs..<br />
</blockquote><br />
::Antiope's [http://cufp.galois.com/2008/slides/WrightGregory.pdf CUFP talk].<br />
<br />
* Applicative, Sydney (Australia)<br />
<blockquote><br />
Applicative has created a Haskell IDE for macOS called "[http://haskellformac.com Haskell for Mac]". It offers playgrounds to interactively work with Haskell code right next to the source files: you can draw and preview images, animations, HTML pages and more. You can also build full-fledged applications with it.<br />
</blockquote><br />
<br />
* [http://www.att.com AT&amp;T]<br />
<blockquote><br />
Haskell is being used in the Network Security division to automate processing of internet abuse complaints. Haskell has allowed us to easily meet very tight deadlines with reliable results.<br />
</blockquote><br />
<br />
* [http://www.baml.com/ Bank of America Merril Lynch]<br />
<blockquote>Haskell is being used for backend data transformation and loading.</blockquote><br />
<br />
* [http://www.haskell.org/communities/12-2007/html/report.html#sect7.1.2 Barclays Capital Quantitative Analytics Group]<br />
<blockquote><br />
Barclays Capital's Quantitative Analytics group is using Haskell to<br />
develop an embedded domain-specific functional language (called FPF)<br />
which is used to specify exotic equity derivatives. These derivatives,<br />
which are naturally best described in terms of mathematical functions,<br />
and constructed compositionally, map well to being expressed in an<br />
embedded functional language. This language is now regularly being used<br />
by people who had no previous functional language experience.<br />
</blockquote><br />
::[http://lambda-the-ultimate.org/node/3331 Simon Frankau et al's JFP paper on their use of Haskell]<br />
::[http://www.reddit.com/r/haskell/comments/1p70l3/barclays_are_hiring_haskell_developers_in_london/ Read their 2013 job advertisement]<br />
<br />
* BAE Systems<br />
<blockquote><br />
As part of the SAFE project, BAE has built a collection of compilers, interpreters, simulators, and EDSLs almost entirely in Haskell.<br />
</blockquote><br />
::[http://cufp.org/conference/sessions/2013/tom-hawkins-bae-systems-redesigning-computer-secur CUFP 2013 talk]<br />
<br />
* [http://bazqux.com BazQux Reader]<br />
<blockquote><br />
BazQux Reader is a commercial RSS reader. Its feeds and comments crawler and a part of web-server are implemented in Haskell.<br />
</blockquote><br />
<br />
* [http://web.archive.org/web/20160401061811/http://better.io/ Better]<br />
<blockquote><br />
Better, formerly known as Erudify, is a learning company built around the mission of making people better. We are an unusual mix of a software company, a consulting firm, and a creative agency. This tight integration enables us to deliver innovative, high-quality courses to our customers.<br />
<br />
Founded in 2012, Better is based in Zurich, Switzerland and New York, USA. Better is fully invested in Haskell; Most parts of our back-end system (web-servers and learning logic) are written in Haskell. Haskell is also used in most parts of our front-end system. <br />
</blockquote><br />
<br />
* [http://www.bcode.com/ bCODE Pty Ltd] Sydney Australia<br />
<blockquote><br />
bCode Pty Ltd is a small venture capital-funded startup using Ocaml and a bit of Haskell in Sydney Australia.<br />
</blockquote><br />
<br />
* [http://bdellium.com/ Bdellium] Hawaii, United States<br />
<blockquote><br />
Bdellium develops software systems that enable companies in the financial industry to deliver new customer services that grow their business. Bdellium uses Haskell for heavy lifting analysis in back end infrastructure.<br />
</blockquote><br />
<br />
* [http://www.betterteam.com/ Betterteam] Remote<br />
<br />
<blockquote><br />
Betterteam is a recruitment platform for small businesses and growing teams. It allows employers to post their jobs to hundreds of job boards, manage candidates, and add a careers section to their website. <br />
<br />
Betterteam's backend applications are 100% Haskell and the frontend web application is written in PureScript.<br />
</blockquote><br />
<br />
* [http://www.bluespec.com/ Bluespec, Inc.] Waltham, Massachusetts<br />
<br />
<blockquote><br />
Developing a modern integrated circuit (ASIC or FPGA) is an enormously<br />
expensive process involving specification, modeling (to choose and fix the<br />
architecture), design (to describe what will become silicon) and verification<br />
(to ensure that it meets the specs), all before actually committing anything to<br />
silicon (where the cost of a failure can be tens of millions of dollars).<br />
Bluespec, Inc. is a three year-old company that provides language facilities,<br />
methodologies, and tools for this purpose, within the framework of the IEEE<br />
standard languages SystemVerilog and SystemC, but borrowing ideas heavily from<br />
Term Rewriting Systems and functional programming languages like Haskell. In<br />
this talk, after a brief technical overview to set the context, we will<br />
describe our tactics and strategies, and the challenges we face, in introducing<br />
declarative programming ideas into this field, both externally (convincing<br />
customers about the value of these ideas) and internally (using Haskell for our<br />
tool implementation). <br />
</blockquote><br />
<br />
::Bluespec's [http://cufp.galois.com/2006/abstracts.html#RishiyurNikhil CUFP talk].<br />
<br />
* [http://bu.mp/ Bump]<br />
<blockquote><br />
Bump use a Haskell-based server, [http://github.com/jamwt/Angel Angel], for process supervisor for all their backend systems, and [http://devblog.bu.mp/post/40786229350/haskell-at-bump for other infrastructure tasks].<br />
</blockquote><br />
::Haskell at [http://web.archive.org/web/20140301194315/http://download.fpcomplete.com/bump-fp-complete-study.pdf Bump]<br />
<br />
* Capital IQ<br />
<blockquote><br />
We have been using functional programming here at S&P Capital IQ in Scala, Haskell, and our homegrown reporting language Ermine, since 2008 for financial analytics.<br />
</blockquote><br />
::[http://cufp.org/conference/sessions/2013/edward-kmett-sp-capital-iq-functional-reporting Capital IQ's CUFP 2013 talk]<br />
<br />
* [http://chordify.net Chordify]<br />
<blockquote><br />
Chordify is a free online music service that transforms music, from YouTube, Deezer, SoundCloud or uploaded files, into chords. There's an ICFP experience report explaining how Haskell is used for this:<br />
<br />
José Pedro Magalhães and W. Bas de Haas. [http://dreixel.net/research/pdf/fmmh.pdf Functional Modelling of Musical Harmony: an Experience Report]. In Proceedings of the 16th ACM SIGPLAN International Conference on Functional Programming (ICFP'11), pp. 156–162, ACM, 2011.<br />
</blockquote><br />
<br />
* [http://www.circos.com Circos Brand Karma] Singapore<br />
<blockquote><br />
Brand Karma provides services to brand owners to measure online sentiments towards their brands.<br />
Haskell is used in building parts of the product, specifically for back-end job scheduling and brand matching.<br />
</blockquote><br />
<br />
* [https://circuithub.com CircuitHub]<br />
<blockquote><br />
CircuitHub aims to be the AWS for manufacturing, enabling hardware companies and makers to instantly quote designs and scale from prototype to production. We are also proud to host a large collection of open hardware designs. CircuitHub uses Haskell for our core services and algorithms.<br />
</blockquote><br />
<br />
* [http://www.credit-suisse.com/ Credit Suisse Global Modeling and Analytics Group] London, UK; New York City, New York<br />
<br />
<blockquote><br />
GMAG, the quantitative modeling group at Credit Suisse, has been using Haskell<br />
for various projects since the beginning of 2006, with the twin aims of<br />
improving the productivity of modelers and making it easier for other people<br />
within the bank to use GMAG models. Current projects include: Further work on<br />
tools for checking, manipulating and transforming spreadsheets; a<br />
domain-specific language embedded in Haskell for implementing reusable<br />
components that can be compiled into various target forms (see the video presentation: [http://web.archive.org/web/20100117145657/www.londonhug.net/2008/08/11/video-paradise-a-dsel-for-derivatives-pricing/ Paradise, a DSEL for Derivatives Pricing]).<br />
</blockquote><br />
<br />
::Credit Suisse's [http://cufp.galois.com/2006/abstracts.html#HowardMansell CUFP talk].<br />
<br />
* [https://www.cryptact.com/ Cryptact] Tokyo, Japan<br />
<br />
<blockquote><br />
Cryptact provides a platform for cryptocurrency investors based on our expertise in finance and technology, and is exploring the potential of Haskell in our backend services.<br />
</blockquote><br />
<br />
* [http://detexify.kirelabs.org/classify.html Detexify]<br />
<br />
<blockquote><br />
Detexify is an online handwriting recognition system, whose backend is written in Haskell. <br />
</blockquote><br />
<br />
* [https://diametricsoftware.com Diametric Software]<br />
<br />
<blockquote><br />
The Diametric Safety case Manager is written in Haskell. It provides [https://diametricsoftware.com/diagrams Goal Structuring Notation and Bow Tie diagrams] as views on an underlying model of system safety. The model can be interrogated using a [https://diametricsoftware.com/queries-analysing-the-data graphical query notation] and the results presented in [https://diametricsoftware.com/flexible-reporting reports].<br />
</blockquote><br />
<br />
* [http://fynder.io Fynder]<br />
<blockquote><br />
Fynder is an online booking platform.<br />
<br />
We use Haskell and clojurescript, all stitched together with nixos<br />
</blockquote><br />
<br />
::See more in their original [http://hackerjobs.co.uk/jobs/2013/9/27/digital-logistics-haskell-developer job posting].<br />
<br />
* [http://www.db.com/ Deutsche Bank Equity Proprietary Trading, Directional Credit Trading]<br />
<br />
<blockquote><br />
The Directional Credit Trading group used Haskell as the primary<br />
implementation language for its software infrastructure.<br />
</blockquote><br />
<br />
::Deutsche Bank's [http://cufp.galois.com/2008/abstracts.html#PolakowJeff CUFP talk].<br />
<br />
* [https://www.thitp.de/ Dr. Peter & Alexander Thiemann GbR]<br />
<blockquote><br />
Dr. Peter & Alexander Thiemann GbR is a software consultancy with strong focus on functional development with Haskell and hardware-software systems.<br />
</blockquote><br />
<br />
* [http://archive.fo/WEa4K Eaton] Cleveland, Ohio<br />
<br />
<blockquote><br />
Design and verification of hydraulic hybrid vehicle systems<br />
</blockquote><br />
<br />
::Eaton's [http://cufp.galois.com/2008/abstracts.html#HawkinsTom CUFP talk]<br />
::Eaton's [http://www.haskell.org/pipermail/haskell-cafe/2009-April/060602.html experiences using a Haskell DSL]<br />
<br />
* [Ericsson AB]<br />
<blockquote><br />
Ericsson uses Haskell for the implementation of Feldspar, an EDSL for digital signal processing algorithms.<br />
</blockquote><br />
<br />
::Ericsson's [http://hackage.haskell.org/package/feldspar-compiler Feldspar compiler]<br />
<br />
* [http://extensibl.com/ extensibl]<br />
<blockquote><br />
New Zealand-based company. Provides a variety of software development, consulting, operational support services worldwide. Both Haskell and Ur/Web are actively used for commercial projects.<br />
</blockquote><br />
<br />
* [http://facebook.com Facebook]<br />
<br />
<blockquote><br />
Facebook uses some Haskell internally for tools. [http://github.com/facebook/lex-pass/tree/master lex-pass] is a tool for programmatically manipulating a PHP code base via Haskell.<br />
</blockquote><br />
<br />
:: Facebook's [http://cufp.galois.com/2009/abstracts.html#ChristopherPiroEugeneLetuchy CUFP talk]<br />
:: Facebook's [http://web.archive.org/web/20131014080404/https://skillsmatter.com/podcast/home/simon-marlow HaXL system] is [https://code.facebook.com/projects/854888367872565/haxl/ open source]<br />
<br />
* [http://web.archive.org/web/20140227001650/http://factisresearch.com/ Factis Research]<br />
<blockquote><br />
Factis research, located in Freiburg, Germany, co-develops [http://www.checkpad.de Checkpad], a mobile electronic health record. Our client software runs under iOS, web browsers and Windows. The server components are implemented in 95% in Haskell. <br />
</blockquote><br />
<br />
<br />
* [http://fortytools.com fortytools gmbh]<br />
<blockquote><br />
Located in Hamburg, Germany, we are developing web-based productivity tools for invoicing, customer management, resource scheduling and time tracking. While using Javascript for building rich frontend application in the browser, we use Haskell to implement the REST backends. Additionally, we do occasional project/client work as well.<br />
</blockquote><br />
<br />
:: Oh, and of course we develop and maintain [http://hayoo.info Hayoo!] :)<br />
<br />
<br />
* [http://www.functor.se/ Functor AB], Stockholm, Sweden<br />
<blockquote><br />
Functor AB offers new tools for ground-breaking static analysis with pre-test case generation of programs to eliminate defects and bugs in software very early in development. <br />
<br />
Functor collaborates with the JET fusion reactor run by EFDA CCFE. JET is currently the largest reactor in the world of its kind. At Functor, almost all development is done in Haskell but also to some extent also C and Scala.<br />
</blockquote><br />
<br />
:: See more in the Functor AB [http://alpmestan.com/posts/2012-10-23-haskell-job-opening-at-functor.html job advertisement]<br />
<br />
* [http://www.funktional.info/index.php?id=7&L=1 Funktionale Programmierung Dr. Heinrich Hördegen], Munich, Germany<br />
<blockquote><br />
We develop software prototypes according to the Pareto principle: After spending only 20 percent of budget, we aim to provide already 80 percent of the software's functionality. We can realize this by constructing a 2080-software-prototype that we can further develop into a full-fledged solution...<br />
</blockquote><br />
<br />
* [http://www.galois.com/ Galois, Inc] Portland, Oregon<br />
<br />
<blockquote><br />
Galois designs and develops high confidence software for critical applications.<br />
Our innovative approach to software development provides high levels of<br />
assurance, yet its scalability enables us to address the most complex problems.<br />
We have successfully engineered projects under contract for corporations and<br />
government clients in the demanding application areas of security, information<br />
assurance and cryptography. <br />
</blockquote><br />
<br />
::Galois' [http://cufp.galois.com/2007/abstracts.html#JohnLaunchbury 2007 CUFP talk]<br />
::Galois' [http://cufp.org/conference/sessions/2011/theorem-based-derivation-aes-implementation 2011 CUFP talk]<br />
::Galois' [http://corp.galois.com/blog/2009/4/27/engineering-large-projects-in-haskell-a-decade-of-fp-at-galo.html retrospective on 10 years of industrial Haskell use]<br />
<br />
* [http://google.com Google]<br />
<br />
<blockquote><br />
Haskell is used on a small number of internal projects in Google, for internal IT infrastructure support, and the open-source [http://code.google.com/p/ganeti/ Ganeti] project. Ganeti is a tool for managing clusters of<br />
virtual servers built on top of Xen and KVM.<br />
</blockquote><br />
<br />
::Google's [http://k1024.org/~iusty/papers/icfp10-haskell-reagent.pdf ICFP 2010 experience report on Haskell]<br />
::Video from ICFP [http://vimeo.com/12849320 Project Ganeti at Google]<br />
<br />
* [http://glyde.com/ Glyde]<br />
<br />
<blockquote><br />
Glyde uses OCaml and Haskell for a few projects. Glyde uses Haskell for our client-side template source-to-source translator, which converts HAML-like view templates into JS code.<br />
</blockquote><br />
<br />
* [http://web.archive.org/web/20120924170856/http://groupcommerce.com/ Group Commerce]<br />
<blockquote><br />
Group Commerce uses Haskell to drive the main component of their advertising infrastructure: a Snap Framework based web server. Haskell enabled quicker development, higher reliability, and better maintainability than other languages, without having to sacrifice performance.<br />
</blockquote><br />
<br />
* [http://hasura.io/ Hasura]<br />
<blockquote><br />
Hasura is a BaaS/PaaS focussed on keeping things DRY and letting you write custom code with the tools you love. We're building a micro-service platform christened Hasura.io (alpha release scheduled in summer 2015), and we used Haskell as the core programming language to build it. <br />
</blockquote><br />
<br />
* [http://humane-software.com Humane Software]<br />
<blockquote>We develop enterprise systems with de-coupled, asynchronous Haskell backends and Javascript UIs.<br><br />
For our current customer, an Internet connectivity provider, we wrote a solution for monitoring multiple remote machines and analyzing gigabytes of traffic samples. Haskell proved an excellent tool for the job. <br />
We were able to replace legacy systems in a granular, piece-by-piece manner, while delivering new features.</blockquote><br />
<br />
* [http://hustlerturf.com Hustler Turf Equipment] Hesston, Kansas<br />
<blockquote><br />
Designs, builds, and sells lawn mowers. We use quite a bit of Haskell, especially as a "glue language" for tying together data from different manufacturing-related systems. We also use it for some web apps that are deployed to our dealer network. There are also some uses for it doing sysadmin<br />
automation, such as adding/removing people from LDAP servers and the like<br />
</blockquote><br />
<br />
* [http://iba-cg.de/haskell.html iba Consulting Gesellschaft] - Intelligent business architecture for you. Leipzig, Germany<br />
<br />
<blockquote><br />
iba CG develops software for large companies: <br />
* risk analysis and reporting solution for power supply company; <br />
* contract management, assert management, booking and budgeting software for one of the worldwide leading accounting firm.<br />
</blockquote><br />
<br />
* [http://www.imvu.com IMVU, Inc]<br />
<br />
<blockquote><br />
IMVU, Inc. is a social entertainment company connecting users through 3D avatar-based experiences. See the blog article [http://web.archive.org/web/20190311050105/engineering.imvu.com/2014/03/24/what-its-like-to-use-haskell/ What it's like to use Haskell]<br />
</blockquote><br />
<br />
* [http://www.ics-ag.de/ Informatik Consulting Systems AG]<br />
<br />
<blockquote><br />
ICS AG developed a simulation and testing tool which based on a DSL (Domain Specific Language). The DSL is used for the description of architecture and behavior of distributed system components (event/message based, reactive). The compiler was written in Haskell (with target language Ada). The test system is used in some industrial projects.<br />
</blockquote><br />
<br />
* [http://intel.com Intel]<br />
<blockquote><br />
Intel has developed a Haskell compiler as part of their research on multicore parallelism at scale.<br />
</blockquote><br />
<br />
:: Read the Intel Research paper on [http://www.leafpetersen.com/leaf/publications/hs2013/hrc-paper.pdf compiler]<br />
<br />
* [http://www.janrain.com JanRain]<br />
<blockquote><br />
JanRain uses Haskell for network and web software. Read more about [http://www.janrain.com/blogs/haskell-janrain Haskell at JanRain] and in their [http://corp.galois.com/blog/2011/3/8/tech-talk-haskell-and-the-social-web.html tech talk at Galois]. JanRain's "[http://www.janrain.com/products/capture Capture]" user API product is built on Haskell's Snap webframework.<br />
</blockquote><br />
<br />
:: See Janrain's [http://corp.galois.com/blog/2011/4/22/tech-talk-video-haskell-and-the-social-web.html technical talk about their use of Snap]<br />
<br />
* [http://joyridelabs.de/game/ Joyride Laboratories]<br />
<br />
<blockquote><br />
Joyride Laboratories was an independent game development studio, founded in 2009 by Florian Hofer and Sönke Hahn. Their first game, "Nikki and the Robots" was released in 2011.<br />
</blockquote><br />
<br />
* [http://keera.co.uk Keera Studios]<br />
<br />
<blockquote><br />
Keera Studios Ltd is a European game development studio that develops mobile, desktop and web apps.<br />
<br />
* Games: The mobile game [http://magiccookies.haskell.games Magic Cookies!] was written in Haskell and released in 2015 [https://play.google.com/store/apps/details?id=uk.co.keera.games.magiccookies for Android] and 2017 [https://itunes.apple.com/us/app/magic-cookies/id1244709871 for iOS]. Other games include [http://github.com/ivanperez-keera/haskanoid Haskanoid], also available [https://www.facebook.com/keerastudios/photos/pb.300854939930039.-2207520000.1432793728./973879669294226/?type=3&theater for Android], and a multi-platform Graphic Adventure library and engine with [https://www.facebook.com/keerastudios/photos/pb.300854939930039.-2207520000.1432793728./971050386243821/?type=3&theater Android and iOS support] and an [https://www.facebook.com/keerastudios/photos/pb.300854939930039.-2207520000.1432793728./1078495588832633/?type=3&theater IDE].<br />
<br />
* Reactive Programming and GUIs: Keera Studios is also the maintainer of [http://github.com/keera-studios/keera-hails Keera Hails], an Open-Source reactive rapid application development framework with backends for Android and iOS's native GUI toolkits, Web DOM via GHCJS, Gtk+, Wx and Qt. With Hails, it is possible to write Haskell applications with UIs that work both for mobile and desktop.<br />
<br />
Keera Studios' Gale IDE (a game IDE), [https://github.com/keera-studios/keera-posture Keera Posture] (a open-source posture monitor using the webcam) and other mobile apps are also developed using Hails.<br />
<br />
See the [http://facebook.com/keerastudios Facebook page] for details on iOS & Android games and apps and ongoing development.<br />
<br />
</blockquote><br />
<br />
* [http://kinoubi.xyz kinoubi]<br />
<blockquote><br />
At kinoubi we believe in high quality code, that just works. We use software quality metrics to achieve an exceptional level of quality. Our main programming language is Haskell because of its elegance and philosophy of functional purity. It is what we believe in, it is our name: 'kinoubi' means 'functional elegance' in Japanese. Our code is produced for a range of different domains including data mining and machine learning.<br />
</blockquote><br />
<br />
* [https://lifted.software/rHSWiki/ Lifted Software UG], Berlin, Germany<br />
<blockquote><br />
Lifted has developed a macOS application "[https://lifted.software/rHSWiki/ JSON Class Generator]" that allows the user to specify data types (classes/enums) in a visual editor. These models can then be exported to Objective-C source code, which is capable of serializing/deserializing the instances to/from JSON. When parsing JSON, the structures are validated against the specification and errors are reported. The generated code comes with handy implementations for methods like -description, -isEqual:, -copy, -hash and more, that are boring to write and tedious to keep updated by hand.<br />
</blockquote><br />
<br />
* [http://linkqlo.com/ Linkqlo]<br />
<blockquote><br />
Linkqlo Inc is a Palo Alto-based technology startup that is building a pioneering mobile community to connect people with better fitting clothes. We’re solving an industry-wide pain point for both consumers and fashion brands in retail shopping, sizing and fitting, just like Paypal took on the online payment challenge in 1999. We started deploying Haskell as the backend language recently in August 2015, in an effort to eventually replace all PHP endpoint APIs with Haskell ones. <br />
</blockquote><br />
<br />
::Linkqlo's [http://linkqlo.com/app iOS app from App Store]<br />
<br />
* [http://www.linspire.com/ Linspire]<br />
<br />
<blockquote><br />
Linspire, Inc. has used functional programming since its inception in 2001,<br />
beginning with extensive use of O'Caml, with a steady shift to Haskell as its<br />
implementations and libraries have matured. Hardware detection, software<br />
packaging and CGI web page generation are all areas where we have used<br />
functional programming extensively. Haskell's feature set lets us replace much<br />
of our use of little languages (e.g., bash or awk) and two-level languages (C<br />
or C++ bound to an interpreted language), allowing for faster development,<br />
better code sharing and ultimately faster implementations. Above all, we value<br />
static type checking for minimizing runtime errors in applications that run in<br />
unknown environments and for wrapping legacy programs in strongly typed<br />
functions to ensure that we pass valid arguments. <br />
</blockquote><br />
<br />
::Linspire's [http://cufp.galois.com/2006/abstracts.html#CliffordBeshers CUFP talk]<br />
::Linspire's experience report on using [http://portal.acm.org/citation.cfm?doid=1291151.1291184 functional programming to manage a Linux distribution]<br />
<br />
* [https://lumiguide.eu/ LumiGuide]<br />
<blockquote><br />
LumiGuide is an innovative software company which specialises in smart parking and guidance systems for both bicycles and cars. LumiGuide developed and installed the [https://bicycledutch.wordpress.com/2015/06/09/bicycle-parking-guidance-system-in-utrecht/ P-route Bicycle system] for the City of Utrecht in 2015. This system guides cyclists via digital, street-level displays to available parking space in a number of parking facilities in the city centre. Utrecht is the first city in the world that has a system like this. The detection technology is based on optical sensors which are independent of the bicycle stands. The sensors are mounted to the ceiling in indoor facilities and mounted to poles in outdoor facilities. Every minute, one sensor detects 40 to 60 parking places at the same time in either single- or two-tier bicycle stands as well as (stand-less) free parking places. Bicycles that exceed the maximum parking duration ('orphaned' bicycles) are also detected and the system will automatically keep a log of pictures of the orphaned bicycle which can be used as evidence when the orphaned bicycle is removed by a facility operator. The usage of the facility can be monitored with web-based control software. LumiGuide also develops the indoor and outdoor digital displays which can be controlled using the web-based control software.<br />
<br />
We are extensively using Haskell and NixOS.<br />
</blockquote><br />
<br />
* [http://www.microsoft.com/ Microsoft]<br />
<blockquote><br />
Microsoft uses Haskell for its production serialization system, [https://github.com/Microsoft/bond Bond]. Bond is broadly used at Microsoft in high scale services. Microsoft Research has, separately, been a key sponsor of Haskell development since the late 1990s.<br />
</blockquote><br />
<br />
* [http://www.mitre.org/ MITRE]<br />
<blockquote><br />
MITRE uses Haskell for, amongst other things, the [http://hackage.haskell.org/package/cpsa analysis of cryptographic protocols].<br />
</blockquote><br />
<br />
* [http://nytimes.com The New York Times]<br />
<blockquote><br />
A team at the New York Times used Haskell's parallel array library to process images from 2013 New York Fashion Week. Haskell was chosen based on its fast numerical arrays packages, and ease of parallelization.<br />
</blockquote><br />
:: [http://web.archive.org/web/20131016054207/source.mozillaopennews.org/en-US/articles/model-analysis/ Model analysis]<br />
:: [http://www.infoq.com/presentations/haskell-newsroom-nyt Haskell in the Newsroom]<br />
<br />
* [http://web.archive.org/web/20130410075501/http://www.ertos.nicta.com.au/research/sel4/ NICTA]<br />
<blockquote><br />
NICTA has used Haskell as part of a project to verify the L4 microkernel.<br />
</blockquote><br />
::[http://www.drdobbs.com/embedded/222400553 Read the Dr. Dobbs article on using Haskell and formal methods to verify a kernel]<br />
<br />
* [http://www.gb.nrao.edu NRAO]<br />
<blockquote><br />
NRAO has used Haskell to implement the core science algorithms for the Robert C. Byrd Green Bank Telescope (GBT) Dynamic Scheduling System ([http://www.gb.nrao.edu/dss DSS]).<br />
::Source code available on [https://github.com/nrao/antioch GitHub].<br />
</blockquote><br />
<br />
* [http://www.ns-sol.co.jp NS Solutions(NSSOL)] Tokyo, Japan<br />
<blockquote><br />
NS Solutions has employed Haskell since 2008 to develop its software<br />
packages including "BancMeasure", a mark-to-market accounting software<br />
package for financial institutions, "BancMeasure for IFRS" and<br />
"Mamecif", a data analysis package.<br />
"BancMeasure" and "Mamecif" are registered trademarks of NS Solutions Corporation in JAPAN.<br />
</blockquote><br />
<br />
* [http://www.nvidia.com/content/global/global.php NVIDIA]<br />
<blockquote><br />
At NVIDIA, we have a handful of in-house tools that are written in Haskell<br />
</blockquote><br />
<br />
* [http://web.archive.org/web/20081012073802/blog.openomy.com/2008/01/case-study-using-haskell-and-happs-for.html Openomy]<br />
<br />
<blockquote><br />
Openomy's API v2.0 is developed in Haskell, using the<br />
[http://www.happs.org/ HAppS] web platform.<br />
</blockquote><br />
<br />
* [http://www.oblomov.com Oblomov]<br />
<br />
<blockquote><br />
Oblomov Systems is a one-person software company based in Utrecht, The Netherlands. Founded in 2009, Oblomov has since then been working on a number of Haskell-related projects. The main focus lies on web-applications and (web-based) editors. Haskell has turned out to be extremely useful for implementing web servers that communicate with JavaScript clients or iPhone apps.<br />
</blockquote><br />
<br />
:: [http://haskell.org/communities/05-2010/html/report.html#oblomov Oblomov's HCAR submission].<br />
<br />
* [http://www.patch-tag.com Patch-Tag: hosting for Darcs]<br />
<blockquote><br />
Need somewhere to put your Darcs code? Try us.<br />
<br />
Patch-Tag is built with [http://happstack.com happstack], the continuation of the project formerly known as HAppS.<br />
</blockquote><br />
<br />
* [http://www.peerium.com Peerium, Inc] Cambridge, Massachusetts<br />
<blockquote><br />
At Peerium, we're striving to bring a new level of quality and efficiency to online communication and collaboration within virtual communities, social networks, and business environments. We believe that a new environment that supports the effortless sharing of both information and software will enable a level of online cooperation far beyond current Web-based technologies -- modern programming techniques will enable the creation of more robust and more powerful programs within these environments. To this end, we're building a new software platform for direct, real-time communication and collaboration within graphically rich environments. Peerium is located in the heart of Harvard Square in Cambridge, Massachusetts.<br />
</blockquote><br />
<br />
* [http://www.picussecurity.com Picus Security] Ankara, Turkey<br />
<blockquote><br />
There are lots of IT security products currently used in enterprises to protect customers from cyber threats. How do we ensure about their effectiveness? At this point we have an idea. An idea that we believe will change the entire ecosystem of security operations which we call 'Verified Security' by continuously assessing security controls and remediating them. At Picus Security, we're extensively using Haskell from the starting point of the project. Our backend completely written in Haskell which consists of REST API, distributed haskell nodes and attacker modules. <br />
</blockquote><br />
<br />
* [http://www.planit9.com/ PlanIt9]<br />
<br />
<blockquote><br />
PlanIt9 is a Yesod-based web application for defining, planning, scheduling and tracking tasks. It's designed to be fast, simple, collaborative and cost effective. We're currently signing up users for our beta program.<br />
</blockquote><br />
<br />
* [https://github.com/plumlife Plumlife]<br />
<blockquote><br />
Plum is replacing light switches with Lightpads; a capacitive touch dimmer that is internet connected, clusters with other Lightpads in the home for group control... Haskell composes our cloud services and Erlang is used for the embedded software in the Lightpads (hot-code reloading, easy node clustering, etc...).<br />
...<br />
We use Haskell extensively for all of our cloud services software at Plumlife ... Amazing language and ecosystem.<br />
</blockquote><br />
<br />
* [http://www.qualcomm.com/ Qualcomm, Inc]<br />
<br />
<blockquote><br />
Qualcomm uses Haskell to generate Lua bindings to the BREW platform <br />
</blockquote><br />
<br />
* [http://web.archive.org/web/20190422082011/https://sqream.com/using-haskell-at-sqream-technologies/ SQream]<br />
<br />
<blockquote><br />
At SQream, we use Haskell for a large part of our code. We use Haskell for the compiler, which takes SQL statements and turns them into low level instructions for the high performance CUDA runtime. We also use Haskell for rapid prototyping and for many auxiliary utilities.<br />
</blockquote><br />
<br />
* [http://cufp.org/conference/sessions/2013/jeff-epstein-parallel-scientific-building-scalable Parallel Scientific], Boulder, Colorado.<br />
<br />
<blockquote><br />
We are using Haskell to develop an ultra-scalable high-availability resource management system for big clusters (millions of nodes). A key element of the design is to provide scalable and reliable mechanisms for communicating failures and coordinating recovery transitions. <br />
</blockquote><br />
<br />
:: See Parallel Scientific's [http://cufp.org/conference/sessions/2013/jeff-epstein-parallel-scientific-building-scalable CUFP talk]<br />
<br />
* [http://www.renci.org/ Renaissaince Computing Institute], Chapel Hill, North Carolina<br />
<blockquote><br />
The Renaissance Computing Institute (RENCI), a multi-institutional organization, brings together multidisciplinary experts and advanced technological capabilities to address pressing research issues and to find solutions to complex problems that affect the quality of life in North Carolina, our nation and the world.<br />
<br />
Research scientists at RENCI have used Haskell for a number of projects, including [http://web.archive.org/web/20160406020711/vis.renci.org/jeff/2009/08/26/open-sourcing-the-big-board/ The Big Board].<br />
</blockquote><br />
<br />
::RENCI's [http://cufp.galois.com/2009/abstracts.html#JeffersonHeard CUFP talk].<br />
<br />
* [https://www.relexsolutions.com RELEX Solutions] in Helsinki, Finland<br />
<br />
<blockquote><br />
RELEX uses Haskell (and Nix) in production for several internal tools and systems.<br />
</blockquote><br />
<br />
* [https://ruevoisine.fr ruevoisine.fr]<br />
<br />
<blockquote><br />
<p>This rental ads website uses Haskell both on client and server.</p><br />
<p>Web server is written in Erlang (Yaws) however app is nearly all Haskell.</p><br />
<p>Js code is produced, minified and bundled from Haskell.</p><br />
</blockquote><br />
<br />
* [http://samplecount.com Samplecount]<br />
<br />
<blockquote><br />
Samplecount develops mobile, location-aware sound and music applications. They are currently using Haskell for prototyping their server-side soundscape streaming components and as a cross-platform build tool for their mobile applications and frameworks.<br />
</blockquote><br />
<br />
* [http://sankelsoftware.com Sankel Software] Albuquerque, New Mexico<br />
<br />
<blockquote><br />
Sankel Software has been using Haskell since 2002 for both prototyping and deployment for technologies ranging from CAD/CAM to gaming and computer animation. We specialize in the development of user-friendly, large, long-term applications that solve difficult and conceptually intricate problems.<br />
</blockquote><br />
<br />
* [https://scrive.com/gb/en Scrive] <br />
<br />
<blockquote><br />
Scrive is a service for e-signing tenders, contracts, and other documents. We help our clients close deals faster, decrease their administrative burden, and improve their customers’ experience.<br />
</blockquote><br />
<br />
* [https://serokell.io Serokell] <br />
<br />
<blockquote><br />
Serokell is a company that favors Haskell for all kinds of software development: fault-resistant critical systems, blockchain platforms, mathematical modeling and prototyping, compiler design for GHC, DSL/eDSLs, third-party applications, and high volume APIs. They also popularize Haskell among programmers by supporting Haskell-related conferences, participating in CS contests and hackathons, and writing educational materials about Haskell.<br />
</blockquote><br />
<br />
* [http://web.archive.org/web/20140110112021/https://www.cee.siemens.com/web/at/en/csb/cvc/Pages/home.aspx Siemens Convergence Creators GmbH Austria]<br />
<br />
<blockquote><br />
Siemens CVC uses Haskell since a few years in the space domain. Starting with small tools like data conversion and automation of scripting tasks over installers we use Haskell currently for Space Protocol Proxies to allow connect different space systems (e.g. Cortex to NCTRS or SLE to NCTRS with COP-1 handling). The main use is currently a Simulator implemented in Haskell which handles parts of NCTRS (or SSB), the ground station and parts of the satellite to be able to make closed-loop tests for the SCOS-2000 based Mission Control System. It is in use for testing and debugging of the Mission Control System and for checking implementation of new features. It has served for various, currently active missions and also is in use for some missions to come.<br />
</blockquote><br />
<br />
* [http://web.archive.org/web/20140829070514/www.signalicorp.com/index.htm Signali] Portland, Oregon<br />
<br />
<blockquote><br />
Signali Corp is a new custom hardware design company. Our chief products<br />
are custom IP cores targeted for embedded DSP and cryptographic<br />
applications. Our specialty is the design and implementation of<br />
computationally intensive, complex algorithms. The interfaces to each<br />
core are modular and can be very efficiently modified for your specific<br />
application. System-level integration and validation is crucial and is<br />
the majority of investment in a product.<br />
</blockquote><br />
<br />
* [http://www.soostone.com Soostone] New York, NY<br />
<br />
<blockquote><br />
Soostone is an advanced analytics technology provider specializing in algorithmic optimization opportunities in marketing, pricing, advertising, sales and product management. As the preferred language, Haskell is used intensively at Soostone in numerous applications including customized machine learning algorithms, models/simulations, real-time decision-making engines, DSL/EDSLs, web applications and high volume APIs.<br />
</blockquote><br />
<br />
* [http://www.standardchartered.com/home/en/index.html Standard Chartered]<br />
<br />
<blockquote><br />
Standard Chartered has a large group using Haskell for all aspects of its wholesale banking business.<br />
</blockquote><br />
<br />
* [http://www.stackbuilders.com Stack Builders]<br />
<br />
<blockquote><br />
Stack Builders is a software consultancy based in New York, with its largest office in Quito, Ecuador. They build web, mobile and real-time applications for clients in industries including the automotive industry, finance, and social media and marketing. They have assisted clients in multiple industries with both legacy and greenfield projects in Haskell.<br />
</blockquote><br />
<br />
* [http://www.starling-software.com/en/index.html Starling Software] Tokyo, Japan<br />
<blockquote><br />
Starling Software are developing a commercial automated options trading system <br />
in Haskell, and are migrating other parts of their software suite to<br />
Haskell.<br />
</blockquote><br />
<br />
::Starling Software's [http://www.starling-software.com/misc/icfp-2009-cjs.pdf experience building real time trading systems in Haskell] <br />
<br />
<br />
* [http://www.sensor-sense.nl Sensor Sense] Nijmegen, The Netherlands<br />
<br />
<blockquote><br />
Sensor Sense is offering high technology systems for gas measurements in the ''ppbv'' down to ''pptv'' range. We use Haskell for the embedded control software of our trace gas detectors.<br />
</blockquote><br />
<br />
:: For more information see Senor Sense's [http://www.reddit.com/r/haskell/comments/1clkjb/job_opening_for_haskell_developer_in_nijmegen_nl/ position advertisement]<br />
<br />
* [http://www.silk.co Silk] Amsterdam, The Netherlands<br />
<br />
<blockquote><br />
Silk investigates and develops new ways of creating and consuming online content. Their [http://www.silk.co/ Silk] application makes it easy to filter and visualize large amounts of information.<br />
</blockquote><br />
<br />
:: Silk's blog on [http://engineering.silk.co/post/31920990633/why-we-use-haskell/ why they use Haskell]<br />
:: A [http://thenextweb.com/eu/2011/04/28/filter-and-visualize-data-in-seconds-with-silk/ review of Silk]<br />
<br />
* [http://skedge.me/ Skedge Me]<br />
<blockquote><br />
skedge.me is an online scheduling platform that allows businesses to completely automate the process of making appointments, such as customer visits, job interviews, and tutoring sessions.<br />
</blockquote><br />
<br />
:: See more in their [http://cufp.org/conference/sessions/2013/ryan-trinkle-skedgeme-enterprise-appointment-sched CUFP talk]<br />
:: See their 2014 [http://web.archive.org/web/20140625070732/https://functionaljobs.com/jobs/8712-haskell-developer-at-skedgeme job advertisement]<br />
<br />
* [http://www.suite-sol.com/ Suite Solutions]<br />
<blockquote><br />
Suite Solutions provides products and solutions in support of large sets of technical documentation based on [http://en.wikipedia.org/wiki/Darwin_Information_Typing_Architecture DITA] for general technical documentation, and other more specialized XML and SGML formats for specific industries such as the aerospace industry. Many of Suite Solutions' products and solutions, such as the featured products [http://www.suite-sol.com/pages/solutions/suitehelp.html SuiteHelp] and [http://www.suite-sol.com/pages/solutions/suite-social-kb.html SuiteShare], are written in Haskell.<br />
</blockquote><br />
<br />
* [http://www.sumall.com/ SumAll] New York, New York<br />
<blockquote><br />
SumAll aggregates various public streams of data such as various social network data into useful analytics, reports and insights. We are in process of rewriting our entire data-processing backend in Haskell. What attracted us to the language is its disciplined and uncompromising approach to solving hard problems and managing complexity. We truly believe that the language and ecosystem is ready for prime time and will give us competitive advantage in the industry. <br />
</blockquote><br />
<br />
* [http://www.symbiont.io Symbiont.io] New York, NY<br />
<br />
<blockquote><br />
Symbiont is a New York-based startup that is using smart contracts and blockchain technology to radically improve financial market back-office infrastructure. Haskell is currently used at Symbiont for processing transactions created on a distributed ledger and for its smart contracts language [https://symbiont.io/blog/2020/4/27/safety-and-ease-of-use-in-sympl-a-dsl-for-enterprise-smart-contracts SymPL]. <br />
</blockquote><br />
<br />
* [http://web.archive.org/web/20150324001331/http://tabula.com/ Tabula.com]<br />
<blockquote><br />
Tabula is a privately held fabless semiconductor company developing 3-D Programmable Logic Devices. Haskell is used for internal compiler toolchains related to hardware design.<br />
</blockquote><br />
<br />
* [https://www.tramcloud.net/ TramCloud GmbH]<br />
<blockquote><br />
TramCloud builds measurement devices and analytics platforms for tram operators. Most software is written in Haskell.<br />
</blockquote><br />
<br />
* [https://www.tripshot.com/ Tripshot, Inc.] San Jose, California<br />
<blockquote><br />
All-In-One Transportation Management Software<br />
</blockquote><br />
<br />
* [http://tsurucapital.com Tsuru Capital] Tokyo, Japan<br />
<blockquote><br />
Tsuru Capital is operating an automated options trading system written in Haskell.<br />
</blockquote><br />
<br />
::[http://haskell.org/communities/05-2010/html/report.html#sect7.6 Tsuru Capital's HCAR submission]<br />
<br />
* [http://tupil.com/ Tupil] Utrecht, The Netherlands<br />
<br />
<blockquote><br />
Tupil is a Dutch company that built software for clients, written in Haskell. Tupil used Haskell for the speed in development and resulting software quality. The company is founded by Chris Eidhof and Eelco Lempsink. Currently they build iPhone/iPad applications in Objective-C.<br />
</blockquote><br />
<br />
:: Tupil's experience building [http://blog.tupil.com/building-commercial-haskell-applications/ commercial web apps in Haskell]<br />
<br />
* [https://www.uffizio.ch/ Uffizio GmbH] Switzerland<br />
<br />
<blockquote><br />
Uffizio is a one-person company in Switzerland that uses Haskell for building correct, maintainable and fast e-commerce web applications as well as internal tools.<br />
</blockquote><br />
<br />
* [http://www.wagonhq.com Wagon] San Francisco, California<br />
<br />
<blockquote><br />
Wagon is a modern SQL editor: a better way for analysts and engineers to write queries, visualize results, and share data & charts.<br />
</blockquote><br />
<br />
::We’re a team of functional programmers writing apps and services in Haskell (and Javascript). We love to teach and learn functional programming; our team is humble, hard working, and fun. Read our engineering blog to learn more about our [http://www.wagonhq.com/blog/engineering-at-wagon stack], how we combine [http://www.wagonhq.com/blog/electron-at-wagon Haskell, React, and Electron], and what it’s like [http://www.wagonhq.com/blog/first-two-weeks-haskell-wagon working at a Haskell-powered startup].<br />
<br />
::We're hiring Haskell engineers based in San Francisco, [http://web.archive.org/web/20160825042749/www.wagonhq.com/jobs learn more about the roles and our team]!<br />
<br />
* [https://www.xoken.org Xoken Labs] Bangalore, India<br />
<br />
<blockquote><br />
Xoken Labs is a blockchain research & development company based in Bengaluru. We develop innovative, internet-scale, next-generation open protocols & solutions.<br />
</blockquote><br />
<br />
::We're hiring Haskellers!<br />
::[https://www.xoken.org/careers/ https://www.xoken.org/careers/]<br />
<br />
If you're using Haskell commercially, please add your details here.<br />
<br />
== The Industrial Haskell Group ==<br />
<br />
The [http://industry.haskell.org/ Industrial Haskell Group (IHG)] is an organisation to support the needs of commercial users of the Haskell programming language. <br />
<br />
== Jobs and recruitment ==<br />
<br />
[[Jobs|Haskell jobs]] on the HaskellWiki.<br />
<br />
[http://www.haskellers.com/jobs Jobs at Haskellers.com].<br />
<br />
== Consultants ==<br />
<br />
[[Consultants]]<br />
<br />
== Commercial Users of Functional Programming Workshop ==<br />
<br />
[http://web.archive.org/web/20070127032244/www.galois.com/cufp/ Commercial Users of Functional Programming]<br />
<br />
The goal of [http://web.archive.org/web/20070127032244/www.galois.com/cufp/ CUFP] is to build a community<br />
for users of functional programming languages and technology, be they<br />
using functional languages in their professional lives, in an open<br />
source project (other than implementation of functional languages), as a<br />
hobby, or any combination thereof. In short: anyone who uses functional<br />
programming as a means, but not an end.<br />
<br />
[[Category:Community]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Tutorials&diff=63269Tutorials2020-03-12T16:54:15Z<p>SimonMichael: /* Introductions to Haskell */</p>
<hr />
<div>==Introductions to Haskell==<br />
<br />
These are the recommended places to start learning, short of buying a [[Books#Textbooks|textbook]].<br />
<br />
See also [[Meta-tutorial]], another, shorter overview of tutorials aimed at helping you find the right one.<br />
<br />
=== Best places to start ===<br />
<br />
;[http://www.cis.upenn.edu/~cis194/spring13/lectures.html Introduction to Haskell (Spring 2013)]: An excellent tutorial to Haskell for beginners given as a course at UPenn by the author of the Typeclassopedia and Diagrams, Brent Yorgey. More compact than LYAH and RWH, but still communicates both basics and some notoriously unfamiliar concepts effectively.<br />
<br />
;[http://learnyouahaskell.com Learn You a Haskell for Great Good! (LYAH)]<br />
: Nicely illustrated tutorial showing Haskell concepts while interacting in GHCi. Written and drawn by Miran Lipovača.<br />
<br />
;[http://book.realworldhaskell.org/ Real World Haskell (RWH)]<br />
: A free online version of the complete book, with numerous reader-submitted comments. RWH is best suited for people who know the fundamentals of Haskell already, and can write basic Haskell programs themselves already. It makes a great follow up after finishing LYAH. It can easily be read cover-to-cover, or you can focus on the chapters that interest you most, or when you find an idea you don't yet understand.<br />
<br />
;[http://en.wikibooks.org/wiki/Haskell/YAHT Yet Another Haskell Tutorial (YAHT)]<br />
:By Hal Daume III et al. A recommended tutorial for Haskell that is still under construction but covers already much ground. Also a classic text.<br />
<br />
;[http://www.happylearnhaskelltutorial.com Happy Learn Haskell Tutorial (HLHT)]<br />
: Illustrated total beginner tutorial with fun, example-driven learning. Free and PDF/ebook versions available.<br />
<br />
;[http://en.wikibooks.org/wiki/Haskell Haskell Wikibook] <br />
:A communal effort by several authors to produce the definitive Haskell textbook. It's very much a work in progress at the moment, and contributions are welcome. For 6 inch e-Readers/tablet computers, there is [http://commons.wikimedia.org/wiki/File:Haskell_eBook_Reader.pdf a PDF version of the book]. <br />
<br />
;[http://en.wikibooks.org/wiki/Write_Yourself_a_Scheme_in_48_Hours Write Yourself a Scheme in 48 Hours in Haskell]<br />
:A Haskell Tutorial, by Jonathan Tang. Most Haskell tutorials on the web seem to take a language-reference-manual approach to teaching. They show you the syntax of the language, a few language constructs, and then have you construct a few simple functions at the interactive prompt. The "hard stuff" of how to write a functioning, useful program is left to the end, or sometimes omitted entirely. This tutorial takes a different tack. You'll start off with command-line arguments and parsing, and progress to writing a fully-functional Scheme interpreter that implements a good-sized subset of R5RS Scheme. Along the way, you'll learn Haskell's I/O, mutable state, dynamic typing, error handling, and parsing features. By the time you finish, you should be fairly fluent in both Haskell and Scheme.<br />
<br />
;[http://acm.wustl.edu/functional/haskell.php How to Learn Haskell]<br />
:Some students at Washington University in St. Louis documented the path they took to learning Haskell and put together a nice meta-tutorial to guide beginners through some of the available resources. Experienced programmers looking for some quick code examples may be interested in their [http://acm.wustl.edu/functional/hs-breads.php breadcrumbs].<br />
<br />
;[https://ohaskell.guide/ About Haskell by Human Language (О Haskell по-человечески)]<br />
:The book about Haskell for an absolute beginners. Written by Denis Shevchenko in Russian.<br />
<br />
=== Other tutorials ===<br />
<br />
;[http://dev.stephendiehl.com/hask/ What I wish I knew when learning Haskell] :By Stephen Diehl. Does what it says on the tin. See [http://www.reddit.com/r/haskell/comments/23srcm/what_i_wish_i_knew_when_learning_haskell_20/ Reddit appreciation]<br />
<br />
;[http://channel9.msdn.com/Series/C9-Lectures-Erik-Meijer-Functional-Programming-Fundamentals C9 Lectures: Erik Meijer - Functional Programming Fundamentals]<br />
:A set of videos of lectures by Erik Meijer<br />
<br />
;[http://web.archive.org/web/20160404145554/http://www.yellosoft.us/evilgenius/ Haskell for the Evil Genius] :By Andrew Pennebaker. An overview of how functional and declarative programming can increase the accuracy and efficiency of digital superweapons, empowering evil geniuses in their supreme goal of taking over the world.<br />
<br />
;[http://web.archive.org/web/20160317061940/http://www.yellosoft.us/parallel-processing-with-haskell Parallel Processing with Haskell] :By Andrew Pennebaker. A short, accelerated introduction to Haskell for coding parallel programs.<br />
<br />
;[http://web.archive.org/web/20160506054437/http://www.yellosoft.us/getoptfu GetOptFu] :By Andrew Pennebaker. A guide to robust command line argument parsing in Haskell. Available online in HTML, and offline in ePUB and MOBI formats.<br />
<br />
;[http://www.haskell.org/tutorial/ A Gentle Introduction to Haskell] :By Paul Hudak, John Peterson, and Joseph H. Fasel. The title is misleading. Some knowledge of another functional programming language is expected. The emphasis is on the type system and those features which are really new in Haskell (compared to other functional programming languages). A classic, but not for the faint of heart (it's not so gentle). Also available in [http://www.haskell.org/wikiupload//5/5e/GentleFR.pdf French] [http://gorgonite.developpez.com/livres/traductions/haskell/gentle-haskell/ from this website], [http://www.rsdn.ru/article/haskell/haskell_part1.xml Russian] and in [https://github.com/brthanmathwoag/ebooks EPUB and MOBI formats].<br />
<br />
;[[H-99: Ninety-Nine Haskell Problems]]<br />
:A collection of programming puzzles, with Haskell solutions. Solving these is a great way to get into Haskell programming.<br />
<br />
;[http://shuklan.com/haskell Undergraduate Haskell Lectures from the University of Virginia] <br />
:An introductory set of slides full of example code for an undergraduate course in Haskell. Topics include basic list manipulations, higher order functions, cabal, the IO Monad, and Category Theory.<br />
<br />
;[[Haskell Tutorial for C Programmers]]<br />
:By Eric Etheridge. From the intro: "This tutorial assumes that the reader is familiar with C/C++, Python, Java, or Pascal. I am writing for you because it seems that no other tutorial was written to help students overcome the difficulty of moving from C/C++, Java, and the like to Haskell."<br />
<br />
;[http://www.ibm.com/developerworks/linux/tutorials/l-hask/ Beginning Haskell] <br />
:From IBM developerWorks. This tutorial targets programmers of imperative languages wanting to learn about functional programming in the language Haskell. If you have programmed in languages such as C, Pascal, Fortran, C++, Java, Cobol, Ada, Perl, TCL, REXX, JavaScript, Visual Basic, or many others, you have been using an imperative paradigm. This tutorial provides a gentle introduction to the paradigm of functional programming, with specific illustrations in the Haskell 98 language. (Free registration required.)<br />
<br />
;[http://www.cse.chalmers.se/~rjmh/tutorials.html Tutorial Papers in Functional Programming].<br />
:A collection of links to other Haskell tutorials, from John Hughes.<br />
<br />
;[http://www.cs.ou.edu/~rlpage/fpclassCurrent/textbook/haskell.shtml Two Dozen Short Lessons in Haskell] <br />
:By Rex Page. A draft of a textbook on functional programming, available by ftp. It calls for active participation from readers by omitting material at certain points and asking the reader to attempt to fill in the missing information based on knowledge they have already acquired. The missing information is then supplied on the reverse side of the page. <br />
<br />
;[ftp://ftp.geoinfo.tuwien.ac.at/navratil/HaskellTutorial.pdf Haskell-Tutorial] <br />
:By Damir Medak and Gerhard Navratil. The fundamentals of functional languages for beginners. <br />
<br />
;[http://video.s-inf.de/#FP.2005-SS-Giesl.(COt).HD_Videoaufzeichnung Video Lectures] <br />
:Lectures (in English) by Jürgen Giesl. About 30 hours in total, and great for learning Haskell. The lectures are 2005-SS-FP.V01 through 2005-SS-FP.V26. Videos 2005-SS-FP.U01 through 2005-SS-FP.U11 are exercise answer sessions, so you probably don't want those.<br />
<br />
;[http://www.cs.utoronto.ca/~trebla/fp/ Albert's Functional Programming Course] <br />
:A 15 lesson introduction to most aspects of Haskell.<br />
<br />
;[http://www.iceteks.com/articles.php/haskell/1 Introduction to Haskell]<br />
:By Chris Dutton, An "attempt to bring the ideas of functional programming to the masses here, and an experiment in finding ways to make it easy and interesting to follow".<br />
<br />
;[http://www.csc.depauw.edu/~bhoward/courses/0203Spring/csc122/haskintro/ An Introduction to Haskell]<br />
:A brief introduction, by Brian Howard.<br />
<br />
;[http://www.linuxjournal.com/article/9096 Translating Haskell into English]<br />
:By Shannon Behrens, a glimpse of the Zen of Haskell, without requiring that they already be Haskell converts.<br />
<br />
;[http://www.shlomifish.org/lecture/Perl/Haskell/slides/ Haskell for Perl Programmers]<br />
:Brief introduction to Haskell, with a view to what perl programmers are interested in<br />
<br />
;[http://lisperati.com/haskell/ How To Organize a Picnic on a Computer]<br />
:Fun introduction to Haskell, step by step building of a program to seat people at a planned picnic, based on their similarities using data from a survey and a map of the picnic location.<br />
<br />
;[http://web.archive.org/web/20150827061048/https://cs.wallawalla.edu/research/KU/PR/Haskell.html Haskell Tutorial]<br />
<br />
;[http://www.lisperati.com/haskell/ Conrad Barski's Haskell tutorial .. with robots]<br />
<br />
;[[Media:Introduction.pdf|Frederick Ross's Haskell introduction]]<br />
<br />
;[http://web.archive.org/web/20120417155342/https://de.wikibooks.org/wiki/Haskell Dirk's Haskell Tutorial]<br />
:in German for beginners by a beginner. Not so deep, but with a lot examples with very small steps.<br />
<br />
;[http://www.crsr.net/Programming_Languages/SoftwareTools/index.html Software Tools in Haskell]<br />
:A tutorial for advanced readers<br />
<br />
;[http://learn.hfm.io/ Learning Haskell]<br />
:A comprehensive introduction to Haskell that combines text with screencasts. No previous knowledge of functional programming is required. The tutorial is still work in progress with additional chapters being added over time.<br />
<br />
See also the discussion [http://www.reddit.com/r/haskell/comments/2blsqa/papers_every_haskeller_should_read/ Papers every haskeller should read].<br />
<br />
== Motivation for using Haskell ==<br />
<br />
;[http://www.cse.chalmers.se/~rjmh/Papers/whyfp.html Why Functional Programming Matters] <br />
:By [http://www.cse.chalmers.se/~rjmh/ John Hughes], The Computer Journal, Vol. 32, No. 2, 1989, pp. 98 - 107. Also in: David A. Turner (ed.): Research Topics in Functional Programming, Addison-Wesley, 1990, pp. 17 - 42.<BR> Exposes the advantages of functional programming languages. Demonstrates how higher-order functions and lazy evaluation enable new forms of modularization of programs.<br />
<br />
:[https://www.youtube.com/watch?v=XrNdvWqxBvA video] of John Hughes talk at Functional Conf 2016 is available on youtube<br />
<br />
;[[Why Haskell matters]] <br />
:Discussion of the advantages of using Haskell in particular. An excellent article.<br />
<br />
;[http://www.youtube.com/watch?v=Fqi0Xu2Enaw Haskell Introduction]<br />
:A video from FP Complete<br />
<br />
;[http://www.cs.kent.ac.uk/pubs/1997/224/index.html Higher-order + Polymorphic = Reusable] <br />
:By [http://www.cs.kent.ac.uk/people/staff/sjt/index.html Simon Thompson]. Unpublished, May 1997.<BR> <STRONG>Abstract:</STRONG> This paper explores how certain ideas in object oriented languages have their correspondents in functional languages. In particular we look at the analogue of the iterators of the C++ standard template library. We also give an example of the use of constructor classes which feature in Haskell 1.3 and Gofer.<br />
<br />
;[http://www.ibm.com/developerworks/java/library/j-cb07186/index.html Explore functional programming with Haskell]<br />
:Introduction to the benefits of functional programming in Haskell by Bruce Tate.<br />
<br />
== Blog articles ==<br />
<br />
There are a large number of tutorials covering diverse Haskell topics<br />
published as blogs. Some of the best of these articles are collected<br />
here:<br />
<br />
;[[Blog articles]]<br />
<br />
==Practical Haskell==<br />
<br />
These tutorials examine using Haskell to writing complex real-world applications<br />
<br />
;[http://research.microsoft.com/en-us/um/people/simonpj/Papers/marktoberdorf/ Tackling the awkward squad: monadic input/output, concurrency, exceptions, and foreign-language calls in Haskell]<br />
:Simon Peyton Jones. Presented at the 2000 Marktoberdorf Summer School. In "Engineering theories of software construction", ed Tony Hoare, Manfred Broy, Ralf Steinbruggen, IOS Press, ISBN 1-58603-1724, 2001, pp47-96. The standard reference for monadic IO in GHC/Haskell. <br><strong>Abstract:</strong>Functional programming may be beautiful, but to write real applications we must grapple with awkward real-world issues: input/output, robustness, concurrency, and interfacing to programs written in other languages.<br />
<br />
;[[Hitchhikers Guide to the Haskell]]<br />
: Tutorial for C/Java/OCaml/... programers by Dmitry Astapov. From the intro: "This text intends to introduce the reader to the practical aspects of Haskell from the very beginning (plans for the first chapters include: I/O, darcs, Parsec, QuickCheck, profiling and debugging, to mention a few)".<br />
<br />
;[http://www.haskell.org/haskellwiki/IO_inside Haskell I/O inside: Down the Rabbit's Hole]<br />
:By Bulat Ziganshin (2006), a comprehensive tutorial on using IO monad.<br />
<br />
;[http://web.archive.org/web/20060622030538/http://www.reid-consulting-uk.ltd.uk/docs/ffi.html A Guide to Haskell's Foreign Function Interface]<br />
:A guide to using the foreign function interface extension, using the rich set of functions in the Foreign libraries, design issues, and FFI preprocessors.<br />
<br />
;[[Haskell IO for Imperative Programmers]]<br />
:A short introduction to IO from the perspective of an imperative programmer.<br />
<br />
;[[A brief introduction to Haskell|A Brief Introduction to Haskell]]<br />
:A translation of the article, [http://web.archive.org/web/20150216125944/www.cs.jhu.edu/~scott/pl/lectures/caml-intro.html Introduction to OCaml], to Haskell.<br />
<br />
;[[Roll your own IRC bot]]<br />
:This tutorial is designed as a practical guide to writing real world code in Haskell and hopes to intuitively motivate and introduce some of the advanced features of Haskell to the novice programmer, including monad transformers. Our goal is to write a concise, robust and elegant IRC bot in Haskell.<br />
<br />
;[http://projects.haskell.org/gtk2hs/docs/tutorial/glade/ Glade Tutorial (GUI Programming)]<br />
:For the absolute beginner in both Glade and Gtk2Hs. Covers the basics of Glade and how to access a .glade file and widgets in Gtk2Hs. Estimated learning time: 2 hours.<br />
;[http://www.muitovar.com/glade/es-index.html Tutorial de Glade]<br />
:A Spanish translation of the Glade tutorial<br />
<br />
;[http://www.muitovar.com/gtk2hs/index.html Gtk2Hs Tutorial]<br />
: An extensive [[Gtk2Hs]] programming guide, based on the GTK+2.0 tutorial by Tony Gale and Ian Main. This tutorial on GUI programming with Gtk2Hs has 22 chapters in 7 sections, plus an appendix on starting drawing with Cairo. A Spanish translation and source code of the examples are also available.<br />
<br />
;Applications of Functional Programming<br />
:Colin Runciman and David Wakeling (ed.), UCL Press, 1995, ISBN 1-85728-377-5 HB. From the cover:<blockquote>This book is unique in showcasing real, non-trivial applications of functional programming using the Haskell language. It presents state-of-the-art work from the FLARE project and will be an invaluable resource for advanced study, research and implementation.</blockquote><br />
<br />
;[[DealingWithBinaryData]] a guide to ByteStrings, the various <tt>Get</tt> monads and the <tt>Put</tt> monad.<br />
<br />
;[[Internationalization of Haskell programs]]<br />
:Short tutorial on how to use GNU gettext utility to make applications, written on Haskell, multilingual.<br />
<br />
===Testing===<br />
<br />
;[http://blog.moertel.com/posts/2006-10-31-introductory-haskell-solving-the-sorting-it-out-kata.html Small overview of QuickCheck]<br />
<br />
;[[Introduction to QuickCheck]]<br />
<br />
==Reference material==<br />
<br />
;[http://www.haskell.org/haskellwiki/Category:Tutorials A growing list of Haskell tutorials on a diverse range of topics]<br />
:Available on this wiki<br />
<br />
;[http://www.haskell.org/haskellwiki/Category:How_to "How to"-style tutorials and information]<br />
<br />
;[http://zvon.org/other/haskell/Outputglobal/index.html Haskell Reference] <br />
:By Miloslav Nic.<br />
<br />
;[http://members.chello.nl/hjgtuyl/tourdemonad.html A tour of the Haskell Monad functions]<br />
:By Henk-Jan van Tuyl.<br />
<br />
;[http://www.cse.unsw.edu.au/~en1000/haskell/inbuilt.html Useful Haskell functions]<br />
:An explanation for beginners of many Haskell functions that are predefined in the Haskell Prelude.<br />
<br />
;[http://www.haskell.org/ghc/docs/latest/html/libraries/ Documentation for the standard libraries]<br />
:Complete documentation of the standard Haskell libraries.<br />
<br />
;[http://www.haskell.org/haskellwiki/Category:Idioms Haskell idioms]<br />
:A collection of articles describing some common Haskell idioms. Often quite advanced.<br />
<br />
;[http://www.haskell.org/haskellwiki/Blow_your_mind Useful idioms]<br />
:A collection of short, useful Haskell idioms.<br />
<br />
;[http://www.haskell.org/haskellwiki/Programming_guidelines Programming guidelines]<br />
:Some Haskell programming and style conventions.<br />
<br />
;[http://www.cse.chalmers.se/~rjmh/Combinators/LightningTour/index.htm Lightning Tour of Haskell]<br />
:By John Hughes, as part of a Chalmers programming course<br />
<br />
;[http://vmg.pp.ua/books/КопьютерыИсети/_ИХТИК31G/single/Hall%20C.The%20little%20Haskeller.pdf The Little Haskeller] <br />
:By Cordelia Hall and John Hughes. 9. November 1993, 26 pages. An introduction using the Chalmers Haskell B interpreter (hbi). Beware that it relies very much on the user interface of hbi which is quite different for other Haskell systems, and the tutorials cover Haskell 1.2 , not Haskell 98.<br />
<br />
;[http://www.staff.science.uu.nl/~fokke101/courses/fp-eng.pdf Functional Programming]<br />
:By Jeroen Fokker, 1995. (153 pages, 600 KB). Textbook for learning functional programming with Gofer (an older implementation of Haskell). Here without Chapters&nbsp;6 and&nbsp;7.<br />
<br />
== Comparisons to other languages ==<br />
<br />
Articles contrasting feature of Haskell with other languages.<br />
<br />
;[https://www.reddit.com/r/programming/comments/nq1k/haskell_and_scheme_which_one_and_why/ Haskell versus Scheme]<br />
:Mark C. Chu-Carroll, Haskell and Scheme: Which One and Why?<br />
<br />
;[http://wiki.python.org/moin/PythonVsHaskell Comparing Haskell and Python]<br />
:A short overview of similarities and differences between Haskell and Python.<br />
<br />
;[https://www.reddit.com/r/programming/comments/nwm2/syntax_extension_for_monads_in_ocaml/ Monads in OCaml]<br />
:Syntax extension for monads in OCaml<br />
<br />
;[http://www.shlomifish.org/lecture/Perl/Haskell/slides/ Haskell for Perl programmers]<br />
:Short intro for perlers<br />
<br />
;[[A_brief_introduction_to_Haskell|Introduction to Haskell]] versus [http://web.archive.org/web/20150216125944/www.cs.jhu.edu/~scott/pl/lectures/caml-intro.html Introduction to OCaml].<br />
<br />
;[http://web.archive.org/web/20181111222520/http://www.thaiopensource.com/relaxng/derivative.html An algorithm for RELAX NG validation]<br />
:by James Clark (of RELAX NG fame). Describes an algorithm for validating an XML document against a RELAX NG schema, uses Haskell to describe the algorithm. The algorithm in Haskell and Java is then [http://web.archive.org/web/20160405023514/https://www.donhopkins.com/drupal/node/117 discussed here].<br />
<br />
;[http://web.archive.org/web/20170929191210/blog.prb.io/first-steps-with-haskell-for-web-applications.html Haskell + FastCGI versus Ruby on Rails]<br />
:A short blog entry documenting performance results with ruby on rails and Haskell with fastcgi<br />
<br />
;[http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.368.1058&rep=rep1&type=pdf Haskell vs. Ada vs. C++ vs. Awk vs. ..., An Experiment in Software Prototyping Productivity] (PDF)<br />
:Paul Hudak and Mark P. Jones, 16 pages.<blockquote>Description of the results of an experiment in which several conventional programming languages, together with the functional language Haskell, were used to prototype a Naval Surface Warfare Center requirement for Geometric Region Servers. The resulting programs and development metrics were reviewed by a committee chosen by the US Navy. The results indicate that the Haskell prototype took significantly less time to develop and was considerably more concise and easier to understand than the corresponding prototypes written in several different imperative languages, including Ada and C++. </blockquote> <br />
<br />
;[http://web.archive.org/web/20160918184011/www.osl.iu.edu/publications/prints/2003/comparing_generic_programming03.pdf A Comparative Study of Language Support for Generic Programming] (pdf)<br />
:Ronald Garcia, Jaakko Jrvi, Andrew Lumsdaine, Jeremy G. Siek, and Jeremiah Willcock. In Proceedings of the 2003 ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications (OOPSLA'03), October 2003.<blockquote>An interesting comparison of generic programming support across languages, including: Haskell, SML, C++, Java, C#. Haskell supports all constructs described in the paper -- the only language to do so. </blockquote><br />
<br />
;[http://homepages.inf.ed.ac.uk/wadler/realworld/index.html Functional Programming in the Real World]<br />
:A list of functional programs applied to real-world tasks. The main criterion for being real-world is that the program was written primarily to perform some task, not primarily to experiment with functional programming. Functional is used in the broad sense that includes both `pure' programs (no side effects) and `impure' (some use of side effects). Languages covered include CAML, Clean, Erlang, Haskell, Miranda, Scheme, SML, and others.<br />
<br />
;[http://www.defmacro.org/ramblings/lisp-in-haskell.html Lisp in Haskell]<br />
:Writing A Lisp Interpreter In Haskell, a tutorial<br />
<br />
;[http://bendyworks.com/geekville/articles/2012/12/from-ruby-to-haskell-part-1-testing From Ruby to Haskell, Part 1: Testing]<br />
:A quick comparison between ruby's and haskell's BDD.<br />
<br />
== Teaching Haskell ==<br />
<br />
;[http://www.cs.kent.ac.uk/pubs/1997/208/index.html Where do I begin? A problem solving approach to teaching functional programming]<br />
:By [http://www.cs.kent.ac.uk/people/staff/sjt/index.html Simon Thompson]. In Krzysztof Apt, Pieter Hartel, and Paul Klint, editors, First International Conference on Declarative Programming Languages in Education. Springer-Verlag, September 1997. <br> <STRONG>Abstract:</STRONG> This paper introduces a problem solving method for teaching functional programming, based on Polya's `How To Solve It', an introductory investigation of mathematical method. We first present the language independent version, and then show in particular how it applies to the development of programs in Haskell. The method is illustrated by a sequence of examples and a larger case study. <br />
<br />
;[http://www.cs.kent.ac.uk/pubs/1995/214/index.html Functional programming through the curriculum]<br />
:By [http://www.cs.kent.ac.uk/people/staff/sjt/index.html Simon Thompson] and Steve Hill. In Pieter H. Hartel and Rinus Plasmeijer, editors, Functional Programming Languages in Education, LNCS 1022, pages 85-102. Springer-Verlag, December 1995. <br> <STRONG>Abstract:</STRONG> This paper discusses our experience in using a functional language in topics across the computer science curriculum. After examining the arguments for taking a functional approach, we look in detail at four case studies from different areas: programming language semantics, machine architectures, graphics and formal languages. <br />
<br />
;[http://web.archive.org/web/20180612235656/www.cse.unsw.edu.au/~chak/papers/CK02a.html The Risks and Benefits of Teaching Purely Functional Programming in First Year]<br />
:By [http://web.archive.org/web/20180519035020/www.cse.unsw.edu.au/~chak/ Manuel M. T. Chakravarty] and [http://www.cse.unsw.edu.au/~keller/ Gabriele Keller]. Journal of Functional Programming 14(1), pp 113-123, 2004. An earlier version of this paper was presented at Functional and Declarative Programming in Education (FDPE02). <br> <strong>Abstract</strong> We argue that teaching purely functional programming as such in freshman courses is detrimental to both the curriculum as well as to promoting the paradigm. Instead, we need to focus on the more general aims of teaching elementary techniques of programming and essential concepts of computing. We support this viewpoint with experience gained during several semesters of teaching large first-year classes (up to 600 students) in Haskell. These classes consisted of computer science students as well as students from other disciplines. We have systematically gathered student feedback by conducting surveys after each semester. This article contributes an approach to the use of modern functional languages in first year courses and, based on this, advocates the use of functional languages in this setting.<br />
<br />
<br />
==Using monads==<br />
<br />
;[http://www.haskell.org/wikiupload/c/c6/ICMI45-paper-en.pdf How to build a monadic interpreter in one day] (PDF)<br />
:By Dan Popa. A small tutorial on how to build a language in one day, using the Parser Monad in the front end and a monad with state and I/O string in the back end. Read it if you are interested in learning: <br />
:# language construction and <br />
:# interpreter construction<br />
<br />
;[[Monad Transformers Explained]]<br />
<br />
;[[MonadCont under the hood]]<br />
:A detailed description of the ''Cont'' data type and its monadic operations, including the class ''MonadCont''.<br />
<br />
;[http://en.wikipedia.org/wiki/Monads_in_functional_programming Article on monads on Wikipedia]<br />
<br />
;[[IO inside]] page<br />
:Explains why I/O in Haskell is implemented with a monad.<br />
<br />
;[http://stefan-klinger.de/files/monadGuide.pdf The Haskell Programmer's Guide to the IO Monad - Don't Panic.] <br />
:By Stefan Klinger. This report scratches the surface of category theory, an abstract branch of algebra, just deep enough to find the monad structure. It seems well written.<br />
<br />
;[http://web.archive.org/web/20160418173441/https://karczmarczuk.users.greyc.fr/TEACH/Doc/monads.html Systematic Design of Monads]<br />
:By John Hughes and Magnus Carlsson. Many useful monads can be designed in a systematic way, by successively adding facilities to a trivial monad. The capabilities that can be added in this way include state, exceptions, backtracking, and output. Here we give a brief description of the trivial monad, each kind of extension, and sketches of some interesting operations that each monad supports.<br />
<br />
;[[Simple monad examples]]<br />
<br />
See also: <br />
<br />
* the [[Monad]] HaskellWiki page<br />
* [[Research papers/Monads and arrows]].<br />
* [[Blog articles#Monads |Blog articles]]<br />
* [[Monad tutorials timeline]]<br />
<br />
===Tutorials===<br />
<br />
''The comprehensive list is available at [[Monad tutorials timeline]].''<br />
<br />
;[http://mvanier.livejournal.com/3917.html Mike Vanier's monad tutorial]<br />
:Recommended by David Balaban.<br />
<br />
;[[All About Monads]], [http://www.sampou.org/haskell/a-a-monads/html/index.html モナドのすべて]<br />
:By Jeff Newbern. This tutorial aims to explain the concept of a monad and its application to functional programming in a way that is easy to understand and useful to beginning and intermediate Haskell programmers. Familiarity with the Haskell language is assumed, but no prior experience with monads is required. <br />
<br />
;[[Monads as computation]]<br />
:A tutorial which gives a broad overview to motivate the use of monads as an abstraction in functional programming and describe their basic features. It makes an attempt at showing why they arise naturally from some basic premises about the design of a library.<br />
<br />
;[[Monads as containers]]<br />
:A tutorial describing monads from a rather different perspective: as an abstraction of container-types, rather than an abstraction of types of computation.<br />
<br />
;[http://web.archive.org/web/20140821053740/https://www.grabmueller.de/martin/www/pub/Transformers.en.html Monad Transformers Step by Step]<br />
:By Martin Grabm&uuml;ller. A small tutorial on using monad transformers. In contrast to others found on the web, it concentrates on using them, not on their implementation.<br />
<br />
;[[What a Monad is not]]<br />
<br />
;[http://noordering.wordpress.com/2009/03/31/how-you-shouldnt-use-monad/ How you should(n’t) use Monad]<br />
<br />
;[http://www-users.mat.uni.torun.pl/~fly/materialy/fp/haskell-doc/Monads.html What the hell are Monads?] <br />
:By Noel Winstanley. A basic introduction to monads, monadic programming and IO. This introduction is presented by means of examples rather than theory, and assumes a little knowledge of Haskell. <br />
<br />
;[http://www.engr.mun.ca/~theo/Misc/haskell_and_monads.htm Monads for the Working Haskell Programmer -- a short tutorial]<br />
:By Theodore Norvell. <br />
<br />
;[http://blog.sigfpe.com/2006/08/you-could-have-invented-monads-and.html You Could Have Invented Monads! (And Maybe You Already Have.)]<br />
:A short tutorial on monads, introduced from a pragmatic approach, with less category theory references <br />
<br />
;[[Meet Bob The Monadic Lover]]<br />
:By Andrea Rossato. A humorous and short introduction to Monads, with code but without any reference to category theory: what monads look like and what they are useful for, from the perspective of a ... lover. (There is also the slightly more serious [[The Monadic Way]] by the same author.)<br />
<br />
;[http://www.haskell.org/pipermail/haskell-cafe/2006-November/019190.html Monstrous Monads]<br />
:Andrew Pimlott's humourous introduction to monads, using the metaphor of "monsters".<br />
<br />
;[http://strabismicgobbledygook.wordpress.com/2010/03/06/a-state-monad-tutorial/ A State Monad Tutorial]<br />
:A detailed tutorial with simple but practical examples.<br />
<br />
;[http://www.reddit.com/r/programming/comments/ox6s/ask_reddit_what_the_hell_are_monads/coxiv Ask Reddit: What the hell are monads? answer by tmoertel] and [https://www.reddit.com/r/programming/comments/ox6s/ask_reddit_what_the_hell_are_monads/coxoh/ dons].<br />
<br />
;[[The Monadic Way]]<br />
<br />
;[http://www.alpheccar.org/content/60.html Three kind of monads] : sequencing, side effects or containers<br />
<br />
;[http://www.muitovar.com/monad/moncow.html The Greenhorn's Guide to becoming a Monad Cowboy]<br />
:Covers basics, with simple examples, in a ''for dummies'' style. Includes monad transformers and monadic functions. Estimated learning time 2-3 days.<br />
<br />
;[http://ertes.de/articles/monads.html Understanding Haskell Monads]<br />
<br />
;[http://www.reddit.com/r/programming/comments/64th1/monads_in_python_in_production_code_you_can_and/c02u9mb An explanation by 808140]<br />
<br />
==Workshops on advanced functional programming==<br />
<br />
;[http://compilers.iecc.com/comparch/article/95-04-024 Advanced Functional Programming: 1st International Spring School on Advanced Functional Programming Techniques], Bastad, Sweden, May 24 - 30, 1995. Tutorial Text (Lecture Notes in Computer Science) <br />
<br />
;[http://web.archive.org/web/20181001214823/http://www.di.uminho.pt/afp98/ Advanced Functional Programming: 3rd International School], AFP'98, Braga, Portugal, September 12-19, 1998, Revised Lectures (Lecture Notes in Computer Science) <br />
<br />
;[http://web.archive.org/web/20170530134050/www.staff.science.uu.nl/~jeuri101/afp/afp4/ Advanced Functional Programming: 4th International School], AFP 2002, Oxford, UK, August 19-24, 2002, Revised Lectures (Lecture Notes in Computer Science) <br />
<br />
;[http://www.cs.ut.ee/afp04/ Advanced Functional Programming: 5th International School], AFP 2004, Tartu, Estonia, August 14-21, 2004, Revised Lectures (Lecture Notes in Computer Science) <br />
<br />
More advanced materials available from the [[Conferences|conference proceedings]], and the [[Research papers]] collection.<br />
<br />
<br />
[[Category:Tutorials]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Tutorials&diff=63268Tutorials2020-03-12T16:53:40Z<p>SimonMichael: /* Introductions to Haskell */</p>
<hr />
<div>==Introductions to Haskell==<br />
<br />
These are the recommended places to start learning, short of buying a [[Books#Textbooks|textbook]].<br />
<br />
See also [[Meta-tutorial]], a brief overview of tutorials aimed at helping you find the right one.<br />
<br />
=== Best places to start ===<br />
<br />
;[http://www.cis.upenn.edu/~cis194/spring13/lectures.html Introduction to Haskell (Spring 2013)]: An excellent tutorial to Haskell for beginners given as a course at UPenn by the author of the Typeclassopedia and Diagrams, Brent Yorgey. More compact than LYAH and RWH, but still communicates both basics and some notoriously unfamiliar concepts effectively.<br />
<br />
;[http://learnyouahaskell.com Learn You a Haskell for Great Good! (LYAH)]<br />
: Nicely illustrated tutorial showing Haskell concepts while interacting in GHCi. Written and drawn by Miran Lipovača.<br />
<br />
;[http://book.realworldhaskell.org/ Real World Haskell (RWH)]<br />
: A free online version of the complete book, with numerous reader-submitted comments. RWH is best suited for people who know the fundamentals of Haskell already, and can write basic Haskell programs themselves already. It makes a great follow up after finishing LYAH. It can easily be read cover-to-cover, or you can focus on the chapters that interest you most, or when you find an idea you don't yet understand.<br />
<br />
;[http://en.wikibooks.org/wiki/Haskell/YAHT Yet Another Haskell Tutorial (YAHT)]<br />
:By Hal Daume III et al. A recommended tutorial for Haskell that is still under construction but covers already much ground. Also a classic text.<br />
<br />
;[http://www.happylearnhaskelltutorial.com Happy Learn Haskell Tutorial (HLHT)]<br />
: Illustrated total beginner tutorial with fun, example-driven learning. Free and PDF/ebook versions available.<br />
<br />
;[http://en.wikibooks.org/wiki/Haskell Haskell Wikibook] <br />
:A communal effort by several authors to produce the definitive Haskell textbook. It's very much a work in progress at the moment, and contributions are welcome. For 6 inch e-Readers/tablet computers, there is [http://commons.wikimedia.org/wiki/File:Haskell_eBook_Reader.pdf a PDF version of the book]. <br />
<br />
;[http://en.wikibooks.org/wiki/Write_Yourself_a_Scheme_in_48_Hours Write Yourself a Scheme in 48 Hours in Haskell]<br />
:A Haskell Tutorial, by Jonathan Tang. Most Haskell tutorials on the web seem to take a language-reference-manual approach to teaching. They show you the syntax of the language, a few language constructs, and then have you construct a few simple functions at the interactive prompt. The "hard stuff" of how to write a functioning, useful program is left to the end, or sometimes omitted entirely. This tutorial takes a different tack. You'll start off with command-line arguments and parsing, and progress to writing a fully-functional Scheme interpreter that implements a good-sized subset of R5RS Scheme. Along the way, you'll learn Haskell's I/O, mutable state, dynamic typing, error handling, and parsing features. By the time you finish, you should be fairly fluent in both Haskell and Scheme.<br />
<br />
;[http://acm.wustl.edu/functional/haskell.php How to Learn Haskell]<br />
:Some students at Washington University in St. Louis documented the path they took to learning Haskell and put together a nice meta-tutorial to guide beginners through some of the available resources. Experienced programmers looking for some quick code examples may be interested in their [http://acm.wustl.edu/functional/hs-breads.php breadcrumbs].<br />
<br />
;[https://ohaskell.guide/ About Haskell by Human Language (О Haskell по-человечески)]<br />
:The book about Haskell for an absolute beginners. Written by Denis Shevchenko in Russian.<br />
<br />
=== Other tutorials ===<br />
<br />
;[http://dev.stephendiehl.com/hask/ What I wish I knew when learning Haskell] :By Stephen Diehl. Does what it says on the tin. See [http://www.reddit.com/r/haskell/comments/23srcm/what_i_wish_i_knew_when_learning_haskell_20/ Reddit appreciation]<br />
<br />
;[http://channel9.msdn.com/Series/C9-Lectures-Erik-Meijer-Functional-Programming-Fundamentals C9 Lectures: Erik Meijer - Functional Programming Fundamentals]<br />
:A set of videos of lectures by Erik Meijer<br />
<br />
;[http://web.archive.org/web/20160404145554/http://www.yellosoft.us/evilgenius/ Haskell for the Evil Genius] :By Andrew Pennebaker. An overview of how functional and declarative programming can increase the accuracy and efficiency of digital superweapons, empowering evil geniuses in their supreme goal of taking over the world.<br />
<br />
;[http://web.archive.org/web/20160317061940/http://www.yellosoft.us/parallel-processing-with-haskell Parallel Processing with Haskell] :By Andrew Pennebaker. A short, accelerated introduction to Haskell for coding parallel programs.<br />
<br />
;[http://web.archive.org/web/20160506054437/http://www.yellosoft.us/getoptfu GetOptFu] :By Andrew Pennebaker. A guide to robust command line argument parsing in Haskell. Available online in HTML, and offline in ePUB and MOBI formats.<br />
<br />
;[http://www.haskell.org/tutorial/ A Gentle Introduction to Haskell] :By Paul Hudak, John Peterson, and Joseph H. Fasel. The title is misleading. Some knowledge of another functional programming language is expected. The emphasis is on the type system and those features which are really new in Haskell (compared to other functional programming languages). A classic, but not for the faint of heart (it's not so gentle). Also available in [http://www.haskell.org/wikiupload//5/5e/GentleFR.pdf French] [http://gorgonite.developpez.com/livres/traductions/haskell/gentle-haskell/ from this website], [http://www.rsdn.ru/article/haskell/haskell_part1.xml Russian] and in [https://github.com/brthanmathwoag/ebooks EPUB and MOBI formats].<br />
<br />
;[[H-99: Ninety-Nine Haskell Problems]]<br />
:A collection of programming puzzles, with Haskell solutions. Solving these is a great way to get into Haskell programming.<br />
<br />
;[http://shuklan.com/haskell Undergraduate Haskell Lectures from the University of Virginia] <br />
:An introductory set of slides full of example code for an undergraduate course in Haskell. Topics include basic list manipulations, higher order functions, cabal, the IO Monad, and Category Theory.<br />
<br />
;[[Haskell Tutorial for C Programmers]]<br />
:By Eric Etheridge. From the intro: "This tutorial assumes that the reader is familiar with C/C++, Python, Java, or Pascal. I am writing for you because it seems that no other tutorial was written to help students overcome the difficulty of moving from C/C++, Java, and the like to Haskell."<br />
<br />
;[http://www.ibm.com/developerworks/linux/tutorials/l-hask/ Beginning Haskell] <br />
:From IBM developerWorks. This tutorial targets programmers of imperative languages wanting to learn about functional programming in the language Haskell. If you have programmed in languages such as C, Pascal, Fortran, C++, Java, Cobol, Ada, Perl, TCL, REXX, JavaScript, Visual Basic, or many others, you have been using an imperative paradigm. This tutorial provides a gentle introduction to the paradigm of functional programming, with specific illustrations in the Haskell 98 language. (Free registration required.)<br />
<br />
;[http://www.cse.chalmers.se/~rjmh/tutorials.html Tutorial Papers in Functional Programming].<br />
:A collection of links to other Haskell tutorials, from John Hughes.<br />
<br />
;[http://www.cs.ou.edu/~rlpage/fpclassCurrent/textbook/haskell.shtml Two Dozen Short Lessons in Haskell] <br />
:By Rex Page. A draft of a textbook on functional programming, available by ftp. It calls for active participation from readers by omitting material at certain points and asking the reader to attempt to fill in the missing information based on knowledge they have already acquired. The missing information is then supplied on the reverse side of the page. <br />
<br />
;[ftp://ftp.geoinfo.tuwien.ac.at/navratil/HaskellTutorial.pdf Haskell-Tutorial] <br />
:By Damir Medak and Gerhard Navratil. The fundamentals of functional languages for beginners. <br />
<br />
;[http://video.s-inf.de/#FP.2005-SS-Giesl.(COt).HD_Videoaufzeichnung Video Lectures] <br />
:Lectures (in English) by Jürgen Giesl. About 30 hours in total, and great for learning Haskell. The lectures are 2005-SS-FP.V01 through 2005-SS-FP.V26. Videos 2005-SS-FP.U01 through 2005-SS-FP.U11 are exercise answer sessions, so you probably don't want those.<br />
<br />
;[http://www.cs.utoronto.ca/~trebla/fp/ Albert's Functional Programming Course] <br />
:A 15 lesson introduction to most aspects of Haskell.<br />
<br />
;[http://www.iceteks.com/articles.php/haskell/1 Introduction to Haskell]<br />
:By Chris Dutton, An "attempt to bring the ideas of functional programming to the masses here, and an experiment in finding ways to make it easy and interesting to follow".<br />
<br />
;[http://www.csc.depauw.edu/~bhoward/courses/0203Spring/csc122/haskintro/ An Introduction to Haskell]<br />
:A brief introduction, by Brian Howard.<br />
<br />
;[http://www.linuxjournal.com/article/9096 Translating Haskell into English]<br />
:By Shannon Behrens, a glimpse of the Zen of Haskell, without requiring that they already be Haskell converts.<br />
<br />
;[http://www.shlomifish.org/lecture/Perl/Haskell/slides/ Haskell for Perl Programmers]<br />
:Brief introduction to Haskell, with a view to what perl programmers are interested in<br />
<br />
;[http://lisperati.com/haskell/ How To Organize a Picnic on a Computer]<br />
:Fun introduction to Haskell, step by step building of a program to seat people at a planned picnic, based on their similarities using data from a survey and a map of the picnic location.<br />
<br />
;[http://web.archive.org/web/20150827061048/https://cs.wallawalla.edu/research/KU/PR/Haskell.html Haskell Tutorial]<br />
<br />
;[http://www.lisperati.com/haskell/ Conrad Barski's Haskell tutorial .. with robots]<br />
<br />
;[[Media:Introduction.pdf|Frederick Ross's Haskell introduction]]<br />
<br />
;[http://web.archive.org/web/20120417155342/https://de.wikibooks.org/wiki/Haskell Dirk's Haskell Tutorial]<br />
:in German for beginners by a beginner. Not so deep, but with a lot examples with very small steps.<br />
<br />
;[http://www.crsr.net/Programming_Languages/SoftwareTools/index.html Software Tools in Haskell]<br />
:A tutorial for advanced readers<br />
<br />
;[http://learn.hfm.io/ Learning Haskell]<br />
:A comprehensive introduction to Haskell that combines text with screencasts. No previous knowledge of functional programming is required. The tutorial is still work in progress with additional chapters being added over time.<br />
<br />
See also the discussion [http://www.reddit.com/r/haskell/comments/2blsqa/papers_every_haskeller_should_read/ Papers every haskeller should read].<br />
<br />
== Motivation for using Haskell ==<br />
<br />
;[http://www.cse.chalmers.se/~rjmh/Papers/whyfp.html Why Functional Programming Matters] <br />
:By [http://www.cse.chalmers.se/~rjmh/ John Hughes], The Computer Journal, Vol. 32, No. 2, 1989, pp. 98 - 107. Also in: David A. Turner (ed.): Research Topics in Functional Programming, Addison-Wesley, 1990, pp. 17 - 42.<BR> Exposes the advantages of functional programming languages. Demonstrates how higher-order functions and lazy evaluation enable new forms of modularization of programs.<br />
<br />
:[https://www.youtube.com/watch?v=XrNdvWqxBvA video] of John Hughes talk at Functional Conf 2016 is available on youtube<br />
<br />
;[[Why Haskell matters]] <br />
:Discussion of the advantages of using Haskell in particular. An excellent article.<br />
<br />
;[http://www.youtube.com/watch?v=Fqi0Xu2Enaw Haskell Introduction]<br />
:A video from FP Complete<br />
<br />
;[http://www.cs.kent.ac.uk/pubs/1997/224/index.html Higher-order + Polymorphic = Reusable] <br />
:By [http://www.cs.kent.ac.uk/people/staff/sjt/index.html Simon Thompson]. Unpublished, May 1997.<BR> <STRONG>Abstract:</STRONG> This paper explores how certain ideas in object oriented languages have their correspondents in functional languages. In particular we look at the analogue of the iterators of the C++ standard template library. We also give an example of the use of constructor classes which feature in Haskell 1.3 and Gofer.<br />
<br />
;[http://www.ibm.com/developerworks/java/library/j-cb07186/index.html Explore functional programming with Haskell]<br />
:Introduction to the benefits of functional programming in Haskell by Bruce Tate.<br />
<br />
== Blog articles ==<br />
<br />
There are a large number of tutorials covering diverse Haskell topics<br />
published as blogs. Some of the best of these articles are collected<br />
here:<br />
<br />
;[[Blog articles]]<br />
<br />
==Practical Haskell==<br />
<br />
These tutorials examine using Haskell to writing complex real-world applications<br />
<br />
;[http://research.microsoft.com/en-us/um/people/simonpj/Papers/marktoberdorf/ Tackling the awkward squad: monadic input/output, concurrency, exceptions, and foreign-language calls in Haskell]<br />
:Simon Peyton Jones. Presented at the 2000 Marktoberdorf Summer School. In "Engineering theories of software construction", ed Tony Hoare, Manfred Broy, Ralf Steinbruggen, IOS Press, ISBN 1-58603-1724, 2001, pp47-96. The standard reference for monadic IO in GHC/Haskell. <br><strong>Abstract:</strong>Functional programming may be beautiful, but to write real applications we must grapple with awkward real-world issues: input/output, robustness, concurrency, and interfacing to programs written in other languages.<br />
<br />
;[[Hitchhikers Guide to the Haskell]]<br />
: Tutorial for C/Java/OCaml/... programers by Dmitry Astapov. From the intro: "This text intends to introduce the reader to the practical aspects of Haskell from the very beginning (plans for the first chapters include: I/O, darcs, Parsec, QuickCheck, profiling and debugging, to mention a few)".<br />
<br />
;[http://www.haskell.org/haskellwiki/IO_inside Haskell I/O inside: Down the Rabbit's Hole]<br />
:By Bulat Ziganshin (2006), a comprehensive tutorial on using IO monad.<br />
<br />
;[http://web.archive.org/web/20060622030538/http://www.reid-consulting-uk.ltd.uk/docs/ffi.html A Guide to Haskell's Foreign Function Interface]<br />
:A guide to using the foreign function interface extension, using the rich set of functions in the Foreign libraries, design issues, and FFI preprocessors.<br />
<br />
;[[Haskell IO for Imperative Programmers]]<br />
:A short introduction to IO from the perspective of an imperative programmer.<br />
<br />
;[[A brief introduction to Haskell|A Brief Introduction to Haskell]]<br />
:A translation of the article, [http://web.archive.org/web/20150216125944/www.cs.jhu.edu/~scott/pl/lectures/caml-intro.html Introduction to OCaml], to Haskell.<br />
<br />
;[[Roll your own IRC bot]]<br />
:This tutorial is designed as a practical guide to writing real world code in Haskell and hopes to intuitively motivate and introduce some of the advanced features of Haskell to the novice programmer, including monad transformers. Our goal is to write a concise, robust and elegant IRC bot in Haskell.<br />
<br />
;[http://projects.haskell.org/gtk2hs/docs/tutorial/glade/ Glade Tutorial (GUI Programming)]<br />
:For the absolute beginner in both Glade and Gtk2Hs. Covers the basics of Glade and how to access a .glade file and widgets in Gtk2Hs. Estimated learning time: 2 hours.<br />
;[http://www.muitovar.com/glade/es-index.html Tutorial de Glade]<br />
:A Spanish translation of the Glade tutorial<br />
<br />
;[http://www.muitovar.com/gtk2hs/index.html Gtk2Hs Tutorial]<br />
: An extensive [[Gtk2Hs]] programming guide, based on the GTK+2.0 tutorial by Tony Gale and Ian Main. This tutorial on GUI programming with Gtk2Hs has 22 chapters in 7 sections, plus an appendix on starting drawing with Cairo. A Spanish translation and source code of the examples are also available.<br />
<br />
;Applications of Functional Programming<br />
:Colin Runciman and David Wakeling (ed.), UCL Press, 1995, ISBN 1-85728-377-5 HB. From the cover:<blockquote>This book is unique in showcasing real, non-trivial applications of functional programming using the Haskell language. It presents state-of-the-art work from the FLARE project and will be an invaluable resource for advanced study, research and implementation.</blockquote><br />
<br />
;[[DealingWithBinaryData]] a guide to ByteStrings, the various <tt>Get</tt> monads and the <tt>Put</tt> monad.<br />
<br />
;[[Internationalization of Haskell programs]]<br />
:Short tutorial on how to use GNU gettext utility to make applications, written on Haskell, multilingual.<br />
<br />
===Testing===<br />
<br />
;[http://blog.moertel.com/posts/2006-10-31-introductory-haskell-solving-the-sorting-it-out-kata.html Small overview of QuickCheck]<br />
<br />
;[[Introduction to QuickCheck]]<br />
<br />
==Reference material==<br />
<br />
;[http://www.haskell.org/haskellwiki/Category:Tutorials A growing list of Haskell tutorials on a diverse range of topics]<br />
:Available on this wiki<br />
<br />
;[http://www.haskell.org/haskellwiki/Category:How_to "How to"-style tutorials and information]<br />
<br />
;[http://zvon.org/other/haskell/Outputglobal/index.html Haskell Reference] <br />
:By Miloslav Nic.<br />
<br />
;[http://members.chello.nl/hjgtuyl/tourdemonad.html A tour of the Haskell Monad functions]<br />
:By Henk-Jan van Tuyl.<br />
<br />
;[http://www.cse.unsw.edu.au/~en1000/haskell/inbuilt.html Useful Haskell functions]<br />
:An explanation for beginners of many Haskell functions that are predefined in the Haskell Prelude.<br />
<br />
;[http://www.haskell.org/ghc/docs/latest/html/libraries/ Documentation for the standard libraries]<br />
:Complete documentation of the standard Haskell libraries.<br />
<br />
;[http://www.haskell.org/haskellwiki/Category:Idioms Haskell idioms]<br />
:A collection of articles describing some common Haskell idioms. Often quite advanced.<br />
<br />
;[http://www.haskell.org/haskellwiki/Blow_your_mind Useful idioms]<br />
:A collection of short, useful Haskell idioms.<br />
<br />
;[http://www.haskell.org/haskellwiki/Programming_guidelines Programming guidelines]<br />
:Some Haskell programming and style conventions.<br />
<br />
;[http://www.cse.chalmers.se/~rjmh/Combinators/LightningTour/index.htm Lightning Tour of Haskell]<br />
:By John Hughes, as part of a Chalmers programming course<br />
<br />
;[http://vmg.pp.ua/books/КопьютерыИсети/_ИХТИК31G/single/Hall%20C.The%20little%20Haskeller.pdf The Little Haskeller] <br />
:By Cordelia Hall and John Hughes. 9. November 1993, 26 pages. An introduction using the Chalmers Haskell B interpreter (hbi). Beware that it relies very much on the user interface of hbi which is quite different for other Haskell systems, and the tutorials cover Haskell 1.2 , not Haskell 98.<br />
<br />
;[http://www.staff.science.uu.nl/~fokke101/courses/fp-eng.pdf Functional Programming]<br />
:By Jeroen Fokker, 1995. (153 pages, 600 KB). Textbook for learning functional programming with Gofer (an older implementation of Haskell). Here without Chapters&nbsp;6 and&nbsp;7.<br />
<br />
== Comparisons to other languages ==<br />
<br />
Articles contrasting feature of Haskell with other languages.<br />
<br />
;[https://www.reddit.com/r/programming/comments/nq1k/haskell_and_scheme_which_one_and_why/ Haskell versus Scheme]<br />
:Mark C. Chu-Carroll, Haskell and Scheme: Which One and Why?<br />
<br />
;[http://wiki.python.org/moin/PythonVsHaskell Comparing Haskell and Python]<br />
:A short overview of similarities and differences between Haskell and Python.<br />
<br />
;[https://www.reddit.com/r/programming/comments/nwm2/syntax_extension_for_monads_in_ocaml/ Monads in OCaml]<br />
:Syntax extension for monads in OCaml<br />
<br />
;[http://www.shlomifish.org/lecture/Perl/Haskell/slides/ Haskell for Perl programmers]<br />
:Short intro for perlers<br />
<br />
;[[A_brief_introduction_to_Haskell|Introduction to Haskell]] versus [http://web.archive.org/web/20150216125944/www.cs.jhu.edu/~scott/pl/lectures/caml-intro.html Introduction to OCaml].<br />
<br />
;[http://web.archive.org/web/20181111222520/http://www.thaiopensource.com/relaxng/derivative.html An algorithm for RELAX NG validation]<br />
:by James Clark (of RELAX NG fame). Describes an algorithm for validating an XML document against a RELAX NG schema, uses Haskell to describe the algorithm. The algorithm in Haskell and Java is then [http://web.archive.org/web/20160405023514/https://www.donhopkins.com/drupal/node/117 discussed here].<br />
<br />
;[http://web.archive.org/web/20170929191210/blog.prb.io/first-steps-with-haskell-for-web-applications.html Haskell + FastCGI versus Ruby on Rails]<br />
:A short blog entry documenting performance results with ruby on rails and Haskell with fastcgi<br />
<br />
;[http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.368.1058&rep=rep1&type=pdf Haskell vs. Ada vs. C++ vs. Awk vs. ..., An Experiment in Software Prototyping Productivity] (PDF)<br />
:Paul Hudak and Mark P. Jones, 16 pages.<blockquote>Description of the results of an experiment in which several conventional programming languages, together with the functional language Haskell, were used to prototype a Naval Surface Warfare Center requirement for Geometric Region Servers. The resulting programs and development metrics were reviewed by a committee chosen by the US Navy. The results indicate that the Haskell prototype took significantly less time to develop and was considerably more concise and easier to understand than the corresponding prototypes written in several different imperative languages, including Ada and C++. </blockquote> <br />
<br />
;[http://web.archive.org/web/20160918184011/www.osl.iu.edu/publications/prints/2003/comparing_generic_programming03.pdf A Comparative Study of Language Support for Generic Programming] (pdf)<br />
:Ronald Garcia, Jaakko Jrvi, Andrew Lumsdaine, Jeremy G. Siek, and Jeremiah Willcock. In Proceedings of the 2003 ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications (OOPSLA'03), October 2003.<blockquote>An interesting comparison of generic programming support across languages, including: Haskell, SML, C++, Java, C#. Haskell supports all constructs described in the paper -- the only language to do so. </blockquote><br />
<br />
;[http://homepages.inf.ed.ac.uk/wadler/realworld/index.html Functional Programming in the Real World]<br />
:A list of functional programs applied to real-world tasks. The main criterion for being real-world is that the program was written primarily to perform some task, not primarily to experiment with functional programming. Functional is used in the broad sense that includes both `pure' programs (no side effects) and `impure' (some use of side effects). Languages covered include CAML, Clean, Erlang, Haskell, Miranda, Scheme, SML, and others.<br />
<br />
;[http://www.defmacro.org/ramblings/lisp-in-haskell.html Lisp in Haskell]<br />
:Writing A Lisp Interpreter In Haskell, a tutorial<br />
<br />
;[http://bendyworks.com/geekville/articles/2012/12/from-ruby-to-haskell-part-1-testing From Ruby to Haskell, Part 1: Testing]<br />
:A quick comparison between ruby's and haskell's BDD.<br />
<br />
== Teaching Haskell ==<br />
<br />
;[http://www.cs.kent.ac.uk/pubs/1997/208/index.html Where do I begin? A problem solving approach to teaching functional programming]<br />
:By [http://www.cs.kent.ac.uk/people/staff/sjt/index.html Simon Thompson]. In Krzysztof Apt, Pieter Hartel, and Paul Klint, editors, First International Conference on Declarative Programming Languages in Education. Springer-Verlag, September 1997. <br> <STRONG>Abstract:</STRONG> This paper introduces a problem solving method for teaching functional programming, based on Polya's `How To Solve It', an introductory investigation of mathematical method. We first present the language independent version, and then show in particular how it applies to the development of programs in Haskell. The method is illustrated by a sequence of examples and a larger case study. <br />
<br />
;[http://www.cs.kent.ac.uk/pubs/1995/214/index.html Functional programming through the curriculum]<br />
:By [http://www.cs.kent.ac.uk/people/staff/sjt/index.html Simon Thompson] and Steve Hill. In Pieter H. Hartel and Rinus Plasmeijer, editors, Functional Programming Languages in Education, LNCS 1022, pages 85-102. Springer-Verlag, December 1995. <br> <STRONG>Abstract:</STRONG> This paper discusses our experience in using a functional language in topics across the computer science curriculum. After examining the arguments for taking a functional approach, we look in detail at four case studies from different areas: programming language semantics, machine architectures, graphics and formal languages. <br />
<br />
;[http://web.archive.org/web/20180612235656/www.cse.unsw.edu.au/~chak/papers/CK02a.html The Risks and Benefits of Teaching Purely Functional Programming in First Year]<br />
:By [http://web.archive.org/web/20180519035020/www.cse.unsw.edu.au/~chak/ Manuel M. T. Chakravarty] and [http://www.cse.unsw.edu.au/~keller/ Gabriele Keller]. Journal of Functional Programming 14(1), pp 113-123, 2004. An earlier version of this paper was presented at Functional and Declarative Programming in Education (FDPE02). <br> <strong>Abstract</strong> We argue that teaching purely functional programming as such in freshman courses is detrimental to both the curriculum as well as to promoting the paradigm. Instead, we need to focus on the more general aims of teaching elementary techniques of programming and essential concepts of computing. We support this viewpoint with experience gained during several semesters of teaching large first-year classes (up to 600 students) in Haskell. These classes consisted of computer science students as well as students from other disciplines. We have systematically gathered student feedback by conducting surveys after each semester. This article contributes an approach to the use of modern functional languages in first year courses and, based on this, advocates the use of functional languages in this setting.<br />
<br />
<br />
==Using monads==<br />
<br />
;[http://www.haskell.org/wikiupload/c/c6/ICMI45-paper-en.pdf How to build a monadic interpreter in one day] (PDF)<br />
:By Dan Popa. A small tutorial on how to build a language in one day, using the Parser Monad in the front end and a monad with state and I/O string in the back end. Read it if you are interested in learning: <br />
:# language construction and <br />
:# interpreter construction<br />
<br />
;[[Monad Transformers Explained]]<br />
<br />
;[[MonadCont under the hood]]<br />
:A detailed description of the ''Cont'' data type and its monadic operations, including the class ''MonadCont''.<br />
<br />
;[http://en.wikipedia.org/wiki/Monads_in_functional_programming Article on monads on Wikipedia]<br />
<br />
;[[IO inside]] page<br />
:Explains why I/O in Haskell is implemented with a monad.<br />
<br />
;[http://stefan-klinger.de/files/monadGuide.pdf The Haskell Programmer's Guide to the IO Monad - Don't Panic.] <br />
:By Stefan Klinger. This report scratches the surface of category theory, an abstract branch of algebra, just deep enough to find the monad structure. It seems well written.<br />
<br />
;[http://web.archive.org/web/20160418173441/https://karczmarczuk.users.greyc.fr/TEACH/Doc/monads.html Systematic Design of Monads]<br />
:By John Hughes and Magnus Carlsson. Many useful monads can be designed in a systematic way, by successively adding facilities to a trivial monad. The capabilities that can be added in this way include state, exceptions, backtracking, and output. Here we give a brief description of the trivial monad, each kind of extension, and sketches of some interesting operations that each monad supports.<br />
<br />
;[[Simple monad examples]]<br />
<br />
See also: <br />
<br />
* the [[Monad]] HaskellWiki page<br />
* [[Research papers/Monads and arrows]].<br />
* [[Blog articles#Monads |Blog articles]]<br />
* [[Monad tutorials timeline]]<br />
<br />
===Tutorials===<br />
<br />
''The comprehensive list is available at [[Monad tutorials timeline]].''<br />
<br />
;[http://mvanier.livejournal.com/3917.html Mike Vanier's monad tutorial]<br />
:Recommended by David Balaban.<br />
<br />
;[[All About Monads]], [http://www.sampou.org/haskell/a-a-monads/html/index.html モナドのすべて]<br />
:By Jeff Newbern. This tutorial aims to explain the concept of a monad and its application to functional programming in a way that is easy to understand and useful to beginning and intermediate Haskell programmers. Familiarity with the Haskell language is assumed, but no prior experience with monads is required. <br />
<br />
;[[Monads as computation]]<br />
:A tutorial which gives a broad overview to motivate the use of monads as an abstraction in functional programming and describe their basic features. It makes an attempt at showing why they arise naturally from some basic premises about the design of a library.<br />
<br />
;[[Monads as containers]]<br />
:A tutorial describing monads from a rather different perspective: as an abstraction of container-types, rather than an abstraction of types of computation.<br />
<br />
;[http://web.archive.org/web/20140821053740/https://www.grabmueller.de/martin/www/pub/Transformers.en.html Monad Transformers Step by Step]<br />
:By Martin Grabm&uuml;ller. A small tutorial on using monad transformers. In contrast to others found on the web, it concentrates on using them, not on their implementation.<br />
<br />
;[[What a Monad is not]]<br />
<br />
;[http://noordering.wordpress.com/2009/03/31/how-you-shouldnt-use-monad/ How you should(n’t) use Monad]<br />
<br />
;[http://www-users.mat.uni.torun.pl/~fly/materialy/fp/haskell-doc/Monads.html What the hell are Monads?] <br />
:By Noel Winstanley. A basic introduction to monads, monadic programming and IO. This introduction is presented by means of examples rather than theory, and assumes a little knowledge of Haskell. <br />
<br />
;[http://www.engr.mun.ca/~theo/Misc/haskell_and_monads.htm Monads for the Working Haskell Programmer -- a short tutorial]<br />
:By Theodore Norvell. <br />
<br />
;[http://blog.sigfpe.com/2006/08/you-could-have-invented-monads-and.html You Could Have Invented Monads! (And Maybe You Already Have.)]<br />
:A short tutorial on monads, introduced from a pragmatic approach, with less category theory references <br />
<br />
;[[Meet Bob The Monadic Lover]]<br />
:By Andrea Rossato. A humorous and short introduction to Monads, with code but without any reference to category theory: what monads look like and what they are useful for, from the perspective of a ... lover. (There is also the slightly more serious [[The Monadic Way]] by the same author.)<br />
<br />
;[http://www.haskell.org/pipermail/haskell-cafe/2006-November/019190.html Monstrous Monads]<br />
:Andrew Pimlott's humourous introduction to monads, using the metaphor of "monsters".<br />
<br />
;[http://strabismicgobbledygook.wordpress.com/2010/03/06/a-state-monad-tutorial/ A State Monad Tutorial]<br />
:A detailed tutorial with simple but practical examples.<br />
<br />
;[http://www.reddit.com/r/programming/comments/ox6s/ask_reddit_what_the_hell_are_monads/coxiv Ask Reddit: What the hell are monads? answer by tmoertel] and [https://www.reddit.com/r/programming/comments/ox6s/ask_reddit_what_the_hell_are_monads/coxoh/ dons].<br />
<br />
;[[The Monadic Way]]<br />
<br />
;[http://www.alpheccar.org/content/60.html Three kind of monads] : sequencing, side effects or containers<br />
<br />
;[http://www.muitovar.com/monad/moncow.html The Greenhorn's Guide to becoming a Monad Cowboy]<br />
:Covers basics, with simple examples, in a ''for dummies'' style. Includes monad transformers and monadic functions. Estimated learning time 2-3 days.<br />
<br />
;[http://ertes.de/articles/monads.html Understanding Haskell Monads]<br />
<br />
;[http://www.reddit.com/r/programming/comments/64th1/monads_in_python_in_production_code_you_can_and/c02u9mb An explanation by 808140]<br />
<br />
==Workshops on advanced functional programming==<br />
<br />
;[http://compilers.iecc.com/comparch/article/95-04-024 Advanced Functional Programming: 1st International Spring School on Advanced Functional Programming Techniques], Bastad, Sweden, May 24 - 30, 1995. Tutorial Text (Lecture Notes in Computer Science) <br />
<br />
;[http://web.archive.org/web/20181001214823/http://www.di.uminho.pt/afp98/ Advanced Functional Programming: 3rd International School], AFP'98, Braga, Portugal, September 12-19, 1998, Revised Lectures (Lecture Notes in Computer Science) <br />
<br />
;[http://web.archive.org/web/20170530134050/www.staff.science.uu.nl/~jeuri101/afp/afp4/ Advanced Functional Programming: 4th International School], AFP 2002, Oxford, UK, August 19-24, 2002, Revised Lectures (Lecture Notes in Computer Science) <br />
<br />
;[http://www.cs.ut.ee/afp04/ Advanced Functional Programming: 5th International School], AFP 2004, Tartu, Estonia, August 14-21, 2004, Revised Lectures (Lecture Notes in Computer Science) <br />
<br />
More advanced materials available from the [[Conferences|conference proceedings]], and the [[Research papers]] collection.<br />
<br />
<br />
[[Category:Tutorials]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Time&diff=63144Time2019-11-21T19:31:49Z<p>SimonMichael: link to time on hackage</p>
<hr />
<div>The canonical time library for Haskell is the [http://hackage.haskell.org/package/time time] package by Ashley Yakeley. There are several similar but different concepts associated with time and the time package keeps these different concepts separated by different data types with appropriate transformations between them to help keep your logic sound. However, if you are trying to use the wrong data type for the wrong task, you may find yourself frustrated with the time library.<br />
<br />
To help avoid frustration, this guide will describe the various data types available in the time library and what temporal concepts they represent. This will help make sure you are using the right data type for the right task. The first few data types in this guide are not widely used in practice, but it is important to understand their associated concepts before moving onto the more complex, widely used, data types. <br />
<br />
= A time cheatsheet =<br />
<br />
[[File:Time-diagram.png]]<br />
<br />
Updates? Ask EvanR on #haskell.<br />
<br />
= Data Types for Measuring Time =<br />
<br />
== AbsoluteTime ==<br />
<br />
<tt>AbsoluteTime</tt> is a data type is type for denoting when an event occurs. AbsoluteTime is a uniform time scale that simply counts the number of seconds since the TAI epoch. There are no leap seconds or timezones. You can compare two <tt>AbsoluteTime</tt>s directly to determine which one came first. You can reference time as far into the future or past as you like to within a resolution of 10<sup>-12</sup> seconds.<br />
<br />
Although <tt>AbsoluteTime</tt> is appropriate for many tasks, it is rarely used in applications and you will likely never use this data type. Unless you are a particularly pioneering person, you will probably want to use <tt>UTCTime</tt> which is more widely used in practice.<br />
<br />
== DiffTime ==<br />
<br />
<tt>DiffTime</tt> is used to represent an absolute duration of time measured in seconds. Subtracting two <tt>AbsoluteTime</tt>s with <tt>diffAbsoluteTime</tt> will produce a <tt>DiffTime</tt> and you can add a <tt>DiffTime</tt> to an <tt>AbsoluteTime</tt> to produce an offset <tt>AbsoluteTime</tt>.<br />
<br />
<tt>DiffTime</tt> is a member of the <tt>Num</tt> and <tt>Fractional</tt>, so can be generated by <tt>fromIntegral</tt> and <tt>realToFrac</tt>. <tt>DiffTime</tt> is also a member of <tt>RealFrac</tt> and <tt>Real</tt> so <tt>round</tt> and <tt>realToFrac</tt> can operate on it.<br />
<br />
<tt>DiffTime</tt> is appropriate in situations where precision time differences are required; however <tt>NominalDiffTime</tt> is more often used in practice.<br />
<br />
== UniversalTime ==<br />
<br />
The problem with <tt>AbsoluteTime</tt> is that Earth's rotation rate is not constant. Over the long term, solar noon would drift over time. <tt>UniversalTime</tt> measures time by counting the number of "solar" rotations, including fractions of a rotation, of the earth since the MJD (Modifed Julian Date) epoch.<br />
<br />
The variations in the Earth's rotation means that a difference in <tt>UniversalTime</tt> does not correspond to any particular amount of time. Your computer's hardware cannot track <tt>UniversalTime</tt> since it can only measure absolute durations. Converting between <tt>UniversalTime</tt> and <tt>AbsoluteTime</tt> would require a database build upon astronomical observations. No such conversion utilities are provided.<br />
<br />
<tt>UniversalTime</tt> is almost never used in practice.<br />
<br />
== UTCTime ==<br />
<br />
<tt>UTCTime</tt> measures "Coordinated Universal Time". One second of <tt>UTCTime</tt> is a constant amount of time equal to one second of <tt>AbsoluteTime</tt>. However, in order to keep "coordinated" with Universal Time, the number of seconds per day varies. Most days have 86400 seconds; however, on occasion a day will have a "leap second", meaning the day will consist of 86399 or 86401 seconds. <tt>UTCTime</tt> counts the number of days (each day consisting of between 86399-86401 seconds) since the MJD epoch plus an absolute time difference up to the number of seconds that occur in that day.<br />
<br />
It is unpredictable which days in the future will have a leap second. A leap second table is needed to convert between <tt>AbsoluteTime</tt> and <tt>UTCTime</tt>. This conversion can only be done reliably within recent history.<br />
<br />
<tt>UTCTime</tt> is the most popular way of referencing events in absolute time. Events occurring hundreds of years ago can be referenced with moderate precision because we may know approximately when during a particular day they occurred, even though we do not know the <tt>AbsoluteTime</tt> that they occurred (because we do not know the detailed historical changes in the rotation rate of the Earth). Events occurring in the recent past can be converted to <tt>AbsoluteTime</tt> with a leap second table. Future events are usually set relative to the day in which they are to occur, so the fact that the absolute time that they will occur at (that is exact the number seconds into the future that they will occur) is unknown is often not a problem.<br />
<br />
The major disadvantage with <tt>UTCTime</tt> is that one cannot compute the absolute difference between two <tt>UTCTime</tt>s without first converting them to <tt>AbsoluteTime</tt>, and that requires an accurate leap second tables. To circumvent this issue, one uses <tt>NominalDiffTime</tt>.<br />
<br />
== NominalDiffTime ==<br />
<br />
The <tt>diffUTCTime</tt> function computes a <tt>NominalDiffTime</tt> between two <tt>UTCTimes</tt> which is the number of seconds that would have occurred between two <tt>UTCTime</tt>s if no leap seconds had occurred between the two events. Therefore the <tt>diffUTCTime</tt> is not suitable for measuring the absolute time between two events to a high degree of precession. However a <tt>NominalDiffTime</tt> is often suitable for advancing an event by a week, a day, or an hour, since one would normally want said event to occur at the same time of day, or same minute of the hour, regardless of whether or not a leap second happens to be inserted in that duration.<br />
<br />
<tt>NominalDiffTime</tt> is a member of the <tt>Num</tt> and <tt>Fractional</tt>, so can be generated by <tt>fromIntegral</tt> and <tt>realToFrac</tt>. <tt>NominalDiffTime</tt> is also a member of <tt>RealFrac</tt> and <tt>Real</tt> so <tt>round</tt> and <tt>realToFrac</tt> can operate on it.<br />
<br />
<tt>NominialDiffTime</tt> is regularly used. In fact, <tt>POSIXTime</tt> is the <tt>NominalDiffTime</tt> since the UNIX epoch of Jan 1st, 1970, UTC.<br />
<br />
= Data Types for Denoting Time =<br />
<br />
So far our data have denoted occurrences of events by counting the number of days, or the number of seconds since some fixed reference epoch. However we usually tell time by using years, months, day of month, hours, minutes and seconds. The remain data types will assist with this more usual approach to telling time.<br />
<br />
== Day ==<br />
<br />
The <tt>Day</tt> data type is an abstract way of referring to a calender date. Due to time zone issues, the <tt>Day</tt> type does not necessarily refer to any specific 1-day long absolute time period.<br />
<br />
The standard calender used to reference a date is the Gregorian calendar. The <tt>toGregorian</tt> and <tt>fromGregorian</tt> functions will construct and deconstruct a <tt>Day</tt> from the usual year-month-day format. There are other calendars, such as the Julian calendar, which are only used in unusual situations.<br />
<br />
== TimeOfDay ==<br />
<br />
<tt>TimeOfDay</tt> represents "wall-clock" time. It consists of an hour of the day, a minute of the hour, and a second of the minute, including fractions of a second up to a precession of 10-12. The seconds could go up to 61 in order to accommodate leap seconds.<br />
<br />
== LocalTime ==<br />
<br />
A <tt>Day</tt> with a <tt>TimeOfDay</tt> forms a <tt>LocalTime</tt>. This is contains the data that we normally denote time with: a year, month, day, hour, minute, and second. However, it does not denote an absolute time because it contains no time zone information.<br />
<br />
<tt>LocalTime</tt> is used represent date and time for printing and parsing; however it should be avoided for computation. The biggest problem with <tt>LocalTime</tt> is that, due to daylight savings time, regularly the same time of day is repeated twice a day. This means you cannot even use <tt>LocalTime</tt>s to reliably determine the relative order of events.<br />
<br />
== TimeZone ==<br />
<br />
Somewhat confusingly named, a <tt>TimeZone</tt> represents an offset from UTC measured in minutes. It also contains ancillary data such as the timezone name and whether or not it is intended to be used for summer time only. Eastern Standard Time (EST) or Pacific Daylight Time (PDT) are examples of timezone that could be represented by a <tt>TimeZone</tt> value. <br />
<br />
It does not represent the time zone of a region, such as Eastern Time, because regions often vary their offsets from UTC depending on the time of year.<br />
<br />
The <tt>utc</tt> value is the value of the <tt>TimeZone</tt> with no offset from UTC.<br />
<br />
== ZonedTime == <br />
<br />
A <tt>ZonedTime</tt> is a <tt>LocalTime</tt> together with a <tt>TimeZone</tt>. This does refer to a specific event in absolute time and can be converted to a <tt>UTCTime</tt> with the <tt>zoneTimeToUTC</tt> function, and could be further converted into a <tt>AbsoluteTime</tt> if one has a leap second table.<br />
<br />
There are, of course, many different <tt>ZonedTime</tt> values corresponding to the same absolute, <tt>UTCTime</tt>. Given a <tt>TimeZone</tt> one can create a <tt>ZonedTime</tt> with that <tt>TimeZone</tt> by using the <tt>utcToZonedTime</tt> function.<br />
<br />
<tt>ZonedTime</tt> is a common stop when converting between common year-month-day-hour-minute-second human time format and absolute <tt>UTCTime</tt> time.<br />
<br />
== TimeZoneSeries ==<br />
<br />
Almost nothing in the time library deals with regional time zones such as "Eastern Time" or "Pacific time" For that we need to reach out to the timezone-series and timezone-olson packages. The difficulty with regional time zones is, like leap seconds, that they are unpredictable and subject to be changed. <br />
<br />
A <tt>TimeZoneSeries</tt> is a series of <tt>TimeZone</tt>s, that is offsets from UTC, along with the absolute times where those <tt>TimeZone</tt>s are in effect. This is a suitable structure for defining a regional time zone. The functions in the timezone-olson package will allow you to create a <tt>TimeZoneSeries</tt> from an Olson time zone database file.<br />
<br />
== getTimeZone ==<br />
<br />
There there is one set of functions in the time package that does deal with regional time zones. The <tt>getTimeZone</tt> function will compute the timezone for a given, <tt>UTCTime</tt>, but only the local region as set by the <tt>TZ</tt> environment variable. The <tt>getCurrentTimeZone</tt>, <tt>getZonedTime</tt>, and <tt>utcToLocalZonedTime</tt> are functions derived from <tt>getTimeZone</tt>.<br />
<br />
There is no functionality in the time package that will convert from a local regional time to <tt>UTCTime</tt>, owing to the fact that the same local regional time may refer to multiple different <tt>UTCTime</tt> due to daylight savings times. <tt>localTimeToUTC'</tt> from the <tt>timezone-series</tt> packages will do this conversion given a <tt>TimeZoneSeries</tt>.</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Time&diff=63143Time2019-11-21T19:29:45Z<p>SimonMichael: move the intro text & cheatsheet out from the subheading, note cheatsheet author</p>
<hr />
<div>The canonical time library for Haskell is the time package by Ashley Yakeley. There are several similar but different concepts associated with time and the time package keeps these different concepts separated by different data types with appropriate transformations between them to help keep your logic sound. However, if you are trying to use the wrong data type for the wrong task, you may find yourself frustrated with the time library.<br />
<br />
To help avoid frustration, this guide will describe the various data types available in the time library and what temporal concepts they represent. This will help make sure you are using the right data type for the right task. The first few data types in this guide are not widely used in practice, but it is important to understand their associated concepts before moving onto the more complex, widely used, data types. <br />
<br />
= A time cheatsheet =<br />
<br />
[[File:Time-diagram.png]]<br />
<br />
Updates? Ask EvanR on #haskell.<br />
<br />
= Data Types for Measuring Time =<br />
<br />
== AbsoluteTime ==<br />
<br />
<tt>AbsoluteTime</tt> is a data type is type for denoting when an event occurs. AbsoluteTime is a uniform time scale that simply counts the number of seconds since the TAI epoch. There are no leap seconds or timezones. You can compare two <tt>AbsoluteTime</tt>s directly to determine which one came first. You can reference time as far into the future or past as you like to within a resolution of 10<sup>-12</sup> seconds.<br />
<br />
Although <tt>AbsoluteTime</tt> is appropriate for many tasks, it is rarely used in applications and you will likely never use this data type. Unless you are a particularly pioneering person, you will probably want to use <tt>UTCTime</tt> which is more widely used in practice.<br />
<br />
== DiffTime ==<br />
<br />
<tt>DiffTime</tt> is used to represent an absolute duration of time measured in seconds. Subtracting two <tt>AbsoluteTime</tt>s with <tt>diffAbsoluteTime</tt> will produce a <tt>DiffTime</tt> and you can add a <tt>DiffTime</tt> to an <tt>AbsoluteTime</tt> to produce an offset <tt>AbsoluteTime</tt>.<br />
<br />
<tt>DiffTime</tt> is a member of the <tt>Num</tt> and <tt>Fractional</tt>, so can be generated by <tt>fromIntegral</tt> and <tt>realToFrac</tt>. <tt>DiffTime</tt> is also a member of <tt>RealFrac</tt> and <tt>Real</tt> so <tt>round</tt> and <tt>realToFrac</tt> can operate on it.<br />
<br />
<tt>DiffTime</tt> is appropriate in situations where precision time differences are required; however <tt>NominalDiffTime</tt> is more often used in practice.<br />
<br />
== UniversalTime ==<br />
<br />
The problem with <tt>AbsoluteTime</tt> is that Earth's rotation rate is not constant. Over the long term, solar noon would drift over time. <tt>UniversalTime</tt> measures time by counting the number of "solar" rotations, including fractions of a rotation, of the earth since the MJD (Modifed Julian Date) epoch.<br />
<br />
The variations in the Earth's rotation means that a difference in <tt>UniversalTime</tt> does not correspond to any particular amount of time. Your computer's hardware cannot track <tt>UniversalTime</tt> since it can only measure absolute durations. Converting between <tt>UniversalTime</tt> and <tt>AbsoluteTime</tt> would require a database build upon astronomical observations. No such conversion utilities are provided.<br />
<br />
<tt>UniversalTime</tt> is almost never used in practice.<br />
<br />
== UTCTime ==<br />
<br />
<tt>UTCTime</tt> measures "Coordinated Universal Time". One second of <tt>UTCTime</tt> is a constant amount of time equal to one second of <tt>AbsoluteTime</tt>. However, in order to keep "coordinated" with Universal Time, the number of seconds per day varies. Most days have 86400 seconds; however, on occasion a day will have a "leap second", meaning the day will consist of 86399 or 86401 seconds. <tt>UTCTime</tt> counts the number of days (each day consisting of between 86399-86401 seconds) since the MJD epoch plus an absolute time difference up to the number of seconds that occur in that day.<br />
<br />
It is unpredictable which days in the future will have a leap second. A leap second table is needed to convert between <tt>AbsoluteTime</tt> and <tt>UTCTime</tt>. This conversion can only be done reliably within recent history.<br />
<br />
<tt>UTCTime</tt> is the most popular way of referencing events in absolute time. Events occurring hundreds of years ago can be referenced with moderate precision because we may know approximately when during a particular day they occurred, even though we do not know the <tt>AbsoluteTime</tt> that they occurred (because we do not know the detailed historical changes in the rotation rate of the Earth). Events occurring in the recent past can be converted to <tt>AbsoluteTime</tt> with a leap second table. Future events are usually set relative to the day in which they are to occur, so the fact that the absolute time that they will occur at (that is exact the number seconds into the future that they will occur) is unknown is often not a problem.<br />
<br />
The major disadvantage with <tt>UTCTime</tt> is that one cannot compute the absolute difference between two <tt>UTCTime</tt>s without first converting them to <tt>AbsoluteTime</tt>, and that requires an accurate leap second tables. To circumvent this issue, one uses <tt>NominalDiffTime</tt>.<br />
<br />
== NominalDiffTime ==<br />
<br />
The <tt>diffUTCTime</tt> function computes a <tt>NominalDiffTime</tt> between two <tt>UTCTimes</tt> which is the number of seconds that would have occurred between two <tt>UTCTime</tt>s if no leap seconds had occurred between the two events. Therefore the <tt>diffUTCTime</tt> is not suitable for measuring the absolute time between two events to a high degree of precession. However a <tt>NominalDiffTime</tt> is often suitable for advancing an event by a week, a day, or an hour, since one would normally want said event to occur at the same time of day, or same minute of the hour, regardless of whether or not a leap second happens to be inserted in that duration.<br />
<br />
<tt>NominalDiffTime</tt> is a member of the <tt>Num</tt> and <tt>Fractional</tt>, so can be generated by <tt>fromIntegral</tt> and <tt>realToFrac</tt>. <tt>NominalDiffTime</tt> is also a member of <tt>RealFrac</tt> and <tt>Real</tt> so <tt>round</tt> and <tt>realToFrac</tt> can operate on it.<br />
<br />
<tt>NominialDiffTime</tt> is regularly used. In fact, <tt>POSIXTime</tt> is the <tt>NominalDiffTime</tt> since the UNIX epoch of Jan 1st, 1970, UTC.<br />
<br />
= Data Types for Denoting Time =<br />
<br />
So far our data have denoted occurrences of events by counting the number of days, or the number of seconds since some fixed reference epoch. However we usually tell time by using years, months, day of month, hours, minutes and seconds. The remain data types will assist with this more usual approach to telling time.<br />
<br />
== Day ==<br />
<br />
The <tt>Day</tt> data type is an abstract way of referring to a calender date. Due to time zone issues, the <tt>Day</tt> type does not necessarily refer to any specific 1-day long absolute time period.<br />
<br />
The standard calender used to reference a date is the Gregorian calendar. The <tt>toGregorian</tt> and <tt>fromGregorian</tt> functions will construct and deconstruct a <tt>Day</tt> from the usual year-month-day format. There are other calendars, such as the Julian calendar, which are only used in unusual situations.<br />
<br />
== TimeOfDay ==<br />
<br />
<tt>TimeOfDay</tt> represents "wall-clock" time. It consists of an hour of the day, a minute of the hour, and a second of the minute, including fractions of a second up to a precession of 10-12. The seconds could go up to 61 in order to accommodate leap seconds.<br />
<br />
== LocalTime ==<br />
<br />
A <tt>Day</tt> with a <tt>TimeOfDay</tt> forms a <tt>LocalTime</tt>. This is contains the data that we normally denote time with: a year, month, day, hour, minute, and second. However, it does not denote an absolute time because it contains no time zone information.<br />
<br />
<tt>LocalTime</tt> is used represent date and time for printing and parsing; however it should be avoided for computation. The biggest problem with <tt>LocalTime</tt> is that, due to daylight savings time, regularly the same time of day is repeated twice a day. This means you cannot even use <tt>LocalTime</tt>s to reliably determine the relative order of events.<br />
<br />
== TimeZone ==<br />
<br />
Somewhat confusingly named, a <tt>TimeZone</tt> represents an offset from UTC measured in minutes. It also contains ancillary data such as the timezone name and whether or not it is intended to be used for summer time only. Eastern Standard Time (EST) or Pacific Daylight Time (PDT) are examples of timezone that could be represented by a <tt>TimeZone</tt> value. <br />
<br />
It does not represent the time zone of a region, such as Eastern Time, because regions often vary their offsets from UTC depending on the time of year.<br />
<br />
The <tt>utc</tt> value is the value of the <tt>TimeZone</tt> with no offset from UTC.<br />
<br />
== ZonedTime == <br />
<br />
A <tt>ZonedTime</tt> is a <tt>LocalTime</tt> together with a <tt>TimeZone</tt>. This does refer to a specific event in absolute time and can be converted to a <tt>UTCTime</tt> with the <tt>zoneTimeToUTC</tt> function, and could be further converted into a <tt>AbsoluteTime</tt> if one has a leap second table.<br />
<br />
There are, of course, many different <tt>ZonedTime</tt> values corresponding to the same absolute, <tt>UTCTime</tt>. Given a <tt>TimeZone</tt> one can create a <tt>ZonedTime</tt> with that <tt>TimeZone</tt> by using the <tt>utcToZonedTime</tt> function.<br />
<br />
<tt>ZonedTime</tt> is a common stop when converting between common year-month-day-hour-minute-second human time format and absolute <tt>UTCTime</tt> time.<br />
<br />
== TimeZoneSeries ==<br />
<br />
Almost nothing in the time library deals with regional time zones such as "Eastern Time" or "Pacific time" For that we need to reach out to the timezone-series and timezone-olson packages. The difficulty with regional time zones is, like leap seconds, that they are unpredictable and subject to be changed. <br />
<br />
A <tt>TimeZoneSeries</tt> is a series of <tt>TimeZone</tt>s, that is offsets from UTC, along with the absolute times where those <tt>TimeZone</tt>s are in effect. This is a suitable structure for defining a regional time zone. The functions in the timezone-olson package will allow you to create a <tt>TimeZoneSeries</tt> from an Olson time zone database file.<br />
<br />
== getTimeZone ==<br />
<br />
There there is one set of functions in the time package that does deal with regional time zones. The <tt>getTimeZone</tt> function will compute the timezone for a given, <tt>UTCTime</tt>, but only the local region as set by the <tt>TZ</tt> environment variable. The <tt>getCurrentTimeZone</tt>, <tt>getZonedTime</tt>, and <tt>utcToLocalZonedTime</tt> are functions derived from <tt>getTimeZone</tt>.<br />
<br />
There is no functionality in the time package that will convert from a local regional time to <tt>UTCTime</tt>, owing to the fact that the same local regional time may refer to multiple different <tt>UTCTime</tt> due to daylight savings times. <tt>localTimeToUTC'</tt> from the <tt>timezone-series</tt> packages will do this conversion given a <tt>TimeZoneSeries</tt>.</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Time&diff=63141Time2019-11-21T19:03:02Z<p>SimonMichael: move image after intro text</p>
<hr />
<div>= Data Types for Measuring Time =<br />
<br />
The canonical time library for Haskell is the time package by Ashley Yakeley. There are several similar but different concepts associated with time and the time package keeps these different concepts separated by different data types with appropriate transformations between them to help keep your logic sound. However, if you are trying to use the wrong data type for the wrong task, you may find yourself frustrated with the time library.<br />
<br />
To help avoid frustration, this guide will describe the various data types available in the time library and what temporal concepts they represent. This will help make sure you are using the right data type for the right task. The first few data types in this guide are not widely used in practice, but it is important to understand their associated concepts before moving onto the more complex, widely used, data types. <br />
<br />
Here is a cheatsheet:<br />
<br />
[[File:Time-diagram.png]]<br />
<br />
== AbsoluteTime ==<br />
<br />
<tt>AbsoluteTime</tt> is a data type is type for denoting when an event occurs. AbsoluteTime is a uniform time scale that simply counts the number of seconds since the TAI epoch. There are no leap seconds or timezones. You can compare two <tt>AbsoluteTime</tt>s directly to determine which one came first. You can reference time as far into the future or past as you like to within a resolution of 10<sup>-12</sup> seconds.<br />
<br />
Although <tt>AbsoluteTime</tt> is appropriate for many tasks, it is rarely used in applications and you will likely never use this data type. Unless you are a particularly pioneering person, you will probably want to use <tt>UTCTime</tt> which is more widely used in practice.<br />
<br />
== DiffTime ==<br />
<br />
<tt>DiffTime</tt> is used to represent an absolute duration of time measured in seconds. Subtracting two <tt>AbsoluteTime</tt>s with <tt>diffAbsoluteTime</tt> will produce a <tt>DiffTime</tt> and you can add a <tt>DiffTime</tt> to an <tt>AbsoluteTime</tt> to produce an offset <tt>AbsoluteTime</tt>.<br />
<br />
<tt>DiffTime</tt> is a member of the <tt>Num</tt> and <tt>Fractional</tt>, so can be generated by <tt>fromIntegral</tt> and <tt>realToFrac</tt>. <tt>DiffTime</tt> is also a member of <tt>RealFrac</tt> and <tt>Real</tt> so <tt>round</tt> and <tt>realToFrac</tt> can operate on it.<br />
<br />
<tt>DiffTime</tt> is appropriate in situations where precision time differences are required; however <tt>NominalDiffTime</tt> is more often used in practice.<br />
<br />
== UniversalTime ==<br />
<br />
The problem with <tt>AbsoluteTime</tt> is that Earth's rotation rate is not constant. Over the long term, solar noon would drift over time. <tt>UniversalTime</tt> measures time by counting the number of "solar" rotations, including fractions of a rotation, of the earth since the MJD (Modifed Julian Date) epoch.<br />
<br />
The variations in the Earth's rotation means that a difference in <tt>UniversalTime</tt> does not correspond to any particular amount of time. Your computer's hardware cannot track <tt>UniversalTime</tt> since it can only measure absolute durations. Converting between <tt>UniversalTime</tt> and <tt>AbsoluteTime</tt> would require a database build upon astronomical observations. No such conversion utilities are provided.<br />
<br />
<tt>UniversalTime</tt> is almost never used in practice.<br />
<br />
== UTCTime ==<br />
<br />
<tt>UTCTime</tt> measures "Coordinated Universal Time". One second of <tt>UTCTime</tt> is a constant amount of time equal to one second of <tt>AbsoluteTime</tt>. However, in order to keep "coordinated" with Universal Time, the number of seconds per day varies. Most days have 86400 seconds; however, on occasion a day will have a "leap second", meaning the day will consist of 86399 or 86401 seconds. <tt>UTCTime</tt> counts the number of days (each day consisting of between 86399-86401 seconds) since the MJD epoch plus an absolute time difference up to the number of seconds that occur in that day.<br />
<br />
It is unpredictable which days in the future will have a leap second. A leap second table is needed to convert between <tt>AbsoluteTime</tt> and <tt>UTCTime</tt>. This conversion can only be done reliably within recent history.<br />
<br />
<tt>UTCTime</tt> is the most popular way of referencing events in absolute time. Events occurring hundreds of years ago can be referenced with moderate precision because we may know approximately when during a particular day they occurred, even though we do not know the <tt>AbsoluteTime</tt> that they occurred (because we do not know the detailed historical changes in the rotation rate of the Earth). Events occurring in the recent past can be converted to <tt>AbsoluteTime</tt> with a leap second table. Future events are usually set relative to the day in which they are to occur, so the fact that the absolute time that they will occur at (that is exact the number seconds into the future that they will occur) is unknown is often not a problem.<br />
<br />
The major disadvantage with <tt>UTCTime</tt> is that one cannot compute the absolute difference between two <tt>UTCTime</tt>s without first converting them to <tt>AbsoluteTime</tt>, and that requires an accurate leap second tables. To circumvent this issue, one uses <tt>NominalDiffTime</tt>.<br />
<br />
== NominalDiffTime ==<br />
<br />
The <tt>diffUTCTime</tt> function computes a <tt>NominalDiffTime</tt> between two <tt>UTCTimes</tt> which is the number of seconds that would have occurred between two <tt>UTCTime</tt>s if no leap seconds had occurred between the two events. Therefore the <tt>diffUTCTime</tt> is not suitable for measuring the absolute time between two events to a high degree of precession. However a <tt>NominalDiffTime</tt> is often suitable for advancing an event by a week, a day, or an hour, since one would normally want said event to occur at the same time of day, or same minute of the hour, regardless of whether or not a leap second happens to be inserted in that duration.<br />
<br />
<tt>NominalDiffTime</tt> is a member of the <tt>Num</tt> and <tt>Fractional</tt>, so can be generated by <tt>fromIntegral</tt> and <tt>realToFrac</tt>. <tt>NominalDiffTime</tt> is also a member of <tt>RealFrac</tt> and <tt>Real</tt> so <tt>round</tt> and <tt>realToFrac</tt> can operate on it.<br />
<br />
<tt>NominialDiffTime</tt> is regularly used. In fact, <tt>POSIXTime</tt> is the <tt>NominalDiffTime</tt> since the UNIX epoch of Jan 1st, 1970, UTC.<br />
<br />
= Data Types for Denoting Time =<br />
<br />
So far our data have denoted occurrences of events by counting the number of days, or the number of seconds since some fixed reference epoch. However we usually tell time by using years, months, day of month, hours, minutes and seconds. The remain data types will assist with this more usual approach to telling time.<br />
<br />
== Day ==<br />
<br />
The <tt>Day</tt> data type is an abstract way of referring to a calender date. Due to time zone issues, the <tt>Day</tt> type does not necessarily refer to any specific 1-day long absolute time period.<br />
<br />
The standard calender used to reference a date is the Gregorian calendar. The <tt>toGregorian</tt> and <tt>fromGregorian</tt> functions will construct and deconstruct a <tt>Day</tt> from the usual year-month-day format. There are other calendars, such as the Julian calendar, which are only used in unusual situations.<br />
<br />
== TimeOfDay ==<br />
<br />
<tt>TimeOfDay</tt> represents "wall-clock" time. It consists of an hour of the day, a minute of the hour, and a second of the minute, including fractions of a second up to a precession of 10-12. The seconds could go up to 61 in order to accommodate leap seconds.<br />
<br />
== LocalTime ==<br />
<br />
A <tt>Day</tt> with a <tt>TimeOfDay</tt> forms a <tt>LocalTime</tt>. This is contains the data that we normally denote time with: a year, month, day, hour, minute, and second. However, it does not denote an absolute time because it contains no time zone information.<br />
<br />
<tt>LocalTime</tt> is used represent date and time for printing and parsing; however it should be avoided for computation. The biggest problem with <tt>LocalTime</tt> is that, due to daylight savings time, regularly the same time of day is repeated twice a day. This means you cannot even use <tt>LocalTime</tt>s to reliably determine the relative order of events.<br />
<br />
== TimeZone ==<br />
<br />
Somewhat confusingly named, a <tt>TimeZone</tt> represents an offset from UTC measured in minutes. It also contains ancillary data such as the timezone name and whether or not it is intended to be used for summer time only. Eastern Standard Time (EST) or Pacific Daylight Time (PDT) are examples of timezone that could be represented by a <tt>TimeZone</tt> value. <br />
<br />
It does not represent the time zone of a region, such as Eastern Time, because regions often vary their offsets from UTC depending on the time of year.<br />
<br />
The <tt>utc</tt> value is the value of the <tt>TimeZone</tt> with no offset from UTC.<br />
<br />
== ZonedTime == <br />
<br />
A <tt>ZonedTime</tt> is a <tt>LocalTime</tt> together with a <tt>TimeZone</tt>. This does refer to a specific event in absolute time and can be converted to a <tt>UTCTime</tt> with the <tt>zoneTimeToUTC</tt> function, and could be further converted into a <tt>AbsoluteTime</tt> if one has a leap second table.<br />
<br />
There are, of course, many different <tt>ZonedTime</tt> values corresponding to the same absolute, <tt>UTCTime</tt>. Given a <tt>TimeZone</tt> one can create a <tt>ZonedTime</tt> with that <tt>TimeZone</tt> by using the <tt>utcToZonedTime</tt> function.<br />
<br />
<tt>ZonedTime</tt> is a common stop when converting between common year-month-day-hour-minute-second human time format and absolute <tt>UTCTime</tt> time.<br />
<br />
== TimeZoneSeries ==<br />
<br />
Almost nothing in the time library deals with regional time zones such as "Eastern Time" or "Pacific time" For that we need to reach out to the timezone-series and timezone-olson packages. The difficulty with regional time zones is, like leap seconds, that they are unpredictable and subject to be changed. <br />
<br />
A <tt>TimeZoneSeries</tt> is a series of <tt>TimeZone</tt>s, that is offsets from UTC, along with the absolute times where those <tt>TimeZone</tt>s are in effect. This is a suitable structure for defining a regional time zone. The functions in the timezone-olson package will allow you to create a <tt>TimeZoneSeries</tt> from an Olson time zone database file.<br />
<br />
== getTimeZone ==<br />
<br />
There there is one set of functions in the time package that does deal with regional time zones. The <tt>getTimeZone</tt> function will compute the timezone for a given, <tt>UTCTime</tt>, but only the local region as set by the <tt>TZ</tt> environment variable. The <tt>getCurrentTimeZone</tt>, <tt>getZonedTime</tt>, and <tt>utcToLocalZonedTime</tt> are functions derived from <tt>getTimeZone</tt>.<br />
<br />
There is no functionality in the time package that will convert from a local regional time to <tt>UTCTime</tt>, owing to the fact that the same local regional time may refer to multiple different <tt>UTCTime</tt> due to daylight savings times. <tt>localTimeToUTC'</tt> from the <tt>timezone-series</tt> packages will do this conversion given a <tt>TimeZoneSeries</tt>.</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Frag&diff=59886Frag2015-06-30T23:11:23Z<p>SimonMichael: </p>
<hr />
<div>'''Frag'''<br />
<br />
[[Image:Frag1.png]]<br />
<br />
Frag is a 3D first person shooting game written in Haskell, by Mun Hon<br />
Cheong. It is licensed under the GPL. The design and implementation of<br />
Frag is described in Mun's 2005 undergraduate thesis, <br />
[http://www.cse.unsw.edu.au/~pls/thesis/munc-thesis.pdf Functional Programming and 3D Games]. An AI system for Frag is described in Jayatheeban Soundararajan's 2007 undergrad thesis, also titled [http://www.cse.unsw.edu.au/~pls/thesis/theeban-thesis.pdf Functional Programming and 3D Games].<br />
<br />
[http://uk.youtube.com/watch?v=0jYdu2u8gAU YouTube Video]<br />
<br />
== Features ==<br />
<br />
* Yampa, a domain-specific embedded language for the programming of hybrid systems that using the concepts of Functional Reactive Programming (FRP) was used to program the game entities.<br />
* The Quake 3 BSP level format, Q3Map2, and the MD3 format for models and animations are used in this game.<br />
* Sven Panne's OpenGL binding, HOpenGL is used to render graphics.<br />
<br />
== Requirements ==<br />
<br />
* GHC 6.8 or greater, providing HOpenGL-2.0.<br />
* OpenGL drivers that support the vertex array and multitexture OpenGL extensions<br />
* Frag has portability problems. It is known to work on i386 and AMD64, and known not to work on big-endian systems.<br />
<br />
See the blog article [http://monadickid.blogspot.com/2008/11/haskell-eye-for-windows-guy.html A Haskell eye for the windows guy] for the list of requirements and how to install for Windows users.<br />
<br />
== Download ==<br />
<br />
The code can be downloaded from<br />
[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/frag Hackage]; it is also distributed via a Darcs repository: <br />
<br />
darcs get http://code.haskell.org/frag<br />
<br />
[[Darcs]] is the standard revision control system of the Haskell community.<br />
<br />
== Contributions ==<br />
<br />
Frag needs contributions from the community! Darcs send patches to<br />
[http://www.cse.unsw.edu.au/~dons/ Don Stewart].<br />
<br />
== Screenshots ==<br />
(Note that these screenshots are of the old level, which was replaced for copyright reasons.)<br />
<br />
[[Image:Frag2.png]]<br />
<br />
[[Image:Frag3.png]]<br />
<br />
[[Image:Frag4.png]]<br />
<br />
[[Image:Frag5.png]]<br />
<br />
[[Category:Applications]]<br />
[[Category:Games]]<br />
[[Category:3D]]<br />
<br />
== BibTeX Entry ==<br />
<br />
<pre><br />
@mastersthesis{Frag,<br />
author = {Mun Hon Cheong},<br />
title = {Functional Programming and 3D Games},<br />
year = {2005},<br />
month = {November},<br />
school = {University of New South Wales},<br />
address = {Sydney, Australia},<br />
abstract = {Games are commonly programmed in imperative languages.<br />
Functional languages have been known to have benefits but have<br />
rarely been used to program games. In this thesis we implement<br />
a first person shooting game in Haskell and Yampa. The merits<br />
of this approach are examined.}<br />
}<br />
</pre></div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Frag&diff=59885Frag2015-06-30T23:10:55Z<p>SimonMichael: </p>
<hr />
<div>'''Frag'''<br />
<br />
[[Image:Frag1.png]]<br />
<br />
Frag is a 3D first person shooting game written in Haskell, by Mun Hon<br />
Cheong. It is licensed under the GPL. The design and implementation of<br />
Frag is described in Mun's 2005 undergraduate thesis, <br />
[http://www.cse.unsw.edu.au/~pls/thesis/munc-thesis.pdf Functional Programming and 3D Games]. An AI system for Frag is described in Jayatheeban Soundararajan's 2007 undergrad thesis, [http://www.cse.unsw.edu.au/~pls/thesis/theeban-thesis.pdf Functional Programming and 3D Games].<br />
<br />
[http://uk.youtube.com/watch?v=0jYdu2u8gAU YouTube Video]<br />
<br />
== Features ==<br />
<br />
* Yampa, a domain-specific embedded language for the programming of hybrid systems that using the concepts of Functional Reactive Programming (FRP) was used to program the game entities.<br />
* The Quake 3 BSP level format, Q3Map2, and the MD3 format for models and animations are used in this game.<br />
* Sven Panne's OpenGL binding, HOpenGL is used to render graphics.<br />
<br />
== Requirements ==<br />
<br />
* GHC 6.8 or greater, providing HOpenGL-2.0.<br />
* OpenGL drivers that support the vertex array and multitexture OpenGL extensions<br />
* Frag has portability problems. It is known to work on i386 and AMD64, and known not to work on big-endian systems.<br />
<br />
See the blog article [http://monadickid.blogspot.com/2008/11/haskell-eye-for-windows-guy.html A Haskell eye for the windows guy] for the list of requirements and how to install for Windows users.<br />
<br />
== Download ==<br />
<br />
The code can be downloaded from<br />
[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/frag Hackage]; it is also distributed via a Darcs repository: <br />
<br />
darcs get http://code.haskell.org/frag<br />
<br />
[[Darcs]] is the standard revision control system of the Haskell community.<br />
<br />
== Contributions ==<br />
<br />
Frag needs contributions from the community! Darcs send patches to<br />
[http://www.cse.unsw.edu.au/~dons/ Don Stewart].<br />
<br />
== Screenshots ==<br />
(Note that these screenshots are of the old level, which was replaced for copyright reasons.)<br />
<br />
[[Image:Frag2.png]]<br />
<br />
[[Image:Frag3.png]]<br />
<br />
[[Image:Frag4.png]]<br />
<br />
[[Image:Frag5.png]]<br />
<br />
[[Category:Applications]]<br />
[[Category:Games]]<br />
[[Category:3D]]<br />
<br />
== BibTeX Entry ==<br />
<br />
<pre><br />
@mastersthesis{Frag,<br />
author = {Mun Hon Cheong},<br />
title = {Functional Programming and 3D Games},<br />
year = {2005},<br />
month = {November},<br />
school = {University of New South Wales},<br />
address = {Sydney, Australia},<br />
abstract = {Games are commonly programmed in imperative languages.<br />
Functional languages have been known to have benefits but have<br />
rarely been used to program games. In this thesis we implement<br />
a first person shooting game in Haskell and Yampa. The merits<br />
of this approach are examined.}<br />
}<br />
</pre></div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Frag&diff=59884Frag2015-06-30T23:10:31Z<p>SimonMichael: link to second Frag thesis</p>
<hr />
<div>'''Frag'''<br />
<br />
[[Image:Frag1.png]]<br />
<br />
Frag is a 3D first person shooting game written in Haskell, by Mun Hon<br />
Cheong. It is licensed under the GPL. The design and implementation of<br />
Frag is described in Mun's 2005 undergraduate thesis, <br />
[http://www.cse.unsw.edu.au/~pls/thesis/munc-thesis.pdf Functional Programming and 3D Games]. An AI system for Frag is described in Jayatheeban Soundararajan's 2007 undergrad thesis, [http://www.cse.unsw.edu.au/~pls/thesis/theeban-thesis.pdf Functional Programming and 3D<br />
Games].<br />
<br />
[http://uk.youtube.com/watch?v=0jYdu2u8gAU YouTube Video]<br />
<br />
== Features ==<br />
<br />
* Yampa, a domain-specific embedded language for the programming of hybrid systems that using the concepts of Functional Reactive Programming (FRP) was used to program the game entities.<br />
* The Quake 3 BSP level format, Q3Map2, and the MD3 format for models and animations are used in this game.<br />
* Sven Panne's OpenGL binding, HOpenGL is used to render graphics.<br />
<br />
== Requirements ==<br />
<br />
* GHC 6.8 or greater, providing HOpenGL-2.0.<br />
* OpenGL drivers that support the vertex array and multitexture OpenGL extensions<br />
* Frag has portability problems. It is known to work on i386 and AMD64, and known not to work on big-endian systems.<br />
<br />
See the blog article [http://monadickid.blogspot.com/2008/11/haskell-eye-for-windows-guy.html A Haskell eye for the windows guy] for the list of requirements and how to install for Windows users.<br />
<br />
== Download ==<br />
<br />
The code can be downloaded from<br />
[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/frag Hackage]; it is also distributed via a Darcs repository: <br />
<br />
darcs get http://code.haskell.org/frag<br />
<br />
[[Darcs]] is the standard revision control system of the Haskell community.<br />
<br />
== Contributions ==<br />
<br />
Frag needs contributions from the community! Darcs send patches to<br />
[http://www.cse.unsw.edu.au/~dons/ Don Stewart].<br />
<br />
== Screenshots ==<br />
(Note that these screenshots are of the old level, which was replaced for copyright reasons.)<br />
<br />
[[Image:Frag2.png]]<br />
<br />
[[Image:Frag3.png]]<br />
<br />
[[Image:Frag4.png]]<br />
<br />
[[Image:Frag5.png]]<br />
<br />
[[Category:Applications]]<br />
[[Category:Games]]<br />
[[Category:3D]]<br />
<br />
== BibTeX Entry ==<br />
<br />
<pre><br />
@mastersthesis{Frag,<br />
author = {Mun Hon Cheong},<br />
title = {Functional Programming and 3D Games},<br />
year = {2005},<br />
month = {November},<br />
school = {University of New South Wales},<br />
address = {Sydney, Australia},<br />
abstract = {Games are commonly programmed in imperative languages.<br />
Functional languages have been known to have benefits but have<br />
rarely been used to program games. In this thesis we implement<br />
a first person shooting game in Haskell and Yampa. The merits<br />
of this approach are examined.}<br />
}<br />
</pre></div>SimonMichaelhttps://wiki.haskell.org/index.php?title=User:SimonMichael&diff=57317User:SimonMichael2013-12-17T21:15:46Z<p>SimonMichael: </p>
<hr />
<div><br />
http://joyful.com</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=User:SimonMichael&diff=57315User:SimonMichael2013-12-17T21:07:04Z<p>SimonMichael: </p>
<hr />
<div><br />
http://joyful.com<br />
<br />
[[AllPages]] - list all pages in this wiki, since I couldn't find another way</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=User:SimonMichael&diff=57314User:SimonMichael2013-12-17T21:06:53Z<p>SimonMichael: </p>
<hr />
<div><br />
<br />
<br />
[[AllPages]] - list all pages in this wiki, since I couldn't find another way</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=User:SimonMichael&diff=57313User:SimonMichael2013-12-17T21:06:38Z<p>SimonMichael: Created page with " AllPages - list all pages in this wiki, since I couldn't find another way"</p>
<hr />
<div><br />
<br />
<br />
AllPages - list all pages in this wiki, since I couldn't find another way</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=41566Applications and libraries/Games2011-08-12T16:36:51Z<p>SimonMichael: /* Games */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
See also the [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] category on Hackage.<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/boomslang boomslang]<br />
: A clone of the popular Flash game Boomshine.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://hackage.haskell.org/package/SpaceInvaders Space Invaders]<br />
:A video game, based on [[Yampa]]<br />
<br />
;[http://hackage.haskell.org/package/stunts stunts]<br />
:A revival of the classic racing game Stunts to serve as a non-toy-sized example for LambdaCube.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/package/GLFW-b GLFW-b]<br />
:Bindings to GLFW, a free, open source, multi-platform library for creating OpenGL contexts and managing input, including keyboard, mouse, joystick and time.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/hogre hogre]<br />
:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
;[https://github.com/adorablepuppy/CurryDog CurryDog]<br />
:Aims to be a 2d and 3d modular game engine.<br />
<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=41565Applications and libraries/Games2011-08-12T16:36:03Z<p>SimonMichael: </p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
(See also the [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] category on Hackage.)<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/boomslang boomslang]<br />
: A clone of the popular Flash game Boomshine.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://hackage.haskell.org/package/SpaceInvaders Space Invaders]<br />
:A video game, based on [[Yampa]]<br />
<br />
;[http://hackage.haskell.org/package/stunts stunts]<br />
:A revival of the classic racing game Stunts to serve as a non-toy-sized example for LambdaCube.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/package/GLFW-b GLFW-b]<br />
:Bindings to GLFW, a free, open source, multi-platform library for creating OpenGL contexts and managing input, including keyboard, mouse, joystick and time.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/hogre hogre]<br />
:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
;[https://github.com/adorablepuppy/CurryDog CurryDog]<br />
:Aims to be a 2d and 3d modular game engine.<br />
<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=41564Applications and libraries/Games2011-08-12T16:35:35Z<p>SimonMichael: correct double edit</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/boomslang boomslang]<br />
: A clone of the popular Flash game Boomshine.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://hackage.haskell.org/package/SpaceInvaders Space Invaders]<br />
:A video game, based on [[Yampa]]<br />
<br />
;[http://hackage.haskell.org/package/stunts stunts]<br />
:A revival of the classic racing game Stunts to serve as a non-toy-sized example for LambdaCube.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
<br />
<br />
See also the [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] category on Hackage.<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/package/GLFW-b GLFW-b]<br />
:Bindings to GLFW, a free, open source, multi-platform library for creating OpenGL contexts and managing input, including keyboard, mouse, joystick and time.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/hogre hogre]<br />
:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
;[https://github.com/adorablepuppy/CurryDog CurryDog]<br />
:Aims to be a 2d and 3d modular game engine.<br />
<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=41563Applications and libraries/Games2011-08-12T16:35:11Z<p>SimonMichael: </p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/boomslang boomslang]<br />
: A clone of the popular Flash game Boomshine.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://hackage.haskell.org/package/SpaceInvaders Space Invaders]<br />
:A video game, based on [[Yampa]]<br />
<br />
;[http://hackage.haskell.org/package/stunts stunts]<br />
:A revival of the classic racing game Stunts to serve as a non-toy-sized example for LambdaCube.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
<br />
<br />
See also the [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] category on Hackage.<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/package/GLFW-b GLFW-b]<br />
:Bindings to GLFW, a free, open source, multi-platform library for creating OpenGL contexts and managing input, including keyboard, mouse, joystick and time.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/hogre hogre]<br />
:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
;[https://github.com/adorablepuppy/CurryDog CurryDog]<br />
:Aims to be a 2d and 3d modular game engine.<br />
<br />
<br />
See also the [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] category on Hackage.<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=41562Applications and libraries/Games2011-08-12T16:34:39Z<p>SimonMichael: /* Games */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/boomslang boomslang]<br />
: A clone of the popular Flash game Boomshine.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://hackage.haskell.org/package/SpaceInvaders Space Invaders]<br />
:A video game, based on [[Yampa]]<br />
<br />
;[http://hackage.haskell.org/package/stunts stunts]<br />
:A revival of the classic racing game Stunts to serve as a non-toy-sized example for LambdaCube.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
<br />
<br />
See also the [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] category on Hackage.<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/package/GLFW-b GLFW-b]<br />
:Bindings to GLFW, a free, open source, multi-platform library for creating OpenGL contexts and managing input, including keyboard, mouse, joystick and time.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/hogre hogre]<br />
:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
;[https://github.com/adorablepuppy/CurryDog CurryDog]<br />
:Aims to be a 2d and 3d modular game engine.<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=40486Game Development2011-06-10T16:28:46Z<p>SimonMichael: </p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] lists [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* See also Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game%20engine Game Engine], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
* [http://www.gamasutra.com/view/feature/2985/postmortem_naughty_dogs_jak_and_.php Postmortem: Naughty Dog's Jak and Daxter: the Precursor Legacy]; an article about a game developed with a [http://en.wikipedia.org/wiki/Domain-specific_language DSL] compiler written in Lisp<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* https://github.com/mlesniak/game - Haskell/OpenGL/Chipmunk game prototypes<br />
<br />
* [[wxAsteroids]], a well-documented game, based on [[wxHaskell]]<br />
<br />
* [https://github.com/simonmichael/hssdl-mac-example hssdl-mac-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff<br />
<br />
* Possible Hackage categorisation guidelines: upload games to Game, engines and libs to Game Engine, or at least to some category beginning with Game, and check latest categories before uploading<br />
<br />
== Wishlist ==<br />
<br />
Is hackage missing a useful data structure or library for some functionality that would benefit game programming? Suggestions for useful things can be added here as potential projects to hack on.<br />
<br />
* Octtree, kd-tree, various space partitioning techniques (maybe start with [http://hackage.haskell.org/package/spacepart spacepart]).<br />
<br />
* Binding to [http://www.fmod.org fmod]<br />
<br />
* Binding to [http://enet.bespin.org/Features.html enet] for multiplayer games. (jeffz is working on this).</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38876Game Development2011-02-25T22:51:29Z<p>SimonMichael: /* Examples */</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] lists [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* See also Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/hssdl-mac-example hssdl-mac-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff<br />
<br />
* Possible Hackage categorisation guidelines: upload games to Game, engines and libs to Game Engine, or at least to some category beginning with Game, and check latest categories before uploading</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38875Game Development2011-02-25T22:50:56Z<p>SimonMichael: /* Examples */</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] lists [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* See also Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/hssdl-mac-example hssdl-mac-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff<br />
<br />
* A sample policy for hackage categorisation: upload games to Game, engines and libs to Game Engine, or at least to some category beginning with Game, and check latest categories before uploading</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38757Game Development2011-02-14T00:07:21Z<p>SimonMichael: update link</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] lists [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* See also Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/hssdl-mac-example hssdl-mac-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38756Game Development2011-02-13T23:54:45Z<p>SimonMichael: /* Games and game engines */</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] lists [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* See also Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound], [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38755Game Development2011-02-13T23:53:08Z<p>SimonMichael: /* Games and game engines */</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] lists [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* See also Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38754Game Development2011-02-13T23:52:50Z<p>SimonMichael: /* Games and game engines */</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] lists [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* See also these Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38753Game Development2011-02-13T23:47:30Z<p>SimonMichael: /* Games and Game Engines */</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and game engines ==<br />
<br />
* [[Applications and libraries/Games]] - a partial list of [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* Some relevant Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38751Game Development2011-02-13T23:47:11Z<p>SimonMichael: clearer title</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Games and Game Engines ==<br />
<br />
* [[Applications and libraries/Games]] - a partial list of [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* Some relevant Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38750Game Development2011-02-13T23:46:03Z<p>SimonMichael: /* Examples */</p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Software ==<br />
<br />
* [[Applications and libraries/Games]] - a partial list of [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* Some relevant Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38749Game Development2011-02-13T23:45:42Z<p>SimonMichael: </p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Software ==<br />
<br />
* [[Applications and libraries/Games]] - a partial list of [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* Some relevant Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ===<br />
<!-- add new ones at the top, probably --><br />
<br />
* [https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example] - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38748Applications and libraries/Games2011-02-13T23:44:40Z<p>SimonMichael: whitespace</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/hogre hogre]<br />
:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38747Applications and libraries/Games2011-02-13T23:44:16Z<p>SimonMichael: move example elsewhere</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/hogre hogre]<br />
:Haskell bindings to the excellent OGRE 3D rendering engine. Ogre has been used in commercial games such as Torchlight and several books exist documenting the Ogre API. Ogre uses an MIT license making it compatible with many Haskell libraries.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38744Game Development2011-02-13T20:56:18Z<p>SimonMichael: </p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Software ==<br />
<br />
* [[Applications and libraries/Games]] - a partial list of [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* Some relevant Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<!-- add new ones at the top, probably --><br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Examples ===<br />
<!-- add new ones at the top, probably --><br />
<br />
* https://github.com/simonmichael/graphics-drawingcombinators-example - how to make an SDL-using package buildable on mac OSX<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38740Applications and libraries/Games2011-02-13T20:06:27Z<p>SimonMichael: /* Game Engines and Libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent BSD-licensed 2D game engine based on OpenGL and GLUT. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38739Applications and libraries/Games2011-02-13T20:05:24Z<p>SimonMichael: /* Game Engines and Libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
;[https://github.com/yairchu/defend/tree Defend The King from Forces of Different]: A simple multiplayer real time strategy game.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://www.hedgewars.org/ Hedgewars]<br />
:A turn-based artillery game. The game server is written in Haskell.<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
;[http://ipwnstudios.com/node/4 Bloodknight]<br />
:An action RPG for mobile devices<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
;[http://joyridelabs.de/game/ Nikki and the Robots]<br />
:A puzzle, platformer game<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/package/FunGEn FunGEn]<br />
:FunGEn (Functional Game Engine) is a platform-independent 2D OpenGL-based BSD-licensed game engine, released in 2002 and recently revived. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell. Its light dependencies make it easy to install, however GLUT is reputed to be unsuitable for simultaneous keypresses. Forks and patches welcome!<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://hackage.haskell.org/package/bullet Bullet]<br />
:A wrapper for the Bullet physics engine.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[http://hackage.haskell.org/package/lambdacube-engine LambdaCube]<br />
:LambdaCube is a 3D rendering engine entirely written in Haskell. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes.<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38737Game Development2011-02-13T18:53:13Z<p>SimonMichael: </p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Software ==<br />
<br />
* [[Applications and libraries/Games]] - a partial list of [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* Some relevant Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]<br />
<br />
== Misc ==<br />
<br />
=== Examples ===<br />
<br />
* http://codepad.org/LRGEkkDp - initialization for SDL to start rendering OpenGL stuff</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Game_Development&diff=38736Game Development2011-02-13T18:08:41Z<p>SimonMichael: </p>
<hr />
<div>[[Category:Games]] [[Category:Community]]<br />
<br />
This page and the #haskell-game [[IRC channel]] is the starting point for everyone interested in doing game development with Haskell. You may also wish to join the [http://www.haskellers.com/teams/7 Games group] on haskellers.com.<br />
<br />
There are quite a lot of games, unfinished libraries, and interested people out there - please gather links here and join us on '''[irc://irc.freenode.net/#haskell-game #haskell-game]''' !<br />
<br />
== Software ==<br />
<br />
* [[Applications and libraries/Games]] - a partial list of [[Applications and libraries/Games#Games|games]] and [[Applications and libraries/Games#Game_Engines_and_Libraries|game engines/libs]]<br />
<br />
* Some relevant Hackage categories: [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:game Game Engine] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:graphics Graphics] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:sound Sound] - [http://hackage.haskell.org/packages/archive/pkg-list.html#cat:physics Physics]<br />
<br />
== Articles and blog posts ==<br />
<br />
* [http://lambda-the-ultimate.org/node/1277 The Next Mainstream Programming Languages: A Game Developer's Perspective] (PPT, PDF) presentation by Tim Sweeney<br />
<br />
* [http://prog21.dadgum.com/23.html Purely Functional Retrogames]<br />
<br />
* [http://prog21.dadgum.com/36.html Accidentally Introducing Side Effects into Purely Functional Code]<br />
<br />
* [http://legacy.cs.uu.nl/daan/download/papers/wxhaskell.pdf wxHaskell - A Portable and Concise GUI Library for Haskell] (PDF) - describes an implementation of an asteroids game, [[wxAsteroids]]<br />
<br />
* [http://www.palgorithm.co.uk/2009/08/haskell-for-games/ Haskell for Games!] Blog post, with PDF slides from AngloHaskell talk.<br />
<br />
== Videos ==<br />
* [http://video.google.com/videoplay?docid=9139666903029663537 Games in Haskell] - Matthew Sackman and Tristan Allwood on developing games with OpenGL in Haskell<br />
<br />
* [http://www.youtube.com/watch?v=AJQZg3Po-Ag bloxors: an OpenGL Logic Game written in Haskell]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38720Applications and libraries/Games2011-02-12T00:12:35Z<p>SimonMichael: /* Game Engines and Libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2D OpenGL-based BSD-licensed game engine. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/examples/worms/worms.hs games], in Haskell.<br />
<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release and project page with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12; forks and patches welcome<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38719Applications and libraries/Games2011-02-11T23:42:47Z<p>SimonMichael: /* Game Engines and Libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2D OpenGL-based BSD-licensed game engine. As of 2011 it's the only general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/Examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/Examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/Examples/worms/worms.hs games], in Haskell.<br />
<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release and project page with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12; forks and patches welcome<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38718Applications and libraries/Games2011-02-11T23:41:51Z<p>SimonMichael: /* Game Engines and Libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2D OpenGL-based BSD-licensed game engine. As of 2011 it's the only pure-haskell general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/Examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/Examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/Examples/worms/worms.hs games].<br />
<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release and project page with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12; forks and patches welcome<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38717Applications and libraries/Games2011-02-11T23:37:03Z<p>SimonMichael: /* Game Engines and Libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2D OpenGL-based BSD-licensed game engine. As of 2011 it's the only pure-haskell general-purpose game engine, and the quickest way to throw together [http://darcsden.com/simon/fungen/browse/Examples/helloworld.hs simple] [http://darcsden.com/simon/fungen/browse/Examples/pong/pong.hs 2D] [http://darcsden.com/simon/fungen/browse/Examples/worms/worms.hs games].<br />
<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release and project page with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12, patches welcome<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38716Applications and libraries/Games2011-02-11T23:33:34Z<p>SimonMichael: move fungen back to the "working" category</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release and project page with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12, patches welcome<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38715Applications and libraries/Games2011-02-11T23:30:28Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release and project page with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12, patches welcome<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38714Applications and libraries/Games2011-02-11T23:30:00Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release and project page with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12/base 4; patches welcome<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38713Applications and libraries/Games2011-02-11T23:29:26Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release, with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's 2008 cabalised version, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008/2011 branch, cabalised and updated for GHC 6.12/base 4; patches welcome<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38712Applications and libraries/Games2011-02-11T23:28:55Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release, with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Miloslav Raus's cabalised version from 2008, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Simon Michael's 2008-2011 branch, cabalised and updated for GHC 6.12/base 4; patches welcome<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38711Applications and libraries/Games2011-02-11T23:26:04Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 2002 release, with docs<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Cabalised version from 2008, no repo<br />
* [http://darcsden.com/simon/fungen fungen] Another 2008 branch, now cabalised and updated for base 4; use this one<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38710Applications and libraries/Games2011-02-11T22:46:18Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 0.1 release in 2002, with docs and examples<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Cabalised/updated version from 2008, confusingly also 0.1, no repo<br />
* [http://darcsden.com/simon/fungen fungen] A separate branch from 2008, with darcs repo, revived in 2011 and open for patches<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38709Applications and libraries/Games2011-02-11T22:06:34Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 0.1 release in 2002, with docs and examples<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Cabalised/updated version from 2008, confusingly also 0.1, no docs/examples or repo<br />
* [http://darcsden.com/simon/fungen fungen] A separate branch from 2008, with darcs repo, revived in 2011<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38675Applications and libraries/Games2011-02-11T00:27:09Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 0.1 release in 2002, with docs and examples<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Cabalised/updated version from 2008, confusingly also 0.1, no docs/examples or repo<br />
* [http://joyful.com/darcsweb/darcsweb.cgi?r=fungen fungen] A separate branch from 2008, with darcs repo<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichaelhttps://wiki.haskell.org/index.php?title=Applications_and_libraries/Games&diff=38674Applications and libraries/Games2011-02-11T00:26:21Z<p>SimonMichael: /* Unfinished/in-progress game engines/libraries */</p>
<hr />
<div>{{LibrariesPage}}<br />
<br />
See also: [[Game Development]]<br />
<br />
<br />
== Games ==<br />
<br />
;[http://hackage.haskell.org/package/babylon babylon]<br />
: An implementation of a simple 2-player board game. Uses wxHaskell.<br />
<br />
; [http://www.maths.tcd.ie/~icecube/2008/11/endless-cavern/ Endless Cavern]: A 2D procedurally-generated cave exploration game.<br />
<br />
;[http://sourceforge.net/projects/fooengine/?abmode=1 Foo]<br />
:Foo (abbreviation from football) is a playing machine of [http://en.wikipedia.org/wiki/Paper_Soccer Paper Soccer], a pencil and paper game for two players. It contains a simple interface using HOpenGL library and provides many playing algorithms.<br />
<br />
;[[Frag]]<br />
:Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It uses Yampa, Quake 3 BSP level format and OpenGL. It is licensed under the GPL.<br />
<br />
;[[GeBoP]]<br />
:The General Boardgames Player, offers a set of board games: Ataxx, Bamp, Halma, Hez, Kram, Nim, Reversi, TicTacToe, and Zenix. It uses wxHaskell.<br />
<br />
;[http://www.informatik.uni-bremen.de/~cxl/lehre/pi3.ws01/asteroids/ Haskell in Space]<br />
:An asteroid like game<br />
<br />
;[http://web.comlab.ox.ac.uk/oucl/work/ian.lynagh/Hetris/ Hetris]<br />
:ASCII tetris in Haskell<br />
<br />
;[http://hackage.haskell.org/package/hfiar hfiar]<br />
:Four in a Row in Haskell. Uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/hinvaders hinvaders]<br />
:A simple ANSI-graphics space invaders written entirely in Haskell 98.<br />
<br />
;[http://www.cse.unsw.edu.au/~dons/code/contrib/hsChess hsChess]<br />
:Chess AI engine<br />
<br />
;[http://mu.org/~mux/LambdaChess/ LambdaChess]<br />
:GTK chess client<br />
<br />
;[https://github.com/kosmikus/LambdaHack LambdaHack]<br />
:A small roguelike game with a flexible engine. GTK and terminal front-ends.<br />
<br />
;[http://www.ncc.up.pt/~pbv/stuff/lostcities/ Lost Cities]<br />
:A two-player card game where each player tries to mount profitable expeditions. It uses wxHaskell.<br />
<br />
;[http://hackage.haskell.org/package/mage Mage]<br />
:Nethack clone written in Haskell (The web site have [http://www.scannedinavian.com/~shae/mage-1.0pre35.tar.gz this mage-1.0.pre35.tar.gz file] containing an older version that was using Data.FiniteMap.) There seems to be a problem with newer curses library even with the more recent 1.1.0 version.<br />
<br />
;[http://hackage.haskell.org/package/MazesOfMonad MazesOfMonad]<br />
:Role-Playing Game (influenced by Nethack), complete and fully playable. Console mode only.<br />
<br />
;[http://www.geocities.jp/takascience/haskell/monadius_en.html Monadius]<br />
:Monadius is a shoot 'em up with the selection bar power-up system for Windows, written in Haskell (now on [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Monadius-0.9.20071203 Hackage])<br />
<br />
;[http://d.hatena.ne.jp/authorNari/20080422/1208880928 Nario]<br />
:A Super Mario clone, using an SDL binding different from the one in Hackage: [http://fxp.hp.infoseek.co.jp/haskell/HSDL/arc/HSDL-0.2.0.zip]<br />
<br />
;[http://berlinbrowndev.blogspot.com/2007/09/octane-mech-opengl-haskell-based-mech.html Octane Mech]<br />
:Octane Mech, OpenGL Haskell based mech game<br />
<br />
;[http://haskell-tetris.pbwiki.com/Main OpenGL Tetris]<br />
:Tetris in Haskell with OpenGL<br />
<br />
;[http://www24.brinkster.com/srineet/para/para.html Paratrooper]<br />
:Paratrooper is a simple action game that runs on Windows and is written in literate Haskell.<br />
<br />
;[http://raincat.bysusanlin.com/ Raincat]<br />
:2D puzzle game featuring a fuzzy little cat (uses GLUT)<br />
<br />
;[http://roguestar.downstairspeople.org Roguestar]<br />
:Roguestar is a science fiction adventure role playing game using Haskell and OpenGL.<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Shu-thing Shu-thing]<br />
:A 2-D vector graphics upwards-scrolling keyboard-controlled shooter. You shoot the enemies while dodging their bullets until you reach and defeat the enemy.<br />
<br />
;[http://web.jfet.org/~kwantam/TriHs.tar.gz TriHs] (tar.gz)<br />
:A 1- or 2-player Tetris game using Gtk2Hs and Cairo.<br />
<br />
;[[wxAsteroids]]<br />
:Your space ship enters an asteroid belt, try to avoid collisions! wxAsteroids is based on wxHaskell.<br />
<br />
;[http://xiangqiboard.blogspot.com/2007/12/gnuxiangqi-angekndigt.html Xiangqiboard]<br />
:An implementation of xiangqi for Unix, using gtk2hs + cairo<br />
<br />
<br />
=== Unfinished/in-progress games ===<br />
<br />
; [https://github.com/ghulette/haskell-game-of-life haskell-game-of-life]<br />
: Conway's Game of Life<br />
<br />
;[http://dotat.at/prog/life/hslife.hs HsLife]<br />
:A Haskell implementation of hashlife. It uses GLUT.<br />
<br />
; [http://folk.uio.no/carljsv/game/game-1.0.tar.gz game-1.0.tar.gz]<br />
: An attempt on a "five-in-a-row"-program<br />
<br />
<br />
== Game Engines and Libraries ==<br />
<br />
;[http://hackage.haskell.org/cgi-bin/hackage-scripts/package/Hipmunk Hipmunk]<br />
:Hipmunk: A Haskell binding for [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk]. Chipmunk is a fast, simple, portable, 2D physics engine. It is completely self-contained. See also [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/HipmunkPlayground HipmunkPlayground]: a simple OpenGL program that allows you to see some of Hipmunk's functions in action.<br />
<br />
;[[Hpysics]]<br />
:Hpysics is a physics engine written using Data Parallel Haskell during Google Summer of Code 2008.<br />
<br />
;[http://projects.haskell.org/game-tree/ game-tree]<br />
:game-tree is a purely functional library for searching game trees - useful for zero-sum two player games.<br />
<br />
;[http://hackage.haskell.org/package/IrrHaskell IrrHaskell]<br />
:Haskell binding to the [http://irrlicht.sourceforge.net/ Irrlicht game engine]. The Irrlicht Engine is an open source high performance realtime 3D engine<br />
<br />
;[https://github.com/simonmichael/graphics-drawingcombinators-example graphics-drawingcombinators-example]<br />
:An example of using [http://hackage.haskell.org/package/graphics-drawingcombinators graphics-drawingcombinators] on Mac OSX, to ease getting started on that platform.<br />
<br />
<br />
=== Unfinished/in-progress game engines/libraries ===<br />
<br />
;FunGEn<br />
:FunGEn (Functional Game Engine) is a platform-independent 2d OpenGL-based BSD-licensed game engine. As of 2011 it's still the only pure-haskell general-purpose game engine. The engine and examples work, but need updating for current GHC and OpenGL.<br />
* [http://www.cin.ufpe.br/~haskell/fungen FunGEn] Andre Furtado's original 0.1 release in 2002, with docs and examples<br />
* [http://hackage.haskell.org/package/FunGEn FunGEn on hackage] Cabalised/updated version from 2008, confusingly also 0.1, no docs/examples or repo<br />
* [http://joyful.com/darcsweb/darcsweb.cgi?r=fungen fungen darcs repo] A separate branch from 2008, with darcs repo<br />
<br />
;[[HaskGame]]<br />
:An incomplete graphics system abstraction layer.<br />
<br />
; [https://github.com/shicks/hsgame hsgame]<br />
:A framework for network games<br />
<br />
<br />
[[Category:Games|*]]<br />
[[Category:Applications]]<br />
[[Category:Libraries]]</div>SimonMichael