Re: [Haskell-cafe] [Haskell-beginners] DOOM rewritten in the Haskell programming language.
Oliver Charles <[email protected]> Mon, 07 Dec 2015 10:49:48 +0000
| Newsgroups | gmane.comp.lang.haskell.glasgow.user,gmane.comp.lang.haskell.beginners,gmane.comp.lang.haskell.cafe,gmane.comp.lang.haskell.general,gmane.comp.lang.haskell.template |
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| Message-ID | <CAGRp5RkNHKip=kswWNFw+5twe9JMeH0pPqu3YfG1BAePnKBbRg@mail.gmail.com> |
--===============0169537357612427269== Content-Type: multipart/alternative; boundary=047d7b3431063b66a405264c9e2f --047d7b3431063b66a405264c9e2f Content-Type: text/plain; charset=UTF-8 On Sun, Dec 6, 2015 at 5:19 PM Henk-Jan van Tuyl <[email protected]> wrote: > On Sun, 06 Dec 2015 16:21:15 +0100, David Blubaugh > <[email protected]> wrote: > > > TO ALL, > > Hello My name is David Allen Blubaugh. I am currently considering > > starting a kick-starter project in redeveloping the DOOM source code > > with the Haskell Programming language using the power of > > functional-oriented programming...... > > I know that John Carmack was interested in the Haskell programming > > language and had even recreated wolfenstein 3D using the Haskell > > programming language. Does anybody have a copy of John Carmack's > > recreation of wolfenstein 3D using haskell ??? Also would anybody enjoy > > working with this project ??? What benefits would DOOM have enjoyed had > > ID software created the DOOM source code in 1993 with Haskell or some > > other functional-oriented programming language instead of C/assembly > > programming languages ??? Thanks, > > David Allen BlubaughElectrical EngineerATR Associate > > I don't know about his source code, but the Games page[0] lists: > - hadoom > A clone of Doom, using reactive-banana, GTK, and the "diagrams" > library. > https://github.com/ocharles/hadoom Possibly worth noting that hadoom is not a source-port of Doom - it's inspired by Doom's approach to level editing (2.5D), but beyond that there isn't much cross over. For example, I use full triangulation for rendering via OpenGL, rather than building my own rendering engine. The level format is also different from WAD. <http://mail.haskell.org/cgi-bin/mailman/listinfo/haskell-cafe> Ollie --047d7b3431063b66a405264c9e2f Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr"><div class=3D"gmail_quote"><div dir=3D"ltr">On Sun, Dec 6,= 2015 at 5:19 PM Henk-Jan van Tuyl <<a href=3D"mailto:[email protected]"= >[email protected]</a>> wrote:<br></div><blockquote class=3D"gmail_quote= " style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">O= n Sun, 06 Dec 2015 16:21:15 +0100, David Blubaugh<br> <<a href=3D"mailto:[email protected]" target=3D"_blank">davidb= [email protected]</a>> wrote:<br> <br> > TO ALL,<br> > Hello My name is David Allen Blubaugh.=C2=A0 I am currently considerin= g<br> > starting a kick-starter project in redeveloping the DOOM source code<b= r> > with the Haskell Programming language using the power of<br> > functional-oriented programming......<br> > I know that John Carmack was interested in the Haskell programming<br> > language and had even recreated wolfenstein 3D using the Haskell<br> > programming language. Does anybody have a copy of John Carmack's<b= r> > recreation of wolfenstein 3D using haskell ??? Also would anybody enjo= y<br> > working with this project ???=C2=A0 What benefits would DOOM have enjo= yed had<br> > ID software created the DOOM source code in 1993 with Haskell or some<= br> > other functional-oriented programming language=C2=A0 instead of C/asse= mbly<br> > programming languages ???=C2=A0 Thanks,<br> > David Allen BlubaughElectrical EngineerATR Associate<br> <br> I don't know about his source code, but the Games page[0] lists:<br> =C2=A0 - hadoom<br> =C2=A0 =C2=A0 =C2=A0 A clone of Doom, using reactive-banana, GTK, and the &= quot;diagrams"<br> library.<br> =C2=A0 =C2=A0 =C2=A0 <a href=3D"https://github.com/ocharles/hadoom" rel=3D"= noreferrer" target=3D"_blank">https://github.com/ocharles/hadoom</a></block= quote><div><br></div><div>Possibly worth noting that hadoom is not a source= -port of Doom - it's inspired by Doom's approach to level editing (= 2.5D), but beyond that there isn't much cross over. For example, I use = full triangulation for rendering via OpenGL, rather than building my own re= ndering engine. The level format is also different from WAD.<a href=3D"http= ://mail.haskell.org/cgi-bin/mailman/listinfo/haskell-cafe" rel=3D"noreferre= r" target=3D"_blank"></a><br> </div><div><br></div><div>Ollie</div></div></div> --047d7b3431063b66a405264c9e2f-- --===============0169537357612427269== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ Glasgow-haskell-users mailing list [email protected] http://mail.haskell.org/cgi-bin/mailman/listinfo/glasgow-haskell-users --===============0169537357612427269==--