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
Message-ID <CAGRp5RkNHKip=kswWNFw+5twe9JMeH0pPqu3YfG1BAePnKBbRg@mail.gmail.com>
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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

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<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 &lt;<a href=3D"mailto:[email protected]"=
>[email protected]</a>&gt; 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>
&lt;<a href=3D"mailto:[email protected]" target=3D"_blank">davidb=
[email protected]</a>&gt; wrote:<br>
<br>
&gt; TO ALL,<br>
&gt; Hello My name is David Allen Blubaugh.=C2=A0 I am currently considerin=
g<br>
&gt; starting a kick-starter project in redeveloping the DOOM source code<b=
r>
&gt; with the Haskell Programming language using the power of<br>
&gt; functional-oriented programming......<br>
&gt; I know that John Carmack was interested in the Haskell programming<br>
&gt; language and had even recreated wolfenstein 3D using the Haskell<br>
&gt; programming language. Does anybody have a copy of John Carmack&#39;s<b=
r>
&gt; recreation of wolfenstein 3D using haskell ??? Also would anybody enjo=
y<br>
&gt; working with this project ???=C2=A0 What benefits would DOOM have enjo=
yed had<br>
&gt; ID software created the DOOM source code in 1993 with Haskell or some<=
br>
&gt; other functional-oriented programming language=C2=A0 instead of C/asse=
mbly<br>
&gt; programming languages ???=C2=A0 Thanks,<br>
&gt; David Allen BlubaughElectrical EngineerATR Associate<br>
<br>
I don&#39;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&quot;<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&#39;s inspired by Doom&#39;s approach to level editing (=
2.5D), but beyond that there isn&#39;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>

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