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Graphics, animation, and games programming in Haskell faces a dilemma. You can either use existing frameworks with their highly imperative APIs (such as OpenGL, Cocos2D, or SpriteKit) or you waste a lot of energy trying to re-engineer those rather complex systems from scratch. Or, maybe, you can escape the dilemma.
Instead of a Haskell program directly manipulating the mutable object-graph of existing high-level frameworks, you provide an API for purely functional transformations of a Haskell data structure, together with an adaptation layer that transcribes those transformations into edits of the mutable object-graph.
Manuel will discuss both how the binding is structured internally and how it achieves the translation of Haskell side changes to SpriteKit and vice versa, such that it is sufficiently efficient. Moreover, he will explain how to use the Haskell library to implement animations and games.
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Haskell SpriteKit — A Purely Functional API for a Stateful Animation System & Physics Engine
Manuel M T Chakravarty works with Tweag I/O as a functional programming evangelist, architects blockchain languages at IOHK, and develops the interactive development environment Haskell for Mac — one of the first Swift apps on the Mac App Store. His interests span from functional programming, novel compiler technology & programming language theory over high-performance & distributed computing to blockchain technology.