It was basically that. I was doing TransformedMatrix = TransformedMatrix *
TransformMatrrix
and should have been doing Transformed Matrix = RotatedMatrix *
TransforrmMatrix
On Thu, Nov 11, 2010 at 10:03 AM, Dmitry Astapov wrote:
> On Thu, Nov 11, 2010 at 4:58 PM, Ben Christy
> wrote:
I have implemented a scene graph in Haskell and I have a problem. I walk
down the scenegraph and at each node I recalculate translation matrix and
pass it to each child. Well it seems to be causing a stack overflow and I am
lost as to how to resolve the issue without issue a state variable of some
I guess Im thinking of a overarching pattern for creating games in a
functional language similar to
http://www.acims.arizona.edu/PUBLICATIONS/PDF/JeffPlummerMSthesis_wo_Appendix.pdf
.
On Sun, May 23, 2010 at 6:51 PM, Ben Christy wrote:
> Assuming Haskell is ready has any work gone into creat
Assuming Haskell is ready has any work gone into creating design patterns or
the like. One of the biggest problems is ALL of the literature regarding
game programming is written in an imperative style. My goal for learning
Haskell is to make a hobby game written in a Functional language but I am at
I keep asking myself the question is Haskell and/or FRP even suitable for
game programming.
And if so are there any design patterns.
2010/5/19 Patai Gergely
> > I that the saw sleep time at each loop is fixed (0.02). So game speed
> > will
> > depend on processor speed, since with a more powerfu
>
> On Apr 21, 2010, at 6:39 PM, Luke Palmer wrote:
>
> On Wed, Apr 21, 2010 at 4:47 PM, Ben Christy
> wrote:
>
> I have an interest in both game programming and artificial life. I have
>
> recently stumbled on Haskell and would like to take a stab at programming a
I have an interest in both game programming and artificial life. I have
recently stumbled on Haskell and would like to take a stab at programming a
simple game using FRP such as YAMPA or Reactive but I am stuck. I am not
certain which one I should choose. It seems that Reactive is more active but
i