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<Making Haskell nicer for game programming ⁄ >




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Last week I tried to create a board game programming architecture in Haskell. The idea was to base the architecture around specifying an abstract state machine for the game. As we discussed in GameDev this week, abstract state machines aren't exactly appropriate for games, but they're close enough that you can make a few modifications to the idea and get something cool (the biggest modification being that your set of rules is part of your state).

Haskell was a joy to work with in this sense. I made a monad which handled the transactional nature of ASMs; I differentiated between rules and actions in order to enforce the if condition then action structure which makes reasoning about ASMs easy. It was cool stuff, and it took about 100 lines of code.



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