~/talk

FRP and Functional Game Programming

Talkat Code Mesh 2015 · 2015-11-03..11-04· [reactive-programming]
slides:none on file

Explains concrete results: a casual game built in Haskell + Elerea, running a 60 fps game loop with signal generators, dynamic per-bullet signals and level subnetworks that can be swapped or put to sleep, integration strategies for a black‑box physics engine via execute/effectful, and measurable tradeoffs — easy pure-function game logic and replayable input captures for property testing versus many streams, potential GC/performance concerns and the work needed to prune or optimize streams.

AI-written summary · about

  1. 0:00Intro
  2. 2:30Functional Reactive Programming
  3. 2:58Elise Huard
  4. 4:33FRP
  5. 6:45External Input
  6. 7:24Stateful Signals
  7. 7:45Pure Functions
  8. 8:35Signals
  9. 8:50Cycles
  10. 10:43Levels
  11. 14:19Bulbs
  12. 14:55Bolt Generator
  13. 15:42Physics Engine
  14. 16:37Execute
  15. 17:32Cons
  16. 18:23Complexity
  17. 18:52Performance
  18. 19:34Positives
  19. 19:50Testability
  20. 20:22User Testing
  21. 21:41Conclusion
  22. 22:32Questions
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