Augmenting Reality in Haskell
summary
Claims a type-safe AR app in Haskell built in ~two hours, implemented with GHCJS + A-Frame, a Docker dev image, WebSocket server for multiplayer sync, and Haskell-side typed holes guiding implementation. Code unfolds in stages (0–5): renders a 3×3×3 cube and slice rotation with per-cell animations, client-side predictive updates and server reconciliation. Workshop demos mostly run locally; camera and WebSocket behavior shows device/browser fragility but core build and animation pipeline work.
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chapters (19)
- 0:00Start
- 4:16Structure of the Projects
- 4:49Directory Structure
- 17:45Game Action
- 22:24Stage 1
- 38:30Interactivity
- 40:33Coordinates of the Cell
- 49:22Augmented Reality with Your Smart Phone
- 50:19Runtime Error
- 53:12Stage Three
- 56:29Sliced Rotation and Rotation Count
- 57:39Slice Rotation
- 59:39Helper Functions
- 59:54Animate Rotation
- 1:02:06Rotated Animation
- 1:06:32Introducing the Players
- 1:08:55Client-Server Communication
- 1:13:28Client Applications
- 1:28:45Virtual Reality
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