How I Learned Haskell by Writing Tiny Games
summary
Builds a series of tiny roguelike games in Haskell, often shipping one-game-per-day while traveling, to learn practical Haskell techniques. Uses GHC with getContents and lazy evaluation to fold user input into game states, isolates IO and randomness so core logic stays pure, structures code with modules, record types and typeclasses, and gets fast feedback with doctest and Hoogle. Examples include an insta-death one-tile roguelike, Robot Finds Kitten clones, and a 10x10 Orc-and-Pie prototype that runs and is playable.
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chapters (30)
- 0:00Introduction
- 1:53What I did
- 2:23Rogue
- 3:40Tiny Release Cycles
- 4:43Why I was interested in Haskell
- 7:48Why I did Haskell
- 9:22Instant Permadeath Hack
- 9:51The Code
- 11:58Before You Learn Haskell
- 12:24The Big Learning Point
- 14:17Syntax
- 15:55Lazy Evaluation
- 18:31Pair Programming
- 22:09Benefits of Haskell
- 23:01Testdriven development
- 24:50Continuous Feedback
- 25:24The Orc
- 26:14Retrospective
- 26:32ObjectOriented Design
- 27:15Modules
- 28:30Record Types
- 28:54Record constructor
- 30:06Functions
- 31:18Type class
- 31:54Java interface
- 33:04Stop and think
- 33:39Resources
- 33:54Learn Haskell
- 35:59Advice
- 36:24Questions
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