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Keera Posture: when Haskell, OpenCV & Simplicity unite

Can we show how powerful Haskell is with an application that is very useful and, at the same time, surprisingly simple? I present Keera Posture: a program that will warn you when you sit or stand in a...

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Keera Hails: functional event-driven programming of desktop applications in...

Some time ago I tried to create big programs with user interfaces in Haskell and found that none of the FRP frameworks worked as expected. Some were incomplete, others didn’t compile, and efficiency...

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Creating board games in Haskell in 100 lines of code

While code written in Haskell is very declarative and mathematical, as soon as we try to create a user interface, we’ll be slapped on the cheek by a wave of IO that will turn our code procedural in no...

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Delving into Reactive Values

In a previous posts we examined the current state of GUI programming in Haskell, how imperative libraries get in the way of functional beauty, and how (non-FRP) reactive programming enables short,...

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Interacting with your Haskell Games using the Wiimote

Quite recently we have been focusing our attention on using new input devices in Haskell games. Wiimotes have many sensors, they are very cheap, and people have been hacking them for a long time. Sadly...

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The most inspiring green screen you will ever see

While Haskell, Idris and other Functional Programming (FP) languages enable writing elegant code, the road to production is, well, bumpy. Writing code for industrial environments has added costs that...

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A new version of Yampa is out (0.9.6)

Yampa is an impressive, arrowized, Functional Reactive Programming (FRP) implementation written in Haskell. We are using it to implement Android games at Keera Studios, and it has been used, among...

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Declarative Game Programming — slides, videos and code

Earlier this month, Henrik Nilsson & Ivan Perez presented a tutorial at PPDP 14 on Declarative Game Programming. The goal was to show how real game programming is possible in a purely functional,...

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From 60 Frames per Second to 500 in Haskell

Haskell is often advertised as fast, easy to parallelize and to optimize. But how much of that is really true? We are going to demonstrate it using a game we are building, including how many changes we...

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Par thy Android – A short followup on “60 FPS to 500″

Last week we published a blog post briefly outlining several steps of optimization of a Haskell game. In the article, the last two steps, which referred to parallelism and concurrency respectively,...

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More Haskell games, graphic adventure engine, running on Android

We are extremely happy to announce that we now have several Haskell games working on Android, including our Graphic Adventure engine. Also, we have just begun beta-testing one of the games with real...

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Shake your lambdas with Haskell and Kinect

A new version of the game Haskanoid, with Kinect support, has just been made available. This version also includes the following changes: Wiimote and Kinect can be disabled during compilation, using...

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Magic Cookies released on Google Play

We are pleased to announce that Magic Cookies! is now available on Google Play. The rules are simple: your objective is to remove all the cookies from the tray, but be careful: touching any position on...

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