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Iterative Functional Reactive Programming with the Nu Game Engine: An Exp Report

2 pointsby DrDimensionover 10 years ago
This is an experience report on the design and usage of the Nu Game Engine, a purely-functional 2D game engine written in F# -<p>http:&#x2F;&#x2F;goo.gl&#x2F;PRHqOp<p><i>Original link here -</i><p>https:&#x2F;&#x2F;github.com&#x2F;bryanedds&#x2F;FPWorks&#x2F;blob&#x2F;master&#x2F;Nu&#x2F;Documentation&#x2F;Iterative%20Functional%20Reactive%20Programming%20with%20the%20Nu%20Game%20Engine.pdf?raw=true<p><i>Synopsis</i><p>The Nu Game Engine certainly qualifies as &#x27;functional reactive&#x27; in that - 1) it is reactive in that it uses user-defined events to derive successive simulation states. 2) it is functional in that is uses pure functions everywhere, even in the event system.<p>However, I cannot describe it as the typical first-order or higher-order FRP system since it uses neither continuous nor discrete functions explicitly parameterized with time. Instead it uses a classically-iterative approach to advancing game states that is akin to the imperative tick-based style, but implemented with pure functions.<p>Thus, I gave it the name of &#x27;Iterative FRP&#x27;. It&#x27;s a purely-functional half-step between classic imperative game programming and first &#x2F; higher-order FRP systems. This document discusses the major plusses and minuses to using this &#x27;iterative&#x27; FRP style.

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