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deepfire avatar deepfire commented on May 22, 2024

Stale, as in -- they don't represent the version of the API released on Hackage.

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polarina avatar polarina commented on May 22, 2024

The API released on Hackage is older than found in the new-api branch, and they are written against that branch.

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zudov avatar zudov commented on May 22, 2024

@deepfire I've been using sdl2 recently and I found that new-api version is much better than the old one on hackage. Give it a try. I personally didn't had any problems, although I only used a small subset.

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ivanperez-keera avatar ivanperez-keera commented on May 22, 2024

There seem to exist three parallel efforts at developing SDL2 bindings. This may be off-topic but, what was wrong with hsSDL2?

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ocharles avatar ocharles commented on May 22, 2024

hsSDL2 was building its own FFI bindings, but @polarina beat us to that and it didn't make sense to re-invent that work. We also felt that it would be better to just have a single sdl2 package with everything you'd need, so we moved over to here.

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ivanperez-keera avatar ivanperez-keera commented on May 22, 2024

By beat us you mean "these bindings cover more", or @polarina released to hackage before you did?

For what is worth, Magic Cookies uses hsSDL2, and so do the breakout for Android and the graphic adventure.

In my opinion, it's best to have several packages (image, mixer, etc.). Each one takes some space, and not all are required for every game. On PC it may not matter, but it does on Android.

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ocharles avatar ocharles commented on May 22, 2024

@ivanperez-keera I mean both. We are not trying to package the extensions to SDL2, but we do want to provide low-level bindings and high-level bindings in the same library. Splitting them doesn't really buy us much (other than maybe shedding some dependencies, but we've agreed to deal with that if people can demonstrate it's a problem).

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ivanperez-keera avatar ivanperez-keera commented on May 22, 2024

It's going to be very difficult to gather "proof" until I recompile a game with the new API. That may take a substantial amount of time :( Unfortunately, we realised that space was becoming a problem quite late in the development process. We were hoping that the compiler would remove unused code, but that's not the case with the Android backend because the regions in the object files are not fine grained enough.

This is obviously not meant to influence any decision at this point (plus the library is yours), and probably this thread is not the place either. Maybe it would be a good idea to have a mailing list for all things game development in Haskell (if there isn't one already).

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ocharles avatar ocharles commented on May 22, 2024

All we have right now is the #haskell-game IRC channel on FreeNode, which you're welcome to join :)

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akhra avatar akhra commented on May 22, 2024

Not quite all -- I started /r/haskellgamedev some months back, and would be
happy to host this sort of discussion there. Beats the hell out of IRC for
archiving, and IMO much more accessible than a mailing list.

On Mon, May 18, 2015 at 1:14 PM, Oliver Charles [email protected]
wrote:

All we have right now is the #haskell-game IRC channel on FreeNode, which
you're welcome to join :)


Reply to this email directly or view it on GitHub
#54 (comment).

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