|
|
@ID_AA_Carmack | |||||
|
The Haskell code I started on is a port of the original Wolf 3D. My notes from four years ago on the iOS port: idsoftware.com/iphone-games/w…
|
||||||
|
||||||
|
Ivan Perez
@IvanPerezKeera
|
24. tra 2014. |
|
@ID_AA_Carmack What's the status? I'd love to help with this :)
|
||
|
|
||
|
|
John Carmack
@ID_AA_Carmack
|
24. tra 2014. |
|
@IvanPerezKeeraS I had to abandon the code when I left Id Software
|
||
|
|
||
|
Sebastian Sylvan
@ssylvan
|
7. svi 2013. |
|
@ID_AA_Carmack That's neat. You may find yourself writing C-like code for the inner loops. GHC seems to lack low-level opt. - no PhDs in it!
|
||
|
|
||
|
|
John Carmack
@ID_AA_Carmack
|
7. svi 2013. |
|
@ssylvan while column oriented texture mapping does lend itself nicely to incremental list processing, I'm planning on using OpenGL.
|
||
|
|
||
|
Lemont Washington
@cocoalabs
|
7. svi 2013. |
|
@ID_AA_Carmack Looking at your original programming notes I wonder if CADisplayLink allowed you to have a one tick game.
|
||
|
|
||
|
|
John Carmack
@ID_AA_Carmack
|
7. svi 2013. |
|
@cocoalabs the original iPhone got fill rate limited when a few sprites piled up, it wouldn't have been able to hold 60 under stress.
|
||
|
|
||
|
Luke Iannini
@lukexi
|
8. svi 2013. |
|
@ID_AA_Carmack GHC 7.8 will include native iOS compilation support; I've been having a great time using the dev version for about a year : )
|
||
|
|
||
|
Andrei Alexandrescu
@incomputable
|
8. svi 2013. |
|
@ID_AA_Carmack this is awesome but then y u no use D? #dlang
|
||
|
|
||
|
Jason Dagit
@thedagit
|
7. svi 2013. |
|
@ID_AA_Carmack I maintain the Haskell OpenGL bindings and happy to help if they give you any trouble. Feedback is very welcome!
|
||
|
|
||