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In my last post I was writing about dynamic animation. I was researching the topic a bit and made a small plan on how to actually implement the technique. As it basically boils down to three steps – ragdoll without any muscles, ragdoll with joints and an ability to move the body parts with them, actual animation by defining the movements using these joints and muscles – I started with the first step, which is my own ragdoll class. However, after working with the subject for some time I got tired of it and decided it was time for something else. I often feel like having an overdose of some particular subject, where I have the feeling it’s for the best to give the problem some time and rather concentrate on something else.

So I will be returning to dynamic animation at some point, but for the past week or two I’ve been going for something completely different. Luckily I’m going for a soccer game, which means there are a lot of construction sites to work on. Basically the game is divided to two parts – the actual soccer game on the pitch, and everything around it including the managerial and organisatory things like creating and updating league tables, calculating the results of the matches not shown etc. So I decided to take a look at the latter side of my project for some time.

In my first post I was wondering about which programming language to use with my project. I can’t remember if I wrote anything about functional programming languages back then, but ever since I realised how handy they can be when working with lots of arrays or lists (such as league tables) and AI (both the player and the manager AI) I’ve been wondering about using a functional programming language in my project. The problem is, I don’t have any experience in programming with them and they seem to have a reputation of being not so easy to learn once you’ve gotten used to the imperative style.

The good thing is that I’m willing to learn from my project. That was why I also went for Ogre and ODE; I didn’t choose them thinking I’d master them in a week, instead I was willing to make the effort and learn them because they’re effective, even if they’re not the easiest libraries to use. And since my past programs with AI haven’t really ended up as I wanted, I wanted to take a look at the world of functional languages. I decided I’d take the time to try and learn Haskell, a lazy, purely functional programming language. While I won’t go to details in explaining what that means (you can go check it out at Wikipedia or Haskell website), the point is that the code written in Haskell is supposed to be shorter, easier to read and to maintain and contain less bugs… If you know how to program in Haskell. So I’ve been going through some tutorials on Haskell (and will be going through them for a long time from now on, I think) and I’m quite impressed with it.

In my next post I’ll hopefully be able to explain a bit about how to use Haskell and how it could be used in my project. (At the moment I’m still too shocked about the new way of thinking to comprehend how I could actually program something with the language.) While I think I have a long way ahead of me with Haskell, I also have a feeling I won’t regret it. After all, I’m already now seeing programming somehow in a whole new way, so that I even see programming in C from a whole new perspective, a perspective filled with pure functions, lists and pattern matching… That can’t be such a bad thing, right?

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One Comment

  1. Hello, have a look about how to combine Haskell with 3D engines here: http://www.althainz.de/haskell-irrlicht-interface.html. There are also code examples available.


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