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FunGEn 1.0 → 1.0.1

raw patch · 3 files changed

+42/−36 lines, 3 filesdep ~FunGEndep ~GLUTdep ~OpenGLPVP: major bump suggested

API removals or changes: PVP suggests a major version bump

Dependency ranges changed: FunGEn, GLUT, OpenGL, base

API changes (from Hackage documentation)

- Graphics.UI.Fungen: Position :: SrictNotUnpackedGLint -> SrictNotUnpackedGLint -> Position
+ Graphics.UI.Fungen: Position :: ~GLint -> ~GLint -> Position

Files

CHANGES view
@@ -1,3 +1,9 @@+1.0.1 2016/8/18++* add stack config for GHC 8+* fix building with current stackage/OpenGL/GLUT+* fix examples' wrong dependency+ 1.0 2015/9/21  * support GHC 7.10
FunGEn.cabal view
@@ -1,5 +1,5 @@ name:               FunGEn
-version:            1.0
+version:            1.0.1
 copyright:          (C) 2002 Andre Furtado <awbf@cin.ufpe.br>
 license:            BSD3
 license-file:       LICENSE
@@ -39,7 +39,7 @@ stability:          beta
 cabal-version:      >= 1.8
 build-type:         Simple
-tested-with:        GHC==7.8.4, GHC==7.10.2
+tested-with:        GHC==7.10.3, GHC==8.0
 extra-source-files: 
                     README.md,
                     CHANGES
@@ -71,15 +71,15 @@   build-depends:
                     base == 4.*
                    ,base-compat
-                   ,OpenGL <= 2.14
-                   ,GLUT <= 2.8
+                   ,OpenGL
+                   ,GLUT
                    ,random
 
 executable fungen-hello
   ghc-options: -W
   hs-source-dirs: examples
   main-is:          hello.hs
-  build-depends:    FunGEn
+  build-depends:    FunGEn == 1.0.*
                    ,base
                    ,OpenGL
                    ,GLUT
@@ -89,7 +89,7 @@   ghc-options: -W
   hs-source-dirs: examples
   main-is:          pong/pong.hs
-  build-depends:    FunGEn == 0.4.*
+  build-depends:    FunGEn == 1.0.*
                    ,base
                    ,OpenGL
                    ,GLUT
@@ -99,7 +99,7 @@   ghc-options: -W
   hs-source-dirs: examples
   main-is:          worms/worms.hs
-  build-depends:    FunGEn == 0.4.*
+  build-depends:    FunGEn == 1.0.*
                    ,base
                    ,OpenGL
                    ,GLUT
README.md view
@@ -55,7 +55,7 @@ \ **Docs:**\ &nbsp; [Changelog](http://hackage.haskell.org/package/FunGEn/changelog) \-&nbsp; [API docs](http://hackage.haskell.org/packages/archive/FunGEn/0.4.6.1/doc/html/Graphics-UI-Fungen.html) \+&nbsp; [API docs](https://hackage.haskell.org/package/FunGEn/docs/Graphics-UI-Fungen.html) \ &nbsp; Andre's original [pong tutorial](site/example.html) \ &nbsp; Haskell wiki [Game_Development](http://www.haskell.org/haskellwiki/Game_Development) \ &nbsp; Haskell wiki [OpenGL tutorial](http://www.haskell.org/haskellwiki/OpenGLTutorial1) \@@ -93,34 +93,34 @@  Andre's 2002 site included this Q & A: -**What is a game engine?**--A game engine can be considered as a library that provides game facilities-to a game programmer. When using a game engine, the programmer must-specify when the game events happen, rather than how they are-implemented. A same functionality may have its implementation varying from-platform to platform, in the case the engine is platform-independent. The-main advantage of a game engine is that it can be reused to the-development of many different kind of games, in an automated way, saving a-lot of programming time.--**Why Haskell?**--We believe that Haskell is a great language to develop games, because of-its high level of abstraction and the generation of a more concise,-elegant and shorter code. This is great for code maintenance and-understanding. Combining the power of Haskell with the facilities provided-by game engines seems a promising project. You can find more info on-Haskell in its official site.--**What is HOpenGL?**--HOpenGL stands for Haskell Open Graphics Library. Actually, it is a-binding to one of the most famous graphics libraries around the world-(OpenGL) and its auxiliary toolkit (GLUT). In other words, it makes-possible to call OpenGL/GLUT routines (which were written in the C-language) when programming in Haskell. You can find more info on HOpenGL-in my HOpenGL Tutorial site, or in its official site.+> **What is a game engine?**+> +> A game engine can be considered as a library that provides game facilities+> to a game programmer. When using a game engine, the programmer must+> specify when the game events happen, rather than how they are+> implemented. A same functionality may have its implementation varying from+> platform to platform, in the case the engine is platform-independent. The+> main advantage of a game engine is that it can be reused to the+> development of many different kind of games, in an automated way, saving a+> lot of programming time.+> +> **Why Haskell?**+> +> We believe that Haskell is a great language to develop games, because of+> its high level of abstraction and the generation of a more concise,+> elegant and shorter code. This is great for code maintenance and+> understanding. Combining the power of Haskell with the facilities provided+> by game engines seems a promising project. You can find more info on+> Haskell in its official site.+> +> **What is HOpenGL?**+> +> HOpenGL stands for Haskell Open Graphics Library. Actually, it is a+> binding to one of the most famous graphics libraries around the world+> (OpenGL) and its auxiliary toolkit (GLUT). In other words, it makes+> possible to call OpenGL/GLUT routines (which were written in the C+> language) when programming in Haskell. You can find more info on HOpenGL+> in my HOpenGL Tutorial site, or in its official site.  and this: