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 +6/−0
- FunGEn.cabal +7/−7
- README.md +29/−29
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:**\ [Changelog](http://hackage.haskell.org/package/FunGEn/changelog) \- [API docs](http://hackage.haskell.org/packages/archive/FunGEn/0.4.6.1/doc/html/Graphics-UI-Fungen.html) \+ [API docs](https://hackage.haskell.org/package/FunGEn/docs/Graphics-UI-Fungen.html) \ Andre's original [pong tutorial](site/example.html) \ Haskell wiki [Game_Development](http://www.haskell.org/haskellwiki/Game_Development) \ 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: