Does it make sense to use FRP (reactive banana in particular) for an ascii game with a twist?

I am thinking of something like a gnugo ascii interface. I would think of turns as a pair of co-developing (monodic, to allow user input) threads. It vaguely reminds me of cables.

I'm not quite sure how I will use existing libraries for this.

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2 answers

You may find an operational package more useful for this.

In particular, see an example of TicTacToe.hs .

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Probably not so much. The FRP killer feature, which is a simulation of continuous-time events, is great for graphical interfaces, but it can probably be redundant for turn-based ASCII games.

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Source: https://habr.com/ru/post/1403967/


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