Haskell is turning out to be a great match for OpenGL. Since we can
offload a lot of the rendering to shader code, we can use mostly pure
Haskell functions to update the game or simulation in response to user
input. Over a few blog posts, I’m going to outline how I’ve been using
OpenGL in Haskell.
First, to use OpenGL we need a way to open a window, get a context, and
respond to user input. There are several different cross-platform
libraries to do this, but for simple projects I prefer
GLFW. The Haskell package
GLFW-b has bindings for
GLFW and exposes a more Haskellish API than the regular GLFW package.
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