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World-Building in Haskell with Tom Harding

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Steven S.
World-Building in Haskell with Tom Harding

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Procedural generation in game design is becoming more and more common: rather than building thousands of maps or levels, programs generate them according to a set of pre-defined rules. So, now we’re all stuck inside, working on our next platinum indie game, why don’t we try it out?

In this talk, we’ll look at some of the techniques used in procedural generation, discuss how they translate to Haskell, and put it all together in time for our next best-seller.

Tom Harding lives in London and writes Haskell to fund the growth of his house plant collection.

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Berlin Functional Programming Group
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