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In this talk, you will explore a case study on how to implement a 3D first person shooter game in Haskell. The project's goal is to mimic the Quake 3 engine, but starting from scratch using purely functional paradigm. You will discover each problem domain related to a 3D engine and game, such as loading and displaying the game content, game logic implementation.
Luckily, you can learn to use off the shelf solutions from the Haskell ecosystem as a solution (e.g. binary, megaparsec, monad transformers, lens, lambdacube 3D).
Find out more on lambdacube here.
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