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Purely Functional, Declarative Game Logic Using Reactive Programming

In the previous article I introduced the Coroutine data type. In this second part I will show how coroutines can be used to implement a fixed time-step reactive programming library and use that library for modeling a simple game. The code examples will require a basic proficiency in reading Haskell code.

Related: Functional Reactive Programming

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Author: Nix build user

Created: 2025-07-17 Thu 17:29

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