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Description
Hello!
Essence-of-live-coding doesn't support higher order state, as stated in:
| The price of \mintinline{haskell}{Data} is loss of higher-order state. |
This means that higher order arrow constructs such as pSwitch aren't possible to implement with state remaining intact between reloads.
Unfortunately, for most games, one needs dynamically many entities, which I believe requires use of higher order arrows.
Using essence-of-live-coding to develop games would be amazing. Currently, my engine architecture makes use of essence-of-live-coding so that GPU initialization and windows can be kept between reloads, but the state simulation of my game has to rely on a library supporting higher order state, such as Dunai. At the moment, I record all inputs and then replay them in sequence to get a pseudo live coding environment, but the process of replaying past state quickly starts to take too long.
Is there any way around this limitation at all?
Thank you!
Sebastian