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Higher-order state support #117

@walseb

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@walseb

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

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