Elm and game development, a perfect fit
summary
Uses Elm and its Elm architecture plus subscriptions/time.every to build a working Flappy Bird clone that generates pipes every two seconds, handles keydown events with key codes, detects collisions, and posts scores for a live scoreboard (with optional sockets). Shows why explicit state — an update function that receives messages and the current state and returns the next state — maps cleanly to game loops, and demonstrates a concrete, playable web game rather than abstract examples.
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chapters (21)
- 0:00Introduction
- 5:06What is decidable
- 14:43Addition
- 16:13Paper
- 17:56Programming languages
- 19:08Haskell
- 20:26Y Combinator
- 21:19Lazyness
- 22:21Infinite list
- 23:15iterate function
- 24:00expressiveness
- 24:23infinite stream of events
- 25:24callbacks
- 26:20lift
- 27:34carry state
- 28:41farewell to functional reactive programming
- 29:15making games
- 30:03subscriptions
- 31:56update function
- 35:30summary
- 36:27thank you
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