~/talk

Can You Build a Commercial Game in Haskell?

Talkat ZuriHac 2026 · 2026-06-06..06-08· [haskell, game-development]
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Builds and ships a commercial 2D action game called Defect Process (on Steam, source on GitHub) using Haskell, showing concrete techniques that worked: animations implemented as lists with the lazy cycle+take trick, collision detection as composed broad‑phase / bbox / polygon filters that short‑circuit via laziness, and deterministic simulation with rollback netcode using stored world snapshots. Uses DSLs, phantom types for phase safety, FFI for graphics/audio, and practical fixes for GC, space leaks and performance.

AI-written summary · about

  1. 0:00Introduction And Commercial Haskell Games
  2. 4:22Lazy Evaluation For Game Animation
  3. 12:07Collision Detection With Lazy Evaluation
  4. 22:01Functional Purity And Game State Design
  5. 24:10Save Systems And Serialization
  6. 26:31Deterministic Simulation And Rollback Netcode
  7. 34:12Domain-Specific Languages For Game Logic
  8. 40:52Phantom Types And Compile-Time Safety
  9. 46:53Foreign Function Interface And External Libraries
  10. 50:34Performance, Garbage Collection And Space Leaks
  11. 58:10Design Lessons From Haskell Game Development
  12. 1:03:19Conclusions And Audience Questions
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