Zack Corr
Zack Corr
Currently Helm exclusively supports 2D graphics, but the framework for supporting 3D is definitely there. It's important that a lot of research goes into this to figure out the best...
Use the [NanoVG haskell bindings](https://hackage.haskell.org/package/nanovg) to get rid of the Cairo/Pango/Glib dependencies and move towards easier cross platform support --- Want to back this issue? **[Post a bounty on it!](https://www.bountysource.com/issues/46210856-move-to-nanovg-for-sdl-s-2d-graphics?utm_campaign=plugin&utm_content=tracker%2F290443&utm_medium=issues&utm_source=github)**...
There's currently only a flappy bird clone example. I'd like to see at least three more, such as: - Shooter - Platformer - Physics playground --- Want to back this...
During the development of Helm 1.0, the sample mechanics introduced in previous versions (which prevented excess rendering) was removed. To optimize rendering, the render function should be changed to require...
Currently Helm works like Elm does - there's no way to kill rendering (AFAIK). There needs to be some sort of state sent back as well as the `Element` objects...
This is how Elm works, and I have to admit after working on an Elm project recently - it's 10x better then just returning subscriptions for the whole game state....
The site needs to be redesigned around the release of 1.1. I'd like to see more straight forward examples on the site, and completely finished documentation. --- Want to back...
Currently in `stepModel`, [here](https://github.com/z0w0/helm/blob/master/src/Helm.hs#L92), the engine will continously execute the update function of a game and recursively execute any commands returned by the engine user and then pass them to...
It's only tested on Linux atm. Platforms I'd like to have a development process for: - Linux - Windows - OS X - iOS - Android ## --- Want to...
All numeric attribute types need to support being callable with numeric type-specific options, which for the time being should be `unsigned`.