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FRVR fork of Yampa

I read the paper Dynamic, Interactive Virtual Environments the other day. In section 8.3 Kristopher J. Blom writes about his extension to Yampa called FRVR:

The code structure was improved by:
* separating out the system internals into an AFRPInternals module,
* separating out the switch functionalities into their own module, AFRPSwitches, and
* sorting the remaining code into the proper places.

, advanced developers can explicitly import the internals module when extension of the functionality of Yampa is required.

I don’t know which version of Yampa FRVR uses but maybe this package me to extend reactimate to a full gameloop including resources without extending the Yampa code itself.

The paper and FRVR are part of the DIVE project.

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  1. Kristopher Blom says

    As part of my FRVR project, I restructured version of Yampa. My version is based on an old version of Yampa (though few changes, excepting the build system, have occurred to my knowledge). An update of the AFRP in my “fork” would be great, but I haven’t had time to work on that yet. Most of it should be straight forward to do though.

    Through the exposed internals you can avoid having to code in Yampa itself, though in principle you are extending it. There is an example of this in the FRVR code, the follower SF.

    It looks like you are taking a much different approach than mine (I decoupled the graphics completely from Haskell). I’m quite interesting to see/hear what you do with this.

  2. Gerold Meisinger says

    I have to give your version a try soon.

    My original intention was to find a better way for components to communicate with each other in so called component based game engines (with object oriented programming). This brought me all the way to Haskell/Yampa. Now I’m translating all those basic game engine concepts (like resource loading, debugging objects, scene graphs…) to fit with the Haskell style.



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