A bit of background to get the context going. I’m a freelance game dev. tutorial creator under the GDQuest umbrella and since I’m interested in games, I was bummed out a bit that the WebGL bindings aren’t up to date.
To test out and learn Purescript, which I actually prefer over Haskell, even as a desktop/CLI/generic language I decided to work on the WebGL bidings myself: https://github.com/razcore-art/purescript-webgl-generator.
Since I’m out of my depth here, I hoped to get some feedback early in the road so I don’t make huge blunders later.
The idea is to make a generator that creates the “raw” webgl bidings first, similar to https://github.com/mgmeier/purescript-webgl-generator, except I want to write it in Purescript and use the original KhronosGroup WebGL IDL spec files.
In any case, any feedback is much appreciated.
I haven’t added a readme file just yet, cause at this stage I’m just exploring/testing out stuff.
I’m especially interested how or even if it’s required to try and match the
typedefs in the WebGL spec. For example, does it even make sense to enforce a
byte type? Or is it enough that this is an
Int in Purescript?
And what about the
data WGLType = WGLInt | WGLFloat | WGLBoolean | WGLNumber type WGLIdentifier = String data WGLAST = WGLTypeDef WGLIdentifier WGLType | WGLEnum WGLIdentifier (List String)
I’m thinking that the parser will return