I am trying to use the Edward bound library to model the level graph in my game - at least the levels, since they are stored representatively before they are implemented as OpenGL objects.
A level consists of a bunch of vertices, whereby we can form a wall between pairs of vertices. Vertices are also used to create simple polygons - sectors (rooms). The sector owns walls, but also has some material properties. There is a lot of exchange between peaks, walls, sectors, and materials, so to use a graph-like nature, I turned to the bound library.
Code so far,
However, I am not sure if I am collecting the pieces correctly. For example, I have Sector a , where I use a to identify both vertices and materials. However, it is important that I use the correct identifier in the right place!
I would like to hear feedback on whether I am going in the right direction, simulating this somewhat limited AST through bound .
haskell
ocharles
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