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View Code? Open in Web Editor NEWHaskell bindings to bgfx, a cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
License: BSD 3-Clause "New" or "Revised" License
Haskell bindings to bgfx, a cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
License: BSD 3-Clause "New" or "Revised" License
I'm having trouble building this package which I presume is a prerequisite for building my application.
My .cabal file:
name: nativeCodeTree
version: 0.1.0.0
synopsis:
-- description:
homepage: N/A
license: BSD3
license-file: LICENSE
author: Ryan Badour
maintainer: [email protected]
-- copyright:
category: Development
build-type: Simple
extra-source-files: ChangeLog.md
cabal-version: >=1.10
executable nativeCodeTree
main-is: Main.hs
-- other-modules:
other-extensions: ForeignFunctionInterface, ImplicitParams, OverloadedStrings, PatternSynonyms, ScopedTypeVariables
build-depends: base >=4.9 && <4.10, bytestring >=0.10 && <0.11, bgfx
hs-source-dirs: src
build-tools: hsc2hs
default-language: Haskell2010
I have the haskell-game/bgfx repo added a git submodule and located in a folder called bgfx at root of my project (next to my .cabal file).
I could not get my project to build with bgfx listed as a dep. so I thought I had to first build the bgfx code. Is that not how this works?
When I tried to build the haskell/bgfx code it said it couldn't find the pkg-config gl package. Any idea how I can get past that?
I'm probably misunderstanding something fundamental so I'd appreciate some guidance.
Hi! Thanks for making this package! I'm trying to get this up and running right now, but I'm wondering, why was this abandoned? Were there some wall you hit or was it simply due to lack of time?
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