HackerReposA FIELD GUIDE TO OPEN SOURCE
ProSponsor the shelf♧ 0
← Back to top all-time
bryanedds
Nu
F#2014–2025
bryanedds / Nu

Nu

Repository hosting the functional Nu Game Engine and related projects.

7Distinct people
9Mentions
1Explicit recommenders
1.4KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Repository hosting the functional Nu Game Engine and related projects.

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

A lot of Aml code can be found in the Stdlib, which is here - https://github.com/bryanedds/FPWorks/tree/master/Aml/Aml/Aml... To make the code more readable, I recommend…

DrDimension used a recommendation phrase. One indexed comment matches. This is a phrase match, not a verdict.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year9 dated mentions

Observed mentions: 2014-09-20 20:31:17 UTC to 2025-04-08 11:02:58 UTC.

01232014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 3 mentions; 1 submissions, 2 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 2 mentions; 2 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2025

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC312
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC220
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC000
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC000
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC101
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC110
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC110

What Hacker News says

9 sources

Iterative Functional Reactive Programming with the Nu Game Engine: An Exp Report

This is an experience report on the design and usage of the Nu Game Engine, a purely-functional 2D game engine written in F# - http://goo.gl/PRHqOp Original link here - https://github.com/bryanedds/FPWorks/blob/master/Nu/Documentation/Iterative%20Func… Synopsis The Nu Game Engine certainly qualifies as 'functional reactive' in that - 1) it is reactive in that it uses user-defined events to derive successive simulation states. 2) it is functional in that is uses pure functions everywhere, even in the event system. However, I cannot describe it as the typical first-order or higher-order FRP system since it uses neither continuous nor discrete functions explicitly parameterized with time. Instead it uses a classically-iterative approach to advancing game states that
Read the rest
is akin to the imperative tick-based style, but implemented with pure functions. Thus, I gave it the name of 'Iterative FRP'. It's a purely-functional half-step between classic imperative game programming and first / higher-order FRP systems. This document discusses the major plusses and minuses to using this 'iterative' FRP style.
2 points · Open discussion
DrDimension·Sep 21, 2014Recommendation phrase
A lot of Aml code can be found in the Stdlib, which is here - https://github.com/bryanedds/FPWorks/tree/master/Aml/Aml/Aml... To make the code more readable, I recommend grabbing TextPad and configuring the syntax highlighter using the files here - https://github.com/bryanedds/FPWorks/tree/master/Aml/Plugins... Thank you kindly for taking an interest in my work. I will attend to your pull request immediately.
In Show HN: Practical, Pure Functional Game Engine
I think you should add a code example to the README, to communicate the flavor of the engine. Seeing code reassures me that the engine and its API is not unnecessarily verbose. `BlazeDispatchers.fs`’s `EnemyModule.tickHandler (https://github.com/bryanedds/FPWorks/blob/master/BlazeVector...) would be a good example, as it also demonstrates the engine’s functional style of being passed and returning a `world`. You should also link to the folder https://github.com/bryanedds/FPWorks/tree/master/BlazeVector... right below the code snippet so that people can easily see more code examples and see the structure of a whole program’s code. Also, after reading that you have a custom Ianguage (Aml), I wanted to see what code looks like in this language, but I couldn’t find any code examples. I even downloaded `AmlSpec.rtf`, but all I saw when scannin
Read the rest
g through it was one-line examples to show the syntax, not real examples that show when and why you would use it. If you have examples, you should link to them from where you talk abut Aml in the README. (I also created a pull request to improve the formatting in `AmlSpec.rtf`: https://github.com/bryanedds/FPWorks/pull/6 .)
In Show HN: Practical, Pure Functional Game Engine

MAKE YOURSELF AT HOME

A few shortcuts

/
Search the collection
?
Open this guide
Esc
Close dialogs and navigation

Your saved repositories and interests stay in this browser.