This post is about the process and final structure of a game in Haskell.
When imagining how to organize the big to small things, the flaws mentally accrue more than I can manage. They can be only understood by doing it. It definitely wasn’t going to be perfect, and facing the imperfections would be a process.
The architecture section of this post is excellent if you’ve ever wondered how to structure a mid-sized application in Haskell.