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LambdaCubeEngine

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== LambdaCube Engine ==
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== Overview ==
 
=== Overview ===
 
   
 
LambdaCube is a 3D rendering engine entirely written in Haskell.
 
LambdaCube is a 3D rendering engine entirely written in Haskell.
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* render system: a thin abstraction layer to unify low-level APIs
 
* render system: a thin abstraction layer to unify low-level APIs
   
=== News ===
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== News ==
   
 
* 2009-11-18 - The first release on Hackage: [http://hackage.haskell.org/package/lambdacube-engine engine] and [http://hackage.haskell.org/package/lambdacube-examples examples], plus a [http://hackage.haskell.org/package/lambdacube-bullet bullet example] that will eventually grow into a library
 
* 2009-11-18 - The first release on Hackage: [http://hackage.haskell.org/package/lambdacube-engine engine] and [http://hackage.haskell.org/package/lambdacube-examples examples], plus a [http://hackage.haskell.org/package/lambdacube-bullet bullet example] that will eventually grow into a library
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* 2009-01-?? - Development started
 
* 2009-01-?? - Development started
   
=== Download ===
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== Download ==
   
 
[http://code.google.com/p/lambdacube/ LambdaCube repository at Google Code]
 
[http://code.google.com/p/lambdacube/ LambdaCube repository at Google Code]
   
=== Todo ===
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== Todo ==
   
 
* Must have:
 
* Must have:
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** Quake3 map loader (BSP support)
 
** Quake3 map loader (BSP support)
   
=== Screenshots ===
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== Screenshots ==
   
==== 2009-11 - Hackage release ====
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=== 2009-11 - Hackage release ===
   
 
[[Image:Lambdacube-basic.png|LambdaCube basic example]]
 
[[Image:Lambdacube-basic.png|LambdaCube basic example]]
   
==== 2009-09 - JSSP meeting ====
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=== 2009-09 - JSSP meeting ===
   
 
Tile Racer track loader:
 
Tile Racer track loader:
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[[Image:Lambdacube-physics.png|800px|LambdaCube and Bullet physics example]]
 
[[Image:Lambdacube-physics.png|800px|LambdaCube and Bullet physics example]]
   
==== 2009-03 - Pre-summer mock-up ====
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=== 2009-03 - Pre-summer mock-up ===
   
 
[[Image:Lambdacube1.jpeg]]
 
[[Image:Lambdacube1.jpeg]]
   
=== Licence ===
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== Licence ==
   
 
The code is released under BSD3.
 
The code is released under BSD3.
   
=== Features ===
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== Features ==
   
 
* [http://www.ogre3d.org/docs/manual/manual_9.html#SEC12 Mesh file format]
 
* [http://www.ogre3d.org/docs/manual/manual_9.html#SEC12 Mesh file format]
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* [http://www.ogre3d.org/docs/manual/manual_14.html#SEC23 Material Script]
 
* [http://www.ogre3d.org/docs/manual/manual_14.html#SEC23 Material Script]
   
=== Dependencies ===
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== Dependencies ==
   
 
* Core library:
 
* Core library:

Revision as of 16:45, 26 November 2009

Contents

1 Overview

LambdaCube is a 3D rendering engine entirely written in Haskell.

The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects, and in the long run it is intended to be a practical solution even for serious purposes. The engine uses Ogre3D's mesh and material file format, therefore it should be easy to find or create new content for it. The code sits between the low-level C API (raw OpenGL, DirectX or anything equivalent; the engine core is graphics backend agnostic) and the application, and gives the user a high-level API to work with.

An application building on LambdaCube is composed of the following layers:

application
  optional components
generic core
render system
native OpenGL or DirectX or ...
  • optional components: e.g. loaders for various formats, physics engine
  • generic core: resource handling, script loading, rendering
  • render system: a thin abstraction layer to unify low-level APIs

2 News

  • 2009-11-18 - The first release on Hackage: engine and examples, plus a bullet example that will eventually grow into a library
  • 2009-09-22 - The summer report was presented at the JSSP meeting
  • 2009-08-10 - Major public commit that went with the mid-summer report
  • 2009-05-12 - Project announced to be among the JSSP winners
  • 2009-03-31 - Application for Jane Street Summer Project sent in
  • 2009-01-?? - Development started

3 Download

LambdaCube repository at Google Code

4 Todo

  • Must have:
    • texture effects
    • light setup
    • frustum culling
    • full shader support
  • Medium priority:
    • overlay support + font rendering
    • binary loader for the native Ogre format
    • framework for supporting various shaders (glsl, Cg)
    • rewrite to OpenGLRaw
    • LOD support
  • Low priority:
    • particle system
    • shadow mapping
    • skeletal animation
    • volumetric clouds
    • imposters
    • Collada support
    • terrain support (heightmap with LOD, cf. SOAR)
    • mesh modelling interface
  • Long term:
    • Quake3 map loader (BSP support)

5 Screenshots

5.1 2009-11 - Hackage release

LambdaCube basic example

5.2 2009-09 - JSSP meeting

Tile Racer track loader:

LambdaCube Tile Racer track loader example

Bullet physics integration:

LambdaCube and Bullet physics example

5.3 2009-03 - Pre-summer mock-up

Lambdacube1.jpeg

6 Licence

The code is released under BSD3.

7 Features

8 Dependencies

The engine and the examples not using physics build out of the box on a fresh Haskell Platform install under Windows.