Difference between revisions of "LambdaCubeEngine"

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* Must have:
 
* Must have:
** texture effects
 
 
** (DONE) light setup
 
** (DONE) light setup
 
** (DONE) frustum culling
 
** (DONE) frustum culling
 
** skeletal animation
 
** shadow mapping
 
** full shader support
 
** full shader support
 
** LOD support
 
* Medium priority:
 
* Medium priority:
 
** texture effects
 
** overlay support + font rendering
 
** overlay support + font rendering
 
** terrain support (heightmap with LOD, cf. [http://www.andrasbalogh.com/RangerMk2/ SOAR])
 
** binary loader for the native Ogre format
 
** binary loader for the native Ogre format
 
** framework for supporting various shaders (glsl, Cg)
 
** framework for supporting various shaders (glsl, Cg)
 
** (DONE) rewrite to [http://hackage.haskell.org/package/OpenGLRaw OpenGLRaw]
 
** (DONE) rewrite to [http://hackage.haskell.org/package/OpenGLRaw OpenGLRaw]
** LOD support
 
 
* Low priority:
 
* Low priority:
 
** particle system
 
** particle system
** shadow mapping
 
** skeletal animation
 
 
** volumetric clouds
 
** volumetric clouds
 
** imposters
 
** imposters
 
** Collada support
 
** Collada support
** terrain support (heightmap with LOD, cf. [http://www.andrasbalogh.com/RangerMk2/ SOAR])
 
 
** mesh modelling interface
 
** mesh modelling interface
 
* Long term:
 
* Long term:

Revision as of 17:23, 2 December 2010

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

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

Download

LambdaCube repository at Google Code

Todo

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

Screenshots

2009-11 - Hackage release

LambdaCube basic example

2009-09 - JSSP meeting

Tile Racer track loader:

LambdaCube Tile Racer track loader example

Bullet physics integration:

LambdaCube and Bullet physics example

2009-03 - Pre-summer mock-up

Lambdacube1.jpeg

Licence

The code is released under BSD3.

Features

Dependencies

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