Difference between revisions of "LambdaCubeEngine"
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== Overview == |
== Overview == |
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+ | LambdaCube 3D is Haskell-like purely functional domain specific language for programming the GPU (graphics processing unit). |
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− | LambdaCube is a 3D rendering engine entirely written in Haskell. |
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+ | During the years the project had lot of rewrite and reconfiguration. |
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− | 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 [http://www.ogre3d.org Ogre3D]'s [http://www.ogre3d.org/docs/manual/manual_9.html#SEC12 mesh] and [http://www.ogre3d.org/docs/manual/manual_14.html#SEC23 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. |
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+ | It was a long journey from a Haskell OGRE clone to a graphics EDSL and finally to a standalone compiler. |
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+ | Read more on [http://lambdacube3d.com/history project history] page. |
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+ | Project homepage: [http://lambdacube3d.com/ http://lambdacube3d.com] |
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− | An application building on LambdaCube is composed of the following layers: |
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− | {| cellspacing="0" cellpadding="2" |
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− | | colspan="5" align="center" style="background: #ccccff" | application |
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− | |- |
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− | | colspan="2" style="background: #ffffcc" | |
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− | | colspan="3" align="center" style="background: #ccffcc" | optional components |
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− | |- |
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− | | colspan="5" align="center" style="background: #ffffcc" | generic core |
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− | |- |
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− | | colspan="5" align="center" style="background: #ffcccc" | render system |
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− | |- |
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− | | align="center" style="background: #cccccc" | native OpenGL |
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− | | align="center" | or |
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− | | align="center" style="background: #cccccc" | DirectX |
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− | | align="center" | or |
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− | | align="center" style="background: #cccccc" | ... |
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− | |} |
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− | |||
− | * optional components: e.g. loaders for various formats, physics engine |
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− | * generic core: resource handling, script loading, rendering |
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− | * render system: a thin abstraction layer to unify low-level APIs |
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+ | [https://github.com/lambdacube3d LambdaCube 3D on GitHub] |
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+ | * 2015-04-14 - New homepage: [http://lambdacube3d.com/ http://lambdacube3d.com] |
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+ | * 2015-02-14 - First working DSL compiler |
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+ | * 2014-11-?? - The focus turns for the DSL implementation |
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+ | * 2012-08-15 - Started development [http://lambdacube3d.wordpress.com/ blog] |
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+ | * 2012-03-?? - The project was reborn as an EDSL for GPU graphics programming |
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+ | * 2011-06-23 - The second big release which already includes a more advanced Bullet binding and the Stunts example; details in the [http://just-bottom.blogspot.com/2011/06/renewed-lambdacube-bullet-bindings-and.html announcement] |
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* 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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* 2009-09-22 - The summer report was presented at the [http://ocaml.janestcapital.com/?q=node/68 JSSP meeting] |
* 2009-09-22 - The summer report was presented at the [http://ocaml.janestcapital.com/?q=node/68 JSSP meeting] |
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* 2009-01-?? - Development started |
* 2009-01-?? - Development started |
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+ | === 2012-06 - LC DSL Q3 example === |
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− | [http://code.google.com/p/lambdacube/ LambdaCube repository at Google Code] |
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+ | [[Image:Lc-q3.png|800px|Quake3 example]] |
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− | == Todo == |
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+ | === 2012-06 - LC DSL Stunts example === |
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− | * Must have: |
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− | ** texture effects |
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− | ** light setup |
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− | ** frustum culling |
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− | ** full shader support |
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− | * Medium priority: |
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− | ** overlay support + font rendering |
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− | ** binary loader for the native Ogre format |
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− | ** framework for supporting various shaders (glsl, Cg) |
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− | ** rewrite to [http://hackage.haskell.org/package/OpenGLRaw OpenGLRaw] |
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− | ** LOD support |
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− | * Low priority: |
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− | ** particle system |
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− | ** shadow mapping |
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− | ** skeletal animation |
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− | ** volumetric clouds |
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− | ** imposters |
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− | ** Collada support |
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− | ** terrain support (heightmap with LOD, cf. [http://www.andrasbalogh.com/RangerMk2/ SOAR]) |
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− | ** mesh modelling interface |
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− | * Long term: |
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− | ** Quake3 map loader (BSP support) |
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+ | [[Image:Lc-stunts-1.png|800px|Stunts example]] |
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+ | |||
+ | [[Image:Lc-stunts-2.png|800px|Stunts example]] |
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=== 2009-11 - Hackage release === |
=== 2009-11 - Hackage release === |
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The code is released under BSD3. |
The code is released under BSD3. |
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− | == Features == |
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− | |||
− | * [http://www.ogre3d.org/docs/manual/manual_9.html#SEC12 Mesh file format] |
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− | ** Geometry is supported |
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− | * [http://www.ogre3d.org/docs/manual/manual_14.html#SEC23 Material Script] |
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− | |||
− | == Dependencies == |
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− | |||
− | * Core library: |
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− | ** [http://hackage.haskell.org/package/OpenGL OpenGL] - to be dropped completely in favour of [http://hackage.haskell.org/package/OpenGLRaw OpenGLRaw] |
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− | ** [http://hackage.haskell.org/package/uulib uulib] - used for parsing scripts |
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− | ** [http://hackage.haskell.org/package/alex alex] - used for parsing scripts |
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− | ** [http://hackage.haskell.org/package/fgl fgl] - scene graph handling |
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− | ** [http://hackage.haskell.org/package/zip-archive zip-archive] |
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− | ** [http://hackage.haskell.org/package/hslogger hslogger] |
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− | * Optional components: |
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− | ** [http://hackage.haskell.org/package/stb-image stb-image] - image loader |
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− | ** [http://hackage.haskell.org/package/xml xml] - Ogre interchange format loader |
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− | * Examples: |
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− | ** [http://hackage.haskell.org/package/GLFW GLFW] |
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− | ** [http://hackage.haskell.org/package/elerea elerea] |
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− | ** [http://hackage.haskell.org/package/bullet Bullet Physics binding] |
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[[Category:Applications]] |
[[Category:Applications]] |
Latest revision as of 14:13, 4 February 2016
Overview
LambdaCube 3D is Haskell-like purely functional domain specific language for programming the GPU (graphics processing unit).
During the years the project had lot of rewrite and reconfiguration. It was a long journey from a Haskell OGRE clone to a graphics EDSL and finally to a standalone compiler. Read more on project history page.
Project homepage: http://lambdacube3d.com
Download
History
- 2015-04-14 - New homepage: http://lambdacube3d.com
- 2015-02-14 - First working DSL compiler
- 2014-11-?? - The focus turns for the DSL implementation
- 2012-08-15 - Started development blog
- 2012-03-?? - The project was reborn as an EDSL for GPU graphics programming
- 2011-06-23 - The second big release which already includes a more advanced Bullet binding and the Stunts example; details in the announcement
- 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
Screenshots of previous iterations
2012-06 - LC DSL Q3 example
2012-06 - LC DSL Stunts example
2009-11 - Hackage release
2009-09 - JSSP meeting
Tile Racer track loader:
Bullet physics integration:
2009-03 - Pre-summer mock-up
Licence
The code is released under BSD3.
The engine and the examples not using physics build out of the box on a fresh Haskell Platform install under Windows. If Bullet is installed, the Stunts example should also be possible to get running with cabal-install.