LambdaCubeEngine: Difference between revisions
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== | == Lambdacube Engine == | ||
=== Overview === | === 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 [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. | |||
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. | |||
The | An application building on Lambdacube is composed of the following layers: | ||
{| cellspacing="0" cellpadding="2" | |||
| colspan="5" align="center" style="background: #ccccff" | application | |||
|- | |||
| colspan="2" style="background: #ffffcc" | | |||
| colspan="3" align="center" style="background: #ccffcc" | optional components | |||
|- | |||
| colspan="5" align="center" style="background: #ffffcc" | generic core | |||
|- | |||
| colspan="5" align="center" style="background: #ffcccc" | render system | |||
|- | |||
| align="center" style="background: #cccccc" | native OpenGL | |||
| align="center" | or | |||
| align="center" style="background: #cccccc" | DirectX | |||
| align="center" | or | |||
| align="center" style="background: #cccccc" | ... | |||
|} | |||
* optional components: e.g. loaders for various formats, physics engine | |||
* generic core: resource handling, script loading, rendering | |||
* render system: a thin abstraction layer | |||
=== News === | === News === | ||
=== | * 2009-09-22 - The summer report was presented at the [http://ocaml.janestcapital.com/?q=node/68 JSSP meeting] | ||
* | * 2009-08-10 - Major public commit that went with the mid-summer report | ||
* 2009-05-12 - Project [http://ocaml.janestcapital.com/?q=node/63 announced] to be among the JSSP winners | |||
* 2009-03-31 - Application for [http://ocaml.janestcapital.com/?q=node/58 Jane Street Summer Project] sent in | |||
* 2009-01-?? - Development started | |||
=== Todo === | |||
* clean up code and upload it to Hackage | |||
=== Download === | === Download === | ||
=== | [http://code.google.com/p/lambdacube/ Lambdacube repository at Google Code] | ||
=== Screenshots === | |||
==== 2009-09 - JSSP meeting ==== | |||
Tile Racer track loader: | |||
[[Image:Lambdacube-tileracer.png|800px|Lambdacube Tile Racer track loader example]] | |||
Bullet physics integration: | |||
[[Image:Lambdacube-physics.png|800px|Lambdacube and Bullet physics example]] | |||
==== 2009-03 - Pre-summer mock-up ==== | |||
[[Image:Lambdacube1.jpeg]] | [[Image:Lambdacube1.jpeg]] | ||
=== License === | === License === | ||
The code is released under GPLv3. I'm planning to switch to BSD3. Or maybe a dual license. | |||
=== Features === | === Features === | ||
* Mesh file format | * Mesh file format | ||
** geometry is supported | ** geometry is supported | ||
Line 41: | Line 80: | ||
** [partly supported] fragment_program | ** [partly supported] fragment_program | ||
===Used | === Used packages and programs === | ||
* OpenGL | * OpenGL | ||
* GLFW | * GLFW |
Revision as of 23:15, 28 September 2009
Lambdacube Engine
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
News
- 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
Todo
- clean up code and upload it to Hackage
Download
Lambdacube repository at Google Code
Screenshots
2009-09 - JSSP meeting
Tile Racer track loader:
Bullet physics integration:
2009-03 - Pre-summer mock-up
License
The code is released under GPLv3. I'm planning to switch to BSD3. Or maybe a dual license.
Features
- Mesh file format
- geometry is supported
- skeletal animation is in progress
- Material Script
- [partly supported] material
- [partly supported] technique
- [partly supported] pass
- [partly supported] texture_unit
- [partly supported] vertex_program
- [partly supported] fragment_program
Used packages and programs
- OpenGL
- GLFW
- STB-image
- XML
- UULib
- Zip-Archive
- Alex