Difference between revisions of "Frag"

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[[Category:Applications]]
 
[[Category:Applications]]
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== BibTeX Entry ==
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<pre>
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@mastersthesis{Frag,
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author = {Mun Hon Cheong},
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title = {Functional Programming and 3D Games},
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year = {2005},
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month = {November},
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school = {University of New South Wales},
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address = {Sydney, Australia},
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abstract = {Games are commonly programmed in imperative languages.
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Functional languages have been known to have benefits but have
  +
rarely been used to program games. In this thesis we implement
  +
a first person shooting game in Haskell and Yampa. The merits
  +
of this approach are examined.}
  +
}
  +
</pre>

Revision as of 08:10, 19 February 2007

Frag

Frag is a 3D first person shooting game written in Haskell, by Mun Hon Cheong. It is licensed under the GPL. The design and implementation of Frag is described in Mun's undergraduate thesis, Functional Programming and 3D Games.

Features

  • Yampa, a domain-specific embedded language for the programming of hybrid systems that using the concepts of Functional Reactive Programming (FRP) was used to program the game entities.
  • The Quake 3 BSP level format, Q3Map2, and the MD3 format for models and animations are used in this game.
  • Sven Panne's OpenGL binding, HOpenGL is used to render graphics.

Requirements

  • GHC 6.4 or greater, providing HOpenGL-2.0.
  • OpenGL drivers that support the vertex array and multitexture OpenGL extensions

Download

The code is distributed via a darcs repository: darcs get http://www.cse.unsw.edu.au/~pls/repos/frag

darcs is the standard rcs of the Haskell community.

Contributions

Frag needs contributions from the community! Darcs send patches to Don Stewart.

Screenshots

Frag1.png

Frag2.png

Frag3.png

Frag4.png

Frag5.png

BibTeX Entry

@mastersthesis{Frag,
    author   = {Mun Hon Cheong},
    title    = {Functional Programming and 3D Games},
    year     = {2005},
    month    = {November},
    school   = {University of New South Wales},
    address  = {Sydney, Australia},
    abstract = {Games are commonly programmed in imperative languages.
                Functional languages have been known to have benefits but have
                rarely been used to program games. In this thesis we implement
                a first person shooting game in Haskell and Yampa. The merits
                of this approach are examined.}
}