Difference between revisions of "LambdaCubeEngine"

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== LambdaCube Engine ==
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== Overview ==
   
  +
LambdaCube 3D is Haskell-like purely functional domain specific language for programming the GPU (graphics processing unit).
=== Overview ===
 
   
  +
During the years the project had lot of rewrite and reconfiguration.
LambdaCube is a 3D rendering engine entirely written in Haskell.
 
  +
It was a long journey from a Haskell OGRE clone to a graphics EDSL and finally to a standalone compiler.
  +
Read more on [http://lambdacube3d.com/history project history] page.
   
  +
Project homepage: [http://lambdacube3d.com/ http://lambdacube3d.com]
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.
 
   
 
== Download ==
An application building on LambdaCube is composed of the following layers:
 
   
  +
[https://github.com/lambdacube3d LambdaCube 3D on GitHub]
{| 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 to unify low-level APIs
 
 
=== News ===
 
   
  +
== History ==
  +
* 2015-04-14 - New homepage: [http://lambdacube3d.com/ http://lambdacube3d.com]
  +
* 2015-02-14 - First working DSL compiler
  +
* 2014-11-?? - The focus turns for the DSL implementation
  +
* 2012-08-15 - Started development [http://lambdacube3d.wordpress.com/ 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 [http://just-bottom.blogspot.com/2011/06/renewed-lambdacube-bullet-bindings-and.html announcement]
 
* 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
 
* 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
   
 
== Screenshots of previous iterations ==
=== Download ===
 
   
  +
=== 2012-06 - LC DSL Q3 example ===
[http://code.google.com/p/lambdacube/ LambdaCube repository at Google Code]
 
   
  +
[[Image:Lc-q3.png|800px|Quake3 example]]
=== Todo ===
 
   
  +
=== 2012-06 - LC DSL Stunts example ===
* 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 [http://hackage.haskell.org/package/OpenGLRaw OpenGLRaw]
 
** LOD support
 
* Low priority:
 
** particle system
 
** shadow mapping
 
** skeletal animation
 
** volumetric clouds
 
** imposters
 
** Collada support
 
** terrain support (heightmap with LOD, cf. [http://www.andrasbalogh.com/RangerMk2/ SOAR])
 
** mesh modelling interface
 
* Long term:
 
** Quake3 map loader (BSP support)
 
   
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[[Image:Lc-stunts-1.png|800px|Stunts example]]
=== Screenshots ===
 
   
  +
[[Image:Lc-stunts-2.png|800px|Stunts example]]
==== 2009-11 - Hackage release ====
 
  +
 
=== 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 ===
+
== Licence ==
   
 
The code is released under BSD3.
 
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.
=== Features ===
 
 
* [http://www.ogre3d.org/docs/manual/manual_9.html#SEC12 Mesh file format]
 
** Geometry is supported
 
* [http://www.ogre3d.org/docs/manual/manual_14.html#SEC23 Material Script]
 
 
=== Dependencies ===
 
 
* Core library:
 
** [http://hackage.haskell.org/package/OpenGL OpenGL] - to be dropped completely in favour of [http://hackage.haskell.org/package/OpenGLRaw OpenGLRaw]
 
** [http://hackage.haskell.org/package/uulib uulib] - used for parsing scripts
 
** [http://hackage.haskell.org/package/alex alex] - used for parsing scripts
 
** [http://hackage.haskell.org/package/fgl fgl] - scene graph handling
 
** [http://hackage.haskell.org/package/zip-archive zip-archive]
 
** [http://hackage.haskell.org/package/hslogger hslogger]
 
* Optional components:
 
** [http://hackage.haskell.org/package/stb-image stb-image] - image loader
 
** [http://hackage.haskell.org/package/xml xml] - Ogre interchange format loader
 
* Examples:
 
** [http://hackage.haskell.org/package/GLFW GLFW]
 
** [http://hackage.haskell.org/package/elerea elerea]
 
** [http://hackage.haskell.org/package/bullet Bullet Physics binding]
 
 
The engine and the examples not using physics build out of the box on a fresh Haskell Platform install under Windows.
 
   
 
[[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

LambdaCube 3D on GitHub

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

Quake3 example

2012-06 - LC DSL Stunts example

Stunts example

Stunts example

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.

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.