3D Rendering Engine in Haskell (Re: [Haskell-cafe] FRP + physics / status of hpysics)

Awesome!
When you say you took Ogre as a base, do you mean your engine will be able
to load the meshes and material files, or are you also wrapping the C++ code
base?
Did you also consider Collada?
2009/3/8 Csaba Hruska
Hi!
This should be a bit offtopic, but now I'd like to announce that I'm working on a 3D rendering rengine in Haskell. I take ogre3d (www.ogre3d.org) as a base. My code can import import a subset of ogre model files (currently xml version) and material scripts (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23). You can easily import an existing 3d content or create new one because there are ogre exporter plugins for every major modeler programs. Currently I have some working code. I hope I'll be ready to release it in a month. It should act as graphical backend for FRP libraries. I use yampa in the example program but it's just an option, only example program depends on it.
Cheers, Csaba Hruska
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Of course I write everything in haskell! I mean about Ogre that i use only
it's model and material formats and none of its code. Thats all.
Yes, later I'd like to write a collada importer. :)
2009/3/8 Peter Verswyvelen
Awesome! When you say you took Ogre as a base, do you mean your engine will be able to load the meshes and material files, or are you also wrapping the C++ code base?
Did you also consider Collada?
2009/3/8 Csaba Hruska
Hi!
This should be a bit offtopic, but now I'd like to announce that I'm working on a 3D rendering rengine in Haskell. I take ogre3d (www.ogre3d.org) as a base. My code can import import a subset of ogre model files (currently xml version) and material scripts (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23). You can easily import an existing 3d content or create new one because there are ogre exporter plugins for every major modeler programs. Currently I have some working code. I hope I'll be ready to release it in a month. It should act as graphical backend for FRP libraries. I use yampa in the example program but it's just an option, only example program depends on it.
Cheers, Csaba Hruska
_______________________________________________ Haskell-Cafe mailing list Haskell-Cafe@haskell.org http://www.haskell.org/mailman/listinfo/haskell-cafe

Of course I write everything in haskell! I mean about Ogre that i use only it's model and material formats and none of its code. Thats all.
That's a big relief :-) Will it all be in the IO monad, or do you aim for a pure interface?
Yes, later I'd like to write a collada importer. :)
Super. If I find the time I could help with both projects since I've done a lot of OGRE hacking and wrote a small collada importer, albeit in C#
2009/3/8 Peter Verswyvelen
Awesome!
When you say you took Ogre as a base, do you mean your engine will be able to load the meshes and material files, or are you also wrapping the C++ code base?
Did you also consider Collada?
2009/3/8 Csaba Hruska
Hi!
This should be a bit offtopic, but now I'd like to announce that I'm working on a 3D rendering rengine in Haskell. I take ogre3d (www.ogre3d.org) as a base. My code can import import a subset of ogre model files (currently xml version) and material scripts (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23). You can easily import an existing 3d content or create new one because there are ogre exporter plugins for every major modeler programs. Currently I have some working code. I hope I'll be ready to release it in a month. It should act as graphical backend for FRP libraries. I use yampa in the example program but it's just an option, only example program depends on it.
Cheers, Csaba Hruska
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2009/3/8 Peter Verswyvelen
Of course I write everything in haskell! I mean about Ogre that i use only
it's model and material formats and none of its code. Thats all.
That's a big relief :-) Will it all be in the IO monad, or do you aim for a pure interface?
I prefer pure interface.
Yes, later I'd like to write a collada importer. :)
Super. If I find the time I could help with both projects since I've done a lot of OGRE hacking and wrote a small collada importer, albeit in C#
Cooperation would be great!
2009/3/8 Peter Verswyvelen
Awesome!
When you say you took Ogre as a base, do you mean your engine will be able to load the meshes and material files, or are you also wrapping the C++ code base?
Did you also consider Collada?
2009/3/8 Csaba Hruska
Hi!
This should be a bit offtopic, but now I'd like to announce that I'm working on a 3D rendering rengine in Haskell. I take ogre3d (www.ogre3d.org) as a base. My code can import import a subset of ogre model files (currently xml version) and material scripts (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23). You can easily import an existing 3d content or create new one because there are ogre exporter plugins for every major modeler programs. Currently I have some working code. I hope I'll be ready to release it in a month. It should act as graphical backend for FRP libraries. I use yampa in the example program but it's just an option, only example program depends on it.
Cheers, Csaba Hruska
_______________________________________________ Haskell-Cafe mailing list Haskell-Cafe@haskell.org http://www.haskell.org/mailman/listinfo/haskell-cafe

Csaba Hruska wrote:
Of course I write everything in haskell! I mean about Ogre that i use only it's model and material formats and none of its code. Thats all. Yes, later I'd like to write a collada importer. :)
2009/3/8 Peter Verswyvelen
mailto:bugfact@gmail.com> Awesome!
When you say you took Ogre as a base, do you mean your engine will be able to load the meshes and material files, or are you also wrapping the C++ code base?
Did you also consider Collada?
2009/3/8 Csaba Hruska
mailto:csaba.hruska@gmail.com> Hi!
This should be a bit offtopic, but now I'd like to announce that I'm working on a 3D rendering rengine in Haskell. I take ogre3d (www.ogre3d.org http://www.ogre3d.org) as a base. My code can import import a subset of ogre model files (currently xml version) and material scripts (http://www.ogre3d.org/docs/manual/manual_14.html#SEC23). You can easily import an existing 3d content or create new one because there are ogre exporter plugins for every major modeler programs. Currently I have some working code. I hope I'll be ready to release it in a month. It should act as graphical backend for FRP libraries. I use yampa in the example program but it's just an option, only example program depends on it.
Cheers, Csaba Hruska
_______________________________________________ Haskell-Cafe mailing list Haskell-Cafe@haskell.org mailto:Haskell-Cafe@haskell.org http://www.haskell.org/mailman/listinfo/haskell-cafe
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Would be nice if the ogre resource loading stuff were a seperate library. Anyway, it seems like theres quite a few people working on game/openGL related stuff for Haskell now. Would be nice to get a group of people working on something. Personally, I've been working on a 2d isometric game for the past several months.

* Neal Alexander
Anyway, it seems like theres quite a few people working on game/openGL related stuff for Haskell now. Would be nice to get a group of people working on something.
Please go ahead!
Personally, I've been working on a 2d isometric game for the past several months.
-- Roman I. Cheplyaka :: http://ro-che.info/ "Don't let school get in the way of your education." - Mark Twain
participants (4)
-
Csaba Hruska
-
Neal Alexander
-
Peter Verswyvelen
-
Roman Cheplyaka