Difference between revisions of "LambdaHack"

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(update for v0.2.8)
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|released = Apr 12, 2008
|released = Apr 12, 2008
|relver = 1.20080412
|relver = 1.20080412
|updated = Nov 25, 2012
|updated = Sep 21, 2013
|updver = 0.2.6
|updver = 0.2.8
|licensing = [[BSD3]] (Free Software)
|licensing = [[BSD3]] (Free Software)
|language = [[Haskell]]
|language = [[Haskell]]
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This is an alpha release of LambdaHack,
This is an alpha release of LambdaHack,
a Haskell game engine library for roguelike games
a game engine library for roguelike games
of arbitrary theme, size and complexity,
of arbitrary theme, size and complexity,
packaged together with a small example dungeon crawler.
packaged together with a small example dungeon crawler.
When completed, it will let you specify content
When completed, the engine will let you specify content
to be procedurally generated, define the AI behaviour
to be procedurally generated, define the AI behaviour
on top of the generic content-independent rules
on top of the generic content-independent rules
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and many other generic engine components are easily overridden,
and many other generic engine components are easily overridden,
but the fundamental source of flexibility lies
but the fundamental source of flexibility lies
in the strict and type-safe separation of code and content.
in the strict and type-safe separation of code and content
and of clients (human and AI-controlled) and server.


Upcoming new features: improved squad combat,
New, in this release, is cooperative and competitive multiplayer
player action undo/redo, ranged combat animations,
(shared-screen only in this version) and overhauled searching.
completely redesigned UI. Long term goals are focused
The code has been rewritten to have a single server
around procedural content generation and include
that sends restricted game state updates to many
in-game content creation, auto-balancing, persistent
fat clients, while a thin frontend layer multiplexes
content modification based on player behaviour
visuals from a subset of the clients.
and the improvement of the AI monad EDSL, so that rules
Upcoming features: new and improved frontends, improved AI
for synthesising monster behaviour from game content
(better leader switching and ranged combat), dynamic light
are extensible, readable and easy to debug.
sources, explosions, player action undo/redo, completely
redesigned UI. Long term goals are focused on procedural
content generation and include in-game content creation,
auto-balancing and persistent content modification
based on player behaviour.


A larger game that depends on the LambdaHack library
A larger game that depends on the LambdaHack library
is [[Allure of the Stars]].
is [[Allure of the Stars]].


Compiled using the [http://www.haskell.org/cabal cabal] tool from the package available at [http://hackage.haskell.org/package/LambdaHack its Hackage page.]
LambdaHack can be compiled using the [http://www.haskell.org/cabal cabal] tool from the LambdaHack package available at [http://hackage.haskell.org/package/LambdaHack its Hackage page.]

Revision as of 23:29, 20 September 2013

LambdaHack
Library project
Developer Andres Löh, Mikolaj Konarski
Released Apr 12, 2008
Updated Sep 21, 2013
Status Alpha
Licensing BSD3 (Free Software)
P. Language Haskell
Platforms Linux, OSX, Windows
Dependencies as specified on the Hackage page
Official site of LambdaHack


This is an alpha release of LambdaHack, a game engine library for roguelike games of arbitrary theme, size and complexity, packaged together with a small example dungeon crawler. When completed, the engine will let you specify content to be procedurally generated, define the AI behaviour on top of the generic content-independent rules and compile a ready-to-play game binary, using either the supplied or a custom-made main loop. Several frontends are available (GTK is the default) and many other generic engine components are easily overridden, but the fundamental source of flexibility lies in the strict and type-safe separation of code and content and of clients (human and AI-controlled) and server.

New, in this release, is cooperative and competitive multiplayer (shared-screen only in this version) and overhauled searching. The code has been rewritten to have a single server that sends restricted game state updates to many fat clients, while a thin frontend layer multiplexes visuals from a subset of the clients. Upcoming features: new and improved frontends, improved AI (better leader switching and ranged combat), dynamic light sources, explosions, player action undo/redo, completely redesigned UI. Long term goals are focused on procedural content generation and include in-game content creation, auto-balancing and persistent content modification based on player behaviour.

A larger game that depends on the LambdaHack library is Allure of the Stars.

LambdaHack can be compiled using the cabal tool from the LambdaHack package available at its Hackage page.