Difference between revisions of "LambdaHack"
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|released = Apr 12, 2008 | |released = Apr 12, 2008 | ||
|relver = 1.20080412 | |relver = 1.20080412 | ||
|updated = | |updated = Mar 4, 2014 (0.2.12) | ||
|updver = 0.2. | |updver = 0.2.12 | ||
|licensing = [[BSD3]] (Free Software) | |licensing = [[BSD3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] | ||
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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. | and of clients (human and AI-controlled) and server. | ||
Please see the changelog file for recent improvements | |||
and the issue tracker for short-term plans. Long term vision | |||
revolves around procedural content generation and includes | |||
in-game content creation, auto-balancing and persistent | |||
content modification based on player behaviour. | |||
For the list of recent changes see | |||
https://github.com/kosmikus/LambdaHack/blob/master/changelog | |||
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]]. | ||
Revision as of 08:56, 4 March 2014
LambdaHack | |
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Library project | |
Developer | Andres Löh, Mikolaj Konarski |
Released | Apr 12, 2008 |
Updated | Mar 4, 2014 (0.2.12) |
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. Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term vision revolves around procedural content generation and includes in-game content creation, auto-balancing and persistent content modification based on player behaviour.
For the list of recent changes see https://github.com/kosmikus/LambdaHack/blob/master/changelog
A larger game that depends on the LambdaHack library is Allure of the Stars.