Difference between revisions of "LambdaHack"

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(Update to v0.4.100.0)
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{{library| name = LambdaHack
{{library| name = LambdaHack
|developer = Andres Löh, [[Mikolaj Konarski]]
|developer = Andres Löh, [[Mikolaj Konarski]]
|released = Apr 12, 2008
|released = Apr 12, 2008 (v1.20080412)
|relver = 1.20080412
|relver = 1.20080412
|updated = Dec 12, 2014 (0.4.100.0, aka 'The last thaw')
|updated = Dec 12, 2014 (0.4.100.0, aka 'The last thaw')
Line 10: Line 10:
|site = https://github.com/LambdaHack/LambdaHack/releases
|site = https://github.com/LambdaHack/LambdaHack/releases
|status = Beta
|status = Beta
|dependencies = as specified on [http://hackage.haskell.org/package/LambdaHack the Hackage page]
|dependencies = GTK is a binary dependency, source dependencies are as specified on [http://hackage.haskell.org/package/LambdaHack the Hackage page]
}}
}}


https://raw.githubusercontent.com/LambdaHack/media/master/icon/skirmish1.32x32.png
https://raw.githubusercontent.com/LambdaHack/media/master/icon/skirmish1.32x32.png
LambdaHack is a Haskell game engine
LambdaHack is a Haskell game engine library for roguelike
library for roguelike games of arbitrary theme, size and complexity,
games of arbitrary theme, size and complexity. You specify the content
packaged together with a small example dungeon crawler. When completed,
to be procedurally generated, including game rules and AI behaviour.
the engine will let you specify content to be procedurally generated,
The library lets you compile a ready-to-play game binary, using either
define the AI behaviour on top of the generic content-independent rules
the supplied or a custom-made main loop. Several frontends are available
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
(GTK is the default) and many other generic engine components
are easily overridden, but the fundamental source of flexibility lies
are easily overridden, but the fundamental source of flexibility lies

Revision as of 20:10, 11 December 2014

LambdaHack
Library project
Developer Andres Löh, Mikolaj Konarski
Released Apr 12, 2008 (v1.20080412)
Updated Dec 12, 2014 (0.4.100.0, aka 'The last thaw')
Status Beta
Licensing BSD3 (Free Software)
P. Language Haskell
Platforms Linux, OSX, Windows
Dependencies GTK is a binary dependency, source dependencies are as specified on the Hackage page
Official site of LambdaHack


skirmish1.32x32.png LambdaHack is a Haskell game engine library for roguelike games of arbitrary theme, size and complexity. You specify the content to be procedurally generated, including game rules and AI behaviour. The library lets you 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. Long-term goals for LambdaHack include support for multiplayer tactical squad combat, in-game content creation, auto-balancing and persistent content modification based on player behaviour.

The engine comes with a sample code for a little dungeon crawler, called LambdaHack and described in PLAYING.md on the official site. A larger, diferent game that depends on the LambdaHack library is Allure of the Stars. Yet another promising game is Space Privateers.


skirmish1.png

ambush1.png

campaign1.png