Difference between revisions of "LambdaHack"
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|released = Apr 12, 2008 (v1.20080412) | |released = Apr 12, 2008 (v1.20080412) | ||
|relver = v1.20080412 | |relver = v1.20080412 | ||
|updated = | |updated = Apr 2, 2015 (v0.4.101.0, aka 'Officially fun') | ||
|updver = v0.4. | |updver = v0.4.101.0 | ||
|licensing = [[BSD3]] (Free Software) | |licensing = [[BSD3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] |
Revision as of 23:46, 2 April 2015
LambdaHack | |
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Library project | |
Developer | Andres Löh, Mikolaj Konarski |
Released | Apr 12, 2008 (v1.20080412) |
Updated | Apr 2, 2015 (v0.4.101.0, aka 'Officially fun') |
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 |
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.