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LambdaCube 3D
- wiz21 11y agoit compiles, but how does it run ?
- S4M 11y agoJust edit the code, and if there are no compile errors, it will reload a new version. To make sure it works for you, load the example "Example01.lc" and change the color (the tuple at the end of the line). it should change the color displayed after a second or two.
- vegabook 11y agoDoes anything like this exist in Ocaml?
- vlastachu 11y agohttp://lambdacube3d.com/editor.html http://lambdacube3d.com/editor.html why type inference (for hints in editor) is so cool? Can I do something similar for haskell (without pain if possible)?
- deleted 11y ago[deleted]
- abecedarius 11y agoFor anyone else wondering what this has to do with https://en.wikipedia.org/wiki/Lambda_cube https://en.wikipedia.org/wiki/Lambda_cube -- in a few minutes I couldn't find anything.
- overgard 11y agoThis is pretty fascinating, although superficially a lot of this seems more complex than just plain opengl. For example: clear = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 navy) -- ... mapFragments s fs = Accumulate colorFragmentCtx PassAll (\a -> FragmentOutRastDepth $ fs a) s clear Compared with: glClearColor(...) glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) State management is a nightmare in OpenGL, but that second chunk of code is a lot easier to wrap my head around even if it's objectively worse in a lot of ways. Still though, I'm waiting to see the language tutorial before I make up my mind. Looks interesting!
- csabahruska 11y agothat OpenGL code is written like this in LambdaCube 3D: main = ScreenOut (FrameBuffer (ColorImage @1 (V4 0 1 0 1.0))) or with depth + color buffer main = ScreenOut (FrameBuffer (DepthImage @1 1000, ColorImage @1 navy))