HGamer3D


_images/RotatingCube2.jpg _images/SpaceInvaders.jpg _images/SoundEffects.jpg

Welcome to the home of HGamer3D. I created HGamer3D for the purpose of experimenting with the Haskell language in combination with 3D world creation. Unfortunatly, HGamer3D is not feature complete for the purpose of creating more advanced games. To give transparency on it’s status, I have a small table, showing available features:

Feature Status
Scene Tree available, 3D hierarchy is possible
3D Objects you can create 3D objects from meshes and geometries
Materials materials can be used on 3D objects, yes
Scaling, Moving, Rotating Objects available
Camera available, also split screen with 2 cameras
Light different types of light available
Sound available
Input Devices Keyboard yes, Mouse yes, Joystick no
GUI small set of most important widgets available
Event Handling available
Multi-Threading (Haskell can do it) available, calls form threads will be serialized
Animated Characters not available
Scene Loading not available
Particle Effects not available
Path Finding not available
Networking not available
Physics not available
... not available

I will update this table when new features are going to be available. Also my goal is to get tooling into a state where others can add features themselves (the underlying game engine - Urho3D - is pretty feature complete).

To get started, you need to use a small helper tool, called aio. Due to the nature of C++ / Haskell bindings there was no other way to structure an approach, which is easy to use for everybody and which works without hassle on Windows, Linux and Mac. Since I know, that many of you like transparency and don’t like binaries, I explain the motivation behind it and the tool itself in more detail on the first page.

You can skip that if you feel safe enought to use aio right away and jump into installing. The 10 minute guide to get a first program build on your computure is in the First Game chapter.

You might wonder, what it takes to distribute a created program. This is shortly explained in the Distribution Guide.

If you encounter any difficulties in using HGamer3D according to the guides below, please e-mail me a short description. The e-mail address for this is: uotbw@hgamer3d.org. This will help me to detect errors and fix them and future readers can benefit from it. Thank you!

Note

A big “thank you!” to the creators and maintainers of Haskell, GHC, Urho3D, stack, vect and other open source libraries and tools. HGamer3D is based on their work.

Table of Contents


News

  • Dec, 2017 - updated instructions, to use it, fixed errors in Linux usage
  • Sep, 2017 - Version 0.9 - updated Website
  • April, 10th, 2017 - updated Website
  • Sep, 14th, 2016 - HGamer3D presented at HAL 2016, see abstract and slides.