Graphics Programming with LambdaCube 3D - Part 1 of 2
summary
Course claims a working purely functional GPU pipeline and shows a live build of a simple 3D game: meshes and textures (obj, MTL, PNG) get OBJ to GPU upload, a compiler is used as a library so the pipeline can be recompiled at runtime for hot reload of pipeline, and runtime state lives in a separate value called storage that holds GPU references and per-object uniforms storage holds GPU references. Demos include rotating geometry, asteroids and a spaceship and the code runs.
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chapters (27)
- 0:00Intro
- 2:25Hardware diagram
- 3:35Rasterization
- 5:38C Language
- 7:40Operations
- 8:27Preparation Material
- 12:10Actual Code
- 12:52Functions
- 13:40Connections
- 14:58Hello HS
- 26:03Graphics Pipeline
- 27:51Function Composition
- 33:03Load Object
- 35:30Joker
- 36:16Haskell
- 37:03Vertex Shader
- 40:29Uploading Images
- 41:34Buffer
- 42:29Game logic
- 43:45User input
- 46:12Input schema
- 46:46Spaceship model
- 47:10Textures
- 47:53Uniforms
- 49:08Enable Object
- 52:03Position and Angle
- 52:28Update Unit








