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robojerk 2025-12-15 16:03:37 -08:00
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/// AssetLoader - Asset management and loading system
/// NO PLATFORM-SPECIFIC IMPORTS ALLOWED IN THIS MODULE
/// Handles loading of 3D models, textures, animations, and audio files
import Foundation
// MARK: - Asset Types
/// Asset loading result
public enum AssetResult<T> {
case success(T)
case failure(AssetError)
}
/// Asset loading errors
public enum AssetError: Error, LocalizedError {
case fileNotFound(String)
case invalidFormat(String)
case corruptedData(String)
case unsupportedVersion(String)
case outOfMemory
public var errorDescription: String? {
switch self {
case .fileNotFound(let path):
return "Asset file not found: \(path)"
case .invalidFormat(let format):
return "Invalid asset format: \(format)"
case .corruptedData(let reason):
return "Corrupted asset data: \(reason)"
case .unsupportedVersion(let version):
return "Unsupported asset version: \(version)"
case .outOfMemory:
return "Out of memory while loading asset"
}
}
}
/// Asset handle for reference counting and management
public struct AssetHandle<T>: Hashable, Sendable where T: Hashable {
public let id: UUID
public let path: String
public init(id: UUID = UUID(), path: String) {
self.id = id
self.path = path
}
public func hash(into hasher: inout Hasher) {
hasher.combine(id)
}
}
// MARK: - Mesh Data
/// Mesh data structure (vertex and index buffers)
public struct MeshData: Sendable, Hashable {
public var name: String
public var vertices: [MeshVertex]
public var indices: [UInt32]
public var bounds: BoundingBox
public init(name: String, vertices: [MeshVertex], indices: [UInt32], bounds: BoundingBox) {
self.name = name
self.vertices = vertices
self.indices = indices
self.bounds = bounds
}
public func hash(into hasher: inout Hasher) {
hasher.combine(name)
}
}
/// Vertex structure for mesh data
public struct MeshVertex: Sendable, Hashable {
public var position: SIMD3<Float>
public var normal: SIMD3<Float>
public var uv: SIMD2<Float>
public var tangent: SIMD3<Float>
public var boneIndices: SIMD4<UInt8> // For skeletal animation
public var boneWeights: SIMD4<Float> // For skeletal animation
public init(position: SIMD3<Float>, normal: SIMD3<Float>, uv: SIMD2<Float>,
tangent: SIMD3<Float> = .zero, boneIndices: SIMD4<UInt8> = .zero,
boneWeights: SIMD4<Float> = .zero) {
self.position = position
self.normal = normal
self.uv = uv
self.tangent = tangent
self.boneIndices = boneIndices
self.boneWeights = boneWeights
}
}
/// Bounding box for culling
public struct BoundingBox: Sendable, Hashable {
public var min: SIMD3<Float>
public var max: SIMD3<Float>
public init(min: SIMD3<Float>, max: SIMD3<Float>) {
self.min = min
self.max = max
}
}
// MARK: - Texture Data
/// Texture data structure
public struct TextureData: Sendable, Hashable {
public var name: String
public var width: Int
public var height: Int
public var format: TextureFormat
public var data: Data
public var mipLevels: Int
public init(name: String, width: Int, height: Int, format: TextureFormat, data: Data, mipLevels: Int = 1) {
self.name = name
self.width = width
self.height = height
self.format = format
self.data = data
self.mipLevels = mipLevels
}
public func hash(into hasher: inout Hasher) {
hasher.combine(name)
}
}
/// Texture format
public enum TextureFormat: Sendable, Hashable {
case rgba8
case rgba16f
case rgba32f
case dxt1
case dxt5
case bc7
}
// MARK: - Animation Data
/// Skeletal animation data
public struct AnimationData: Sendable, Hashable {
public var name: String
public var duration: Float
public var ticksPerSecond: Float
public var channels: [AnimationChannel]
public init(name: String, duration: Float, ticksPerSecond: Float, channels: [AnimationChannel]) {
self.name = name
self.duration = duration
self.ticksPerSecond = ticksPerSecond
self.channels = channels
}
public func hash(into hasher: inout Hasher) {
hasher.combine(name)
}
}
/// Animation channel (per-bone)
public struct AnimationChannel: Sendable, Hashable {
public var boneName: String
public var positionKeys: [KeyFrame<SIMD3<Float>>]
public var rotationKeys: [KeyFrame<SIMD4<Float>>]
public var scaleKeys: [KeyFrame<SIMD3<Float>>]
public init(boneName: String, positionKeys: [KeyFrame<SIMD3<Float>>],
rotationKeys: [KeyFrame<SIMD4<Float>>], scaleKeys: [KeyFrame<SIMD3<Float>>]) {
self.boneName = boneName
self.positionKeys = positionKeys
self.rotationKeys = rotationKeys
self.scaleKeys = scaleKeys
}
}
/// Animation keyframe
public struct KeyFrame<T: Sendable & Hashable>: Sendable, Hashable {
public var time: Float
public var value: T
public init(time: Float, value: T) {
self.time = time
self.value = value
}
}
// MARK: - Skeleton Data
/// Skeletal hierarchy for character animation
public struct SkeletonData: Sendable, Hashable {
public var bones: [Bone]
public var rootBoneIndex: Int
public init(bones: [Bone], rootBoneIndex: Int = 0) {
self.bones = bones
self.rootBoneIndex = rootBoneIndex
}
}
/// Individual bone in skeleton
public struct Bone: Sendable, Hashable {
public var name: String
public var parentIndex: Int?
public var offsetMatrix: float4x4
public init(name: String, parentIndex: Int?, offsetMatrix: float4x4) {
self.name = name
self.parentIndex = parentIndex
self.offsetMatrix = offsetMatrix
}
}
// MARK: - Asset Manager
/// Main asset management system
public actor AssetManager {
private var meshCache: [String: MeshData] = [:]
private var textureCache: [String: TextureData] = [:]
private var animationCache: [String: AnimationData] = [:]
private var skeletonCache: [String: SkeletonData] = [:]
private var loadedAssets: Set<String> = []
public init() {}
// MARK: - Lifecycle
public func initialize() {
print(" ✓ Asset manager initialized")
}
public func shutdown() {
meshCache.removeAll()
textureCache.removeAll()
animationCache.removeAll()
skeletonCache.removeAll()
loadedAssets.removeAll()
print(" ✓ Asset manager shutdown (cleared caches)")
}
// MARK: - Mesh Loading
/// Load a 3D mesh from file
public func loadMesh(path: String) async -> AssetResult<MeshData> {
// Check cache first
if let cached = meshCache[path] {
return .success(cached)
}
// Load from disk
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
return .failure(.fileNotFound(path))
}
// Parse mesh format (OBJ, FBX, GLTF, etc.)
guard let mesh = parseMeshData(data: data, path: path) else {
return .failure(.invalidFormat(path))
}
// Cache and return
meshCache[path] = mesh
loadedAssets.insert(path)
return .success(mesh)
}
private func parseMeshData(data: Data, path: String) -> MeshData? {
// Simplified placeholder - would parse actual formats
// For sports games: support FBX (player models), GLTF (stadiums), custom formats
// Create a simple test mesh (placeholder)
return createTestMesh(name: path)
}
private func createTestMesh(name: String) -> MeshData {
// Create a simple cube for testing
let vertices: [MeshVertex] = [
MeshVertex(position: SIMD3<Float>(-1, -1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(0, 0)),
MeshVertex(position: SIMD3<Float>(1, -1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(1, 0)),
MeshVertex(position: SIMD3<Float>(1, 1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(1, 1)),
MeshVertex(position: SIMD3<Float>(-1, 1, -1), normal: SIMD3<Float>(0, 0, -1), uv: SIMD2<Float>(0, 1)),
]
let indices: [UInt32] = [0, 1, 2, 0, 2, 3]
let bounds = BoundingBox(
min: SIMD3<Float>(-1, -1, -1),
max: SIMD3<Float>(1, 1, 1)
)
return MeshData(name: name, vertices: vertices, indices: indices, bounds: bounds)
}
// MARK: - Texture Loading
/// Load a texture from file
public func loadTexture(path: String) async -> AssetResult<TextureData> {
// Check cache first
if let cached = textureCache[path] {
return .success(cached)
}
// Load from disk
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
return .failure(.fileNotFound(path))
}
// Parse texture format (PNG, JPG, DDS, KTX, etc.)
guard let texture = parseTextureData(data: data, path: path) else {
return .failure(.invalidFormat(path))
}
// Cache and return
textureCache[path] = texture
loadedAssets.insert(path)
return .success(texture)
}
private func parseTextureData(data: Data, path: String) -> TextureData? {
// Simplified placeholder - would use image decoding libraries
// For sports games: support DDS (compressed), PNG, JPG, HDR textures
// Create a simple test texture
return createTestTexture(name: path)
}
private func createTestTexture(name: String) -> TextureData {
// Create a 2x2 test texture (white)
let width = 2
let height = 2
var data = Data(count: width * height * 4)
for i in 0..<(width * height * 4) {
data[i] = 255
}
return TextureData(name: name, width: width, height: height, format: .rgba8, data: data)
}
// MARK: - Animation Loading
/// Load skeletal animation from file
public func loadAnimation(path: String) async -> AssetResult<AnimationData> {
// Check cache first
if let cached = animationCache[path] {
return .success(cached)
}
// Load from disk
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
return .failure(.fileNotFound(path))
}
// Parse animation format
guard let animation = parseAnimationData(data: data, path: path) else {
return .failure(.invalidFormat(path))
}
// Cache and return
animationCache[path] = animation
loadedAssets.insert(path)
return .success(animation)
}
private func parseAnimationData(data: Data, path: String) -> AnimationData? {
// Simplified placeholder - would parse FBX/GLTF animations
// For sports games: running, shooting, passing, tackling animations
return createTestAnimation(name: path)
}
private func createTestAnimation(name: String) -> AnimationData {
// Create a simple test animation
let channel = AnimationChannel(
boneName: "Root",
positionKeys: [
KeyFrame(time: 0.0, value: SIMD3<Float>(0, 0, 0)),
KeyFrame(time: 1.0, value: SIMD3<Float>(1, 0, 0))
],
rotationKeys: [
KeyFrame(time: 0.0, value: SIMD4<Float>(0, 0, 0, 1)),
KeyFrame(time: 1.0, value: SIMD4<Float>(0, 0, 0, 1))
],
scaleKeys: [
KeyFrame(time: 0.0, value: SIMD3<Float>(1, 1, 1)),
KeyFrame(time: 1.0, value: SIMD3<Float>(1, 1, 1))
]
)
return AnimationData(name: name, duration: 1.0, ticksPerSecond: 30.0, channels: [channel])
}
// MARK: - Skeleton Loading
/// Load skeletal hierarchy from file
public func loadSkeleton(path: String) async -> AssetResult<SkeletonData> {
// Check cache first
if let cached = skeletonCache[path] {
return .success(cached)
}
// Load from disk
guard let data = try? Data(contentsOf: URL(fileURLWithPath: path)) else {
return .failure(.fileNotFound(path))
}
// Parse skeleton format
guard let skeleton = parseSkeletonData(data: data, path: path) else {
return .failure(.invalidFormat(path))
}
// Cache and return
skeletonCache[path] = skeleton
loadedAssets.insert(path)
return .success(skeleton)
}
private func parseSkeletonData(data: Data, path: String) -> SkeletonData? {
// Simplified placeholder
return createTestSkeleton()
}
private func createTestSkeleton() -> SkeletonData {
let rootBone = Bone(name: "Root", parentIndex: nil, offsetMatrix: matrix_identity_float4x4)
return SkeletonData(bones: [rootBone], rootBoneIndex: 0)
}
// MARK: - Cache Management
public func unloadAsset(path: String) {
meshCache.removeValue(forKey: path)
textureCache.removeValue(forKey: path)
animationCache.removeValue(forKey: path)
skeletonCache.removeValue(forKey: path)
loadedAssets.remove(path)
}
public func clearCache() {
meshCache.removeAll()
textureCache.removeAll()
animationCache.removeAll()
skeletonCache.removeAll()
loadedAssets.removeAll()
}
public func getCacheSize() -> (meshes: Int, textures: Int, animations: Int, skeletons: Int) {
return (meshCache.count, textureCache.count, animationCache.count, skeletonCache.count)
}
}
// MARK: - Matrix Helper
extension float4x4 {
static var identity: float4x4 {
return matrix_identity_float4x4
}
}

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/// DX12Renderer - DirectX 12 rendering backend implementation
/// This is a PLATFORM-SPECIFIC module (DirectX 12 API on Windows)
import Foundation
import RendererAPI
#if os(Windows)
// Note: In a real implementation, this would import DirectX 12 C bindings
// import CDirectX12 or similar Swift DirectX wrapper
#endif
/// DirectX 12-based renderer implementation
public final class DX12Renderer: Renderer, @unchecked Sendable {
private var config: RendererConfig?
private var isInitialized: Bool = false
// DirectX 12 handles (placeholders - would be actual D3D12 types)
private var device: UnsafeMutableRawPointer?
private var commandQueue: UnsafeMutableRawPointer?
private var swapChain: UnsafeMutableRawPointer?
private var rtvHeap: UnsafeMutableRawPointer? // Render Target View heap
private var dsvHeap: UnsafeMutableRawPointer? // Depth Stencil View heap
private var commandAllocator: UnsafeMutableRawPointer?
private var commandList: UnsafeMutableRawPointer?
private var pipelineState: UnsafeMutableRawPointer?
private var rootSignature: UnsafeMutableRawPointer?
// Synchronization
private var fence: UnsafeMutableRawPointer?
private var fenceValue: UInt64 = 0
private var fenceEvent: UnsafeMutableRawPointer?
// Resource storage
private var meshes: [MeshHandle: DX12Mesh] = [:]
private var textures: [TextureHandle: DX12Texture] = [:]
private var materials: [MaterialHandle: DX12Material] = [:]
private var currentFrameIndex: UInt32 = 0
private let maxFramesInFlight: UInt32 = 2
public init() {
print(" 🪟 DX12Renderer created")
}
// MARK: - Renderer Protocol Implementation
public func initialize(config: RendererConfig) async throws {
print(" → Initializing DirectX 12 renderer...")
self.config = config
#if os(Windows)
// 1. Enable debug layer in debug builds
try enableDebugLayer()
// 2. Create DXGI Factory
try createFactory()
// 3. Create D3D12 Device
try createDevice()
// 4. Create Command Queue
try createCommandQueue()
// 5. Create Swap Chain
try createSwapChain(windowHandle: config.windowHandle, width: config.width, height: config.height)
// 6. Create Descriptor Heaps
try createDescriptorHeaps()
// 7. Create Render Target Views
try createRenderTargets()
// 8. Create Command Allocator and List
try createCommandAllocatorAndList()
// 9. Create Root Signature
try createRootSignature()
// 10. Create Pipeline State Object (PSO)
try createPipelineState()
// 11. Create Fence for synchronization
try createFence()
#else
throw RendererError.unsupportedPlatform("DirectX 12 is only available on Windows")
#endif
isInitialized = true
print(" ✓ DirectX 12 renderer initialized")
}
public func beginFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
#if os(Windows)
// Wait for previous frame
// Reset command allocator
// Reset command list
// Set render target
// Clear render target and depth buffer
#endif
}
public func draw(scene: Scene) throws {
guard isInitialized else { throw RendererError.notInitialized }
#if os(Windows)
// Set root signature
// Set pipeline state
// Set viewport and scissor rect
// Draw each entity
for entity in scene.entities {
// Set root parameters (CBV/SRV/UAV)
// Set vertex and index buffers
// Draw indexed
drawEntity(entity, camera: scene.camera)
}
#endif
}
public func endFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
#if os(Windows)
// Transition render target to present state
// Close command list
// Execute command list on queue
// Present swap chain
// Signal fence
currentFrameIndex = (currentFrameIndex + 1) % maxFramesInFlight
#endif
}
public func shutdown() async {
print(" → Shutting down DirectX 12 renderer...")
#if os(Windows)
// Wait for GPU to finish
// Destroy all resources in reverse order
destroyFence()
destroyPipelineState()
destroyRootSignature()
destroyCommandResources()
destroyRenderTargets()
destroyDescriptorHeaps()
destroySwapChain()
destroyCommandQueue()
destroyDevice()
#endif
isInitialized = false
print(" ✓ DirectX 12 renderer shutdown complete")
}
public func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle {
let handle = MeshHandle()
#if os(Windows)
// Create D3D12 vertex buffer (committed resource)
// Create D3D12 index buffer (committed resource)
// Upload data to GPU using upload heap
#endif
let dx12Mesh = DX12Mesh(
vertexBuffer: nil,
indexBuffer: nil,
vertexBufferView: nil,
indexBufferView: nil,
indexCount: UInt32(indices.count)
)
meshes[handle] = dx12Mesh
return handle
}
public func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle {
let handle = TextureHandle()
#if os(Windows)
// Create D3D12 texture resource
// Create Shader Resource View (SRV)
// Upload texture data via upload heap
#endif
let dx12Texture = DX12Texture(
resource: nil,
srvHeapIndex: 0,
width: width,
height: height
)
textures[handle] = dx12Texture
return handle
}
public func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle {
let handle = MaterialHandle()
#if os(Windows)
// Create material constant buffer
// Set up descriptor table for textures
#endif
let dx12Material = DX12Material(
constantBuffer: nil,
albedoTexture: albedoTexture,
normalTexture: normalTexture
)
materials[handle] = dx12Material
return handle
}
public var info: RendererInfo {
return RendererInfo(
apiName: "DirectX 12",
apiVersion: "12.0",
deviceName: "D3D12 Device (placeholder)",
maxTextureSize: 16384
)
}
// MARK: - DirectX 12-Specific Implementation
#if os(Windows)
private func enableDebugLayer() throws {
print(" • Enabling D3D12 debug layer...")
// ID3D12Debug::EnableDebugLayer()
}
private func createFactory() throws {
print(" • Creating DXGI factory...")
// CreateDXGIFactory2(...)
}
private func createDevice() throws {
print(" • Creating D3D12 device...")
// D3D12CreateDevice(...) with hardware adapter
}
private func createCommandQueue() throws {
print(" • Creating command queue...")
// ID3D12Device::CreateCommandQueue(D3D12_COMMAND_LIST_TYPE_DIRECT)
}
private func createSwapChain(windowHandle: UnsafeMutableRawPointer?, width: Int, height: Int) throws {
print(" • Creating swap chain (\(width)x\(height))...")
// IDXGIFactory::CreateSwapChainForHwnd(...)
}
private func createDescriptorHeaps() throws {
print(" • Creating descriptor heaps...")
// ID3D12Device::CreateDescriptorHeap for RTV, DSV, CBV/SRV/UAV
}
private func createRenderTargets() throws {
print(" • Creating render target views...")
// ID3D12Device::CreateRenderTargetView for each swap chain buffer
}
private func createCommandAllocatorAndList() throws {
print(" • Creating command allocator and list...")
// ID3D12Device::CreateCommandAllocator
// ID3D12Device::CreateCommandList
}
private func createRootSignature() throws {
print(" • Creating root signature...")
// ID3D12Device::CreateRootSignature with CBVs, SRVs, samplers
}
private func createPipelineState() throws {
print(" • Creating pipeline state...")
// Compile HLSL shaders
// ID3D12Device::CreateGraphicsPipelineState with shaders and state
}
private func createFence() throws {
print(" • Creating fence...")
// ID3D12Device::CreateFence
// CreateEventEx for CPU-side waiting
}
private func drawEntity(_ entity: Entity, camera: Camera) {
// ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView (MVP matrix)
// ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable (textures)
// ID3D12GraphicsCommandList::IASetVertexBuffers
// ID3D12GraphicsCommandList::IASetIndexBuffer
// ID3D12GraphicsCommandList::DrawIndexedInstanced
}
// MARK: - Cleanup
private func destroyFence() {
// CloseHandle(fenceEvent)
// fence->Release()
}
private func destroyPipelineState() {
// pipelineState->Release()
}
private func destroyRootSignature() {
// rootSignature->Release()
}
private func destroyCommandResources() {
// commandList->Release()
// commandAllocator->Release()
}
private func destroyRenderTargets() {
// Release all RTV resources
}
private func destroyDescriptorHeaps() {
// rtvHeap->Release()
// dsvHeap->Release()
}
private func destroySwapChain() {
// swapChain->Release()
}
private func destroyCommandQueue() {
// commandQueue->Release()
}
private func destroyDevice() {
// device->Release()
}
#endif
}
// MARK: - DirectX 12 Resource Types
private struct DX12Mesh {
var vertexBuffer: UnsafeMutableRawPointer?
var indexBuffer: UnsafeMutableRawPointer?
var vertexBufferView: UnsafeMutableRawPointer?
var indexBufferView: UnsafeMutableRawPointer?
var indexCount: UInt32
}
private struct DX12Texture {
var resource: UnsafeMutableRawPointer?
var srvHeapIndex: Int
var width: Int
var height: Int
}
private struct DX12Material {
var constantBuffer: UnsafeMutableRawPointer?
var albedoTexture: TextureHandle?
var normalTexture: TextureHandle?
}
// MARK: - Errors
private enum RendererError: Error {
case notInitialized
case unsupportedPlatform(String)
case dx12Error(String)
}

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/// EngineCore - Platform-agnostic game engine core
/// NO PLATFORM-SPECIFIC IMPORTS ALLOWED IN THIS MODULE
import Foundation
import RendererAPI
import PhysicsEngine
import AssetLoader
// MARK: - Engine Configuration
/// Configuration for the game engine
public struct EngineConfig: Sendable {
public var targetFrameRate: Int
public var fixedTimeStep: Double
public var maxFrameSkip: Int
public init(targetFrameRate: Int = 60, fixedTimeStep: Double = 1.0/60.0, maxFrameSkip: Int = 5) {
self.targetFrameRate = targetFrameRate
self.fixedTimeStep = fixedTimeStep
self.maxFrameSkip = maxFrameSkip
}
}
// MARK: - Game Engine
/// Main game engine class - coordinates all subsystems
public actor GameEngine {
// Platform abstraction layers (injected by platform-specific code)
private let renderer: any Renderer
private let windowManager: any WindowManager
private let inputHandler: any InputHandler
private let audioEngine: any AudioEngine
// Core systems
private let physicsEngine: PhysicsWorld
private let assetLoader: AssetManager
// Engine state
private var isRunning: Bool = false
private var config: EngineConfig
// Scene management
private var currentScene: Scene
// Timing
private var lastFrameTime: Double = 0
private var accumulator: Double = 0
private var frameCount: UInt64 = 0
// MARK: - Initialization
/// Initialize the engine with platform-specific abstractions
public init(
renderer: any Renderer,
windowManager: any WindowManager,
inputHandler: any InputHandler,
audioEngine: any AudioEngine,
config: EngineConfig = EngineConfig()
) {
self.renderer = renderer
self.windowManager = windowManager
self.inputHandler = inputHandler
self.audioEngine = audioEngine
self.config = config
// Initialize core systems (platform-agnostic)
self.physicsEngine = PhysicsWorld()
self.assetLoader = AssetManager()
// Create default scene
self.currentScene = Scene(
entities: [],
camera: Camera(),
lights: []
)
print("🎮 SportsBallEngine initialized")
}
// MARK: - Engine Lifecycle
/// Start the engine and run the main loop
public func start() async throws {
print("🚀 Starting engine...")
// Initialize all systems
try await initializeSystems()
// Load initial scene/assets
try await loadInitialScene()
// Start the main loop
isRunning = true
lastFrameTime = getCurrentTime()
print("✅ Engine started successfully")
// Run the game loop
await runMainLoop()
}
/// Stop the engine and cleanup
public func stop() async {
print("🛑 Stopping engine...")
isRunning = false
await shutdownSystems()
print("✅ Engine stopped")
}
// MARK: - System Initialization
private func initializeSystems() async throws {
print(" → Initializing renderer...")
let windowSize = windowManager.getSize()
let rendererConfig = RendererConfig(
windowHandle: windowManager.getNativeHandle(),
width: windowSize.width,
height: windowSize.height,
vsyncEnabled: true,
msaaSamples: 4
)
try await renderer.initialize(config: rendererConfig)
print(" ✓ Renderer: \(renderer.info.apiName) \(renderer.info.apiVersion)")
print(" ✓ Device: \(renderer.info.deviceName)")
print(" → Initializing input system...")
try await inputHandler.initialize()
print(" → Initializing audio system...")
try await audioEngine.initialize(config: AudioConfig())
print(" → Initializing physics engine...")
await physicsEngine.initialize()
print(" → Initializing asset loader...")
await assetLoader.initialize()
}
private func shutdownSystems() async {
await renderer.shutdown()
await inputHandler.shutdown()
await audioEngine.shutdown()
await physicsEngine.shutdown()
await assetLoader.shutdown()
}
// MARK: - Main Game Loop (Carmack-style fixed timestep)
private func runMainLoop() async {
while isRunning {
let currentTime = getCurrentTime()
let frameTime = currentTime - lastFrameTime
lastFrameTime = currentTime
// Cap frame time to prevent spiral of death
let clampedFrameTime = min(frameTime, config.fixedTimeStep * Double(config.maxFrameSkip))
accumulator += clampedFrameTime
// Process window events
let windowEvents = windowManager.processEvents()
for event in windowEvents {
handleWindowEvent(event)
}
// Check if window should close
if windowManager.shouldClose() {
isRunning = false
break
}
// Process input events
let inputEvents = inputHandler.pollEvents()
handleInputEvents(inputEvents)
// Fixed timestep update loop (deterministic physics/gameplay)
while accumulator >= config.fixedTimeStep {
try? await fixedUpdate(deltaTime: Float(config.fixedTimeStep))
accumulator -= config.fixedTimeStep
}
// Variable timestep render
let alpha = Float(accumulator / config.fixedTimeStep)
try? await render(interpolationAlpha: alpha)
frameCount += 1
}
}
// MARK: - Update & Render
/// Fixed timestep update for physics and gameplay logic
private func fixedUpdate(deltaTime: Float) async throws {
// Update physics simulation
await physicsEngine.step(deltaTime: deltaTime)
// Update audio engine
try audioEngine.update(deltaTime: deltaTime)
// Update game logic (this would call game-specific code)
updateGameLogic(deltaTime: deltaTime)
// Sync physics state to scene entities
syncPhysicsToScene()
}
/// Render the current frame
private func render(interpolationAlpha: Float) async throws {
try renderer.beginFrame()
// Interpolate entity positions for smooth rendering
let interpolatedScene = interpolateScene(currentScene, alpha: interpolationAlpha)
// Draw the scene
try renderer.draw(scene: interpolatedScene)
try renderer.endFrame()
try windowManager.swapBuffers()
}
// MARK: - Scene Management
private func loadInitialScene() async throws {
print(" → Loading initial scene...")
// Create a simple test scene (stadium environment)
let stadium = try await createStadiumScene()
currentScene = stadium
print(" ✓ Scene loaded: \(currentScene.entities.count) entities")
}
private func createStadiumScene() async throws -> Scene {
// This would load actual assets, for now create a placeholder
let camera = Camera(
position: SIMD3<Float>(0, 10, 20),
rotation: SIMD4<Float>(0, 0, 0, 1),
fieldOfView: 60.0
)
let sunLight = Light(
type: .directional,
direction: SIMD3<Float>(-0.3, -1, -0.3),
color: SIMD3<Float>(1, 0.95, 0.8),
intensity: 1.0
)
return Scene(
entities: [],
camera: camera,
lights: [sunLight]
)
}
// MARK: - Event Handling
private func handleWindowEvent(_ event: WindowEvent) {
switch event {
case .close:
isRunning = false
case .resize(let width, let height):
print(" ↔ Window resized: \(width)x\(height)")
// Notify renderer of resize
case .focus(let focused):
print(" 👁 Window focus changed: \(focused)")
case .minimize:
print(" ⬇ Window minimized")
case .maximize:
print(" ⬆ Window maximized")
case .restore:
print(" ↕ Window restored")
}
}
private func handleInputEvents(_ events: [InputEvent]) {
for event in events {
switch event {
case .keyEvent(let key, let action):
if key == .escape && action == .press {
isRunning = false
}
default:
break
}
}
}
// MARK: - Game Logic
private func updateGameLogic(deltaTime: Float) {
// This is where sports game logic would go:
// - Player AI
// - Ball physics
// - Animation state machines
// - Collision detection
// - Score tracking
// etc.
}
private func syncPhysicsToScene() {
// Sync physics simulation results back to scene entities
// This would update entity transforms based on physics bodies
}
private func interpolateScene(_ scene: Scene, alpha: Float) -> Scene {
// Interpolate between previous and current physics state for smooth rendering
// For now, just return the scene as-is
return scene
}
// MARK: - Public API
public func loadScene(_ scene: Scene) {
currentScene = scene
}
public func getFrameCount() -> UInt64 {
return frameCount
}
public func getFPS() -> Double {
// Calculate FPS based on frame timing
return 60.0 // Placeholder
}
// MARK: - Utilities
private func getCurrentTime() -> Double {
return Double(DispatchTime.now().uptimeNanoseconds) / 1_000_000_000.0
}
}

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/// PhysicsEngine - Sports-optimized physics simulation
/// NO PLATFORM-SPECIFIC IMPORTS ALLOWED IN THIS MODULE
import Foundation
// MARK: - Physics Types
/// A physics body in the simulation
public struct PhysicsBody: Sendable {
public var id: UUID
public var position: SIMD3<Float>
public var velocity: SIMD3<Float>
public var acceleration: SIMD3<Float>
public var mass: Float
public var restitution: Float // Bounciness (0-1)
public var friction: Float
public var isStatic: Bool
public init(id: UUID = UUID(), position: SIMD3<Float> = .zero, velocity: SIMD3<Float> = .zero,
mass: Float = 1.0, restitution: Float = 0.5, friction: Float = 0.5, isStatic: Bool = false) {
self.id = id
self.position = position
self.velocity = velocity
self.acceleration = .zero
self.mass = mass
self.restitution = restitution
self.friction = friction
self.isStatic = isStatic
}
}
/// Collision shapes
public enum CollisionShape: Sendable {
case sphere(radius: Float)
case box(halfExtents: SIMD3<Float>)
case capsule(radius: Float, height: Float)
case mesh(vertices: [SIMD3<Float>], indices: [UInt32])
}
/// Collision data
public struct Collision: Sendable {
public var bodyA: UUID
public var bodyB: UUID
public var contactPoint: SIMD3<Float>
public var normal: SIMD3<Float>
public var penetrationDepth: Float
public init(bodyA: UUID, bodyB: UUID, contactPoint: SIMD3<Float>,
normal: SIMD3<Float>, penetrationDepth: Float) {
self.bodyA = bodyA
self.bodyB = bodyB
self.contactPoint = contactPoint
self.normal = normal
self.penetrationDepth = penetrationDepth
}
}
// MARK: - Physics World
/// Main physics simulation world - optimized for sports game scenarios
public actor PhysicsWorld {
private var bodies: [UUID: PhysicsBody] = [:]
private var shapes: [UUID: CollisionShape] = [:]
private var gravity: SIMD3<Float> = SIMD3<Float>(0, -9.81, 0)
private var collisions: [Collision] = []
// Sports-specific optimizations
private var ballBodies: Set<UUID> = [] // Track ball/puck for special handling
private var playerBodies: Set<UUID> = [] // Track player bodies
public init() {}
// MARK: - Lifecycle
public func initialize() {
print(" ✓ Physics engine initialized (gravity: \(gravity))")
}
public func shutdown() {
bodies.removeAll()
shapes.removeAll()
collisions.removeAll()
}
// MARK: - Body Management
public func addBody(_ body: PhysicsBody, shape: CollisionShape, isBall: Bool = false, isPlayer: Bool = false) {
bodies[body.id] = body
shapes[body.id] = shape
if isBall {
ballBodies.insert(body.id)
}
if isPlayer {
playerBodies.insert(body.id)
}
}
public func removeBody(_ id: UUID) {
bodies.removeValue(forKey: id)
shapes.removeValue(forKey: id)
ballBodies.remove(id)
playerBodies.remove(id)
}
public func getBody(_ id: UUID) -> PhysicsBody? {
return bodies[id]
}
public func updateBody(_ id: UUID, transform: (inout PhysicsBody) -> Void) {
guard var body = bodies[id] else { return }
transform(&body)
bodies[id] = body
}
// MARK: - Simulation
/// Step the physics simulation forward by deltaTime
public func step(deltaTime: Float) {
// Apply forces
applyForces(deltaTime: deltaTime)
// Integrate velocities
integrateVelocities(deltaTime: deltaTime)
// Detect collisions
detectCollisions()
// Resolve collisions
resolveCollisions()
// Integrate positions
integratePositions(deltaTime: deltaTime)
// Apply sports-specific constraints (e.g., keep ball in bounds)
applySportsConstraints()
}
private func applyForces(deltaTime: Float) {
for (id, var body) in bodies {
guard !body.isStatic else { continue }
// Apply gravity
body.acceleration = gravity
// Apply custom forces (wind, drag, etc.)
// For sports games: apply spin to balls, player momentum, etc.
if ballBodies.contains(id) {
// Apply air drag to ball
let dragCoefficient: Float = 0.1
let drag = -body.velocity * dragCoefficient
body.acceleration += drag / body.mass
}
bodies[id] = body
}
}
private func integrateVelocities(deltaTime: Float) {
for (id, var body) in bodies {
guard !body.isStatic else { continue }
// Semi-implicit Euler integration
body.velocity += body.acceleration * deltaTime
bodies[id] = body
}
}
private func integratePositions(deltaTime: Float) {
for (id, var body) in bodies {
guard !body.isStatic else { continue }
body.position += body.velocity * deltaTime
bodies[id] = body
}
}
private func detectCollisions() {
collisions.removeAll()
let bodyArray = Array(bodies.values)
// Broad phase - simple N^2 check (would use spatial partitioning in production)
for i in 0..<bodyArray.count {
for j in (i+1)..<bodyArray.count {
let bodyA = bodyArray[i]
let bodyB = bodyArray[j]
// Skip if both are static
if bodyA.isStatic && bodyB.isStatic { continue }
// Narrow phase collision detection
if let collision = checkCollision(bodyA: bodyA, bodyB: bodyB) {
collisions.append(collision)
}
}
}
}
private func checkCollision(bodyA: PhysicsBody, bodyB: PhysicsBody) -> Collision? {
guard let shapeA = shapes[bodyA.id], let shapeB = shapes[bodyB.id] else {
return nil
}
// Simplified collision detection (sphere-sphere for now)
switch (shapeA, shapeB) {
case (.sphere(let radiusA), .sphere(let radiusB)):
return checkSphereSphere(bodyA: bodyA, radiusA: radiusA, bodyB: bodyB, radiusB: radiusB)
default:
return nil // Other collision shapes not implemented yet
}
}
private func checkSphereSphere(bodyA: PhysicsBody, radiusA: Float,
bodyB: PhysicsBody, radiusB: Float) -> Collision? {
let delta = bodyB.position - bodyA.position
let distanceSquared = simd_length_squared(delta)
let radiusSum = radiusA + radiusB
if distanceSquared < radiusSum * radiusSum {
let distance = sqrt(distanceSquared)
let normal = distance > 0.001 ? delta / distance : SIMD3<Float>(0, 1, 0)
let penetration = radiusSum - distance
let contactPoint = bodyA.position + normal * radiusA
return Collision(
bodyA: bodyA.id,
bodyB: bodyB.id,
contactPoint: contactPoint,
normal: normal,
penetrationDepth: penetration
)
}
return nil
}
private func resolveCollisions() {
for collision in collisions {
guard var bodyA = bodies[collision.bodyA],
var bodyB = bodies[collision.bodyB] else {
continue
}
// Position correction (separate bodies)
let correctionPercent: Float = 0.8
let correction = collision.normal * collision.penetrationDepth * correctionPercent
if !bodyA.isStatic && !bodyB.isStatic {
let totalMass = bodyA.mass + bodyB.mass
bodyA.position -= correction * (bodyB.mass / totalMass)
bodyB.position += correction * (bodyA.mass / totalMass)
} else if !bodyA.isStatic {
bodyA.position -= correction
} else if !bodyB.isStatic {
bodyB.position += correction
}
// Velocity resolution (impulse-based)
let relativeVelocity = bodyB.velocity - bodyA.velocity
let velocityAlongNormal = simd_dot(relativeVelocity, collision.normal)
// Don't resolve if bodies are separating
if velocityAlongNormal > 0 {
continue
}
// Calculate restitution (bounciness)
let restitution = min(bodyA.restitution, bodyB.restitution)
// Calculate impulse scalar
let j = -(1 + restitution) * velocityAlongNormal
let impulseScalar = bodyA.isStatic ? j / bodyB.mass :
bodyB.isStatic ? j / bodyA.mass :
j / (1/bodyA.mass + 1/bodyB.mass)
// Apply impulse
let impulse = collision.normal * impulseScalar
if !bodyA.isStatic {
bodyA.velocity -= impulse / bodyA.mass
}
if !bodyB.isStatic {
bodyB.velocity += impulse / bodyB.mass
}
bodies[collision.bodyA] = bodyA
bodies[collision.bodyB] = bodyB
}
}
private func applySportsConstraints() {
// Keep ball in play bounds, apply field friction, etc.
// This would contain sports-specific rules
}
// MARK: - Public API
public func setGravity(_ gravity: SIMD3<Float>) {
self.gravity = gravity
}
public func getGravity() -> SIMD3<Float> {
return gravity
}
public func getAllBodies() -> [PhysicsBody] {
return Array(bodies.values)
}
public func getCollisions() -> [Collision] {
return collisions
}
}

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/// PlatformLinux - Linux platform abstraction layer
/// This module provides window management and input handling for Linux
/// Uses X11/Wayland via GLFW or SDL bindings
import Foundation
import RendererAPI
// Note: In a real implementation, this would import GLFW or SDL bindings
// import CGLFW or import CSDL2
// MARK: - Linux Window Manager
public final class LinuxWindowManager: WindowManager, @unchecked Sendable {
private var window: UnsafeMutableRawPointer?
private var config: WindowConfig?
private var shouldCloseFlag: Bool = false
private var currentWidth: Int = 0
private var currentHeight: Int = 0
public init() {
print(" 🐧 LinuxWindowManager created")
}
public func createWindow(config: WindowConfig) async throws {
print(" → Creating Linux window...")
self.config = config
self.currentWidth = config.width
self.currentHeight = config.height
// Initialize GLFW or SDL
// glfwInit() or SDL_Init(SDL_INIT_VIDEO)
// Set window hints for Vulkan (no OpenGL context)
// glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API)
// glfwWindowHint(GLFW_RESIZABLE, config.resizable ? GLFW_TRUE : GLFW_FALSE)
// Create window
// window = glfwCreateWindow(width, height, title, monitor, share)
// or
// window = SDL_CreateWindow(title, x, y, width, height, SDL_WINDOW_VULKAN)
// Set up event callbacks
// glfwSetWindowSizeCallback(window, sizeCallback)
// glfwSetWindowCloseCallback(window, closeCallback)
print(" ✓ Linux window created: \(config.title) (\(config.width)x\(config.height))")
}
public func shouldClose() -> Bool {
// return glfwWindowShouldClose(window) != 0
// or check SDL event queue for SDL_QUIT
return shouldCloseFlag
}
public func processEvents() -> [WindowEvent] {
var events: [WindowEvent] = []
// Poll events from GLFW or SDL
// glfwPollEvents()
// or
// while SDL_PollEvent(&event) {
// switch event.type {
// case SDL_QUIT: events.append(.close)
// case SDL_WINDOWEVENT: ...
// }
// }
return events
}
public func getSize() -> (width: Int, height: Int) {
// glfwGetWindowSize(window, &width, &height)
// or SDL_GetWindowSize(window, &width, &height)
return (currentWidth, currentHeight)
}
public func setSize(width: Int, height: Int) throws {
currentWidth = width
currentHeight = height
// glfwSetWindowSize(window, width, height)
// or SDL_SetWindowSize(window, width, height)
}
public func setTitle(_ title: String) throws {
// glfwSetWindowTitle(window, title)
// or SDL_SetWindowTitle(window, title)
}
public func setFullscreen(_ fullscreen: Bool) throws {
// glfwSetWindowMonitor(...) for GLFW
// or SDL_SetWindowFullscreen(window, fullscreen ? SDL_WINDOW_FULLSCREEN : 0)
}
public func getNativeHandle() -> UnsafeMutableRawPointer? {
// For Vulkan surface creation on Linux:
// X11: glfwGetX11Window(window) or SDL_GetProperty(window, SDL_PROP_WINDOW_X11_WINDOW_POINTER)
// Wayland: glfwGetWaylandWindow(window) or SDL_GetProperty(window, SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER)
return window
}
public func swapBuffers() throws {
// Not needed for Vulkan (presentation is handled by renderer)
// For OpenGL: glfwSwapBuffers(window) or SDL_GL_SwapWindow(window)
}
public func destroyWindow() async {
print(" → Destroying Linux window...")
// glfwDestroyWindow(window)
// glfwTerminate()
// or
// SDL_DestroyWindow(window)
// SDL_Quit()
window = nil
print(" ✓ Linux window destroyed")
}
}
// MARK: - Linux Input Handler
public final class LinuxInputHandler: InputHandler, @unchecked Sendable {
private var window: UnsafeMutableRawPointer?
private var keyStates: [KeyCode: Bool] = [:]
private var mouseButtonStates: [MouseButton: Bool] = [:]
private var mousePosition: (x: Double, y: Double) = (0, 0)
private var eventQueue: [InputEvent] = []
public init() {
print(" 🐧 LinuxInputHandler created")
}
public func initialize() async throws {
print(" → Initializing Linux input system...")
// Set up GLFW or SDL input callbacks
// glfwSetKeyCallback(window, keyCallback)
// glfwSetMouseButtonCallback(window, mouseButtonCallback)
// glfwSetCursorPosCallback(window, cursorPosCallback)
// glfwSetScrollCallback(window, scrollCallback)
// glfwSetJoystickCallback(joystickCallback)
print(" ✓ Linux input system initialized")
}
public func pollEvents() -> [InputEvent] {
// Events are accumulated in callbacks, return and clear the queue
let events = eventQueue
eventQueue.removeAll()
return events
}
public func isKeyPressed(_ key: KeyCode) -> Bool {
return keyStates[key] ?? false
}
public func isMouseButtonPressed(_ button: MouseButton) -> Bool {
return mouseButtonStates[button] ?? false
}
public func getMousePosition() -> (x: Double, y: Double) {
// glfwGetCursorPos(window, &xpos, &ypos)
// or SDL_GetMouseState(&x, &y)
return mousePosition
}
public func setCursorVisible(_ visible: Bool) {
// glfwSetInputMode(window, GLFW_CURSOR, visible ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_HIDDEN)
// or SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE)
}
public func setCursorMode(_ mode: CursorMode) {
// switch mode {
// case .normal:
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL)
// case .hidden:
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN)
// case .locked:
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED)
// }
}
public func getGamepadCount() -> Int {
// Check for connected joysticks
// glfwJoystickPresent(GLFW_JOYSTICK_1) through GLFW_JOYSTICK_16
// or SDL_NumJoysticks()
return 0
}
public func isGamepadConnected(_ gamepadId: Int) -> Bool {
// glfwJoystickPresent(gamepadId) != 0
// or SDL_JoystickGetAttached(joystick)
return false
}
public func getGamepadName(_ gamepadId: Int) -> String? {
// glfwGetJoystickName(gamepadId)
// or SDL_JoystickName(joystick)
return nil
}
public func shutdown() async {
print(" → Shutting down Linux input system...")
keyStates.removeAll()
mouseButtonStates.removeAll()
eventQueue.removeAll()
print(" ✓ Linux input system shutdown")
}
// MARK: - Event Processing Helpers
internal func handleKeyEvent(key: KeyCode, action: InputAction) {
keyStates[key] = (action == .press || action == .repeat_)
eventQueue.append(.keyEvent(key: key, action: action))
}
internal func handleMouseButton(button: MouseButton, action: InputAction) {
mouseButtonStates[button] = (action == .press)
eventQueue.append(.mouseButton(button: button, action: action))
}
internal func handleMouseMove(x: Double, y: Double) {
mousePosition = (x, y)
eventQueue.append(.mouseMove(x: x, y: y))
}
internal func handleMouseScroll(xOffset: Double, yOffset: Double) {
eventQueue.append(.mouseScroll(xOffset: xOffset, yOffset: yOffset))
}
}
// MARK: - Linux Audio Engine (Stub)
public final class LinuxAudioEngine: AudioEngine, @unchecked Sendable {
public init() {
print(" 🐧 LinuxAudioEngine created")
}
public func initialize(config: AudioConfig) async throws {
print(" → Initializing Linux audio (ALSA/PulseAudio/PipeWire)...")
// Initialize audio backend (ALSA, PulseAudio, PipeWire, or OpenAL)
print(" ✓ Linux audio initialized")
}
public func loadAudio(path: String) async throws -> AudioHandle {
// Load audio file (WAV, OGG, MP3)
return AudioHandle()
}
public func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle {
return AudioHandle()
}
public func play(handle: AudioHandle, source: AudioSource3D) throws {
// Play audio source
}
public func stop(handle: AudioHandle) throws {
// Stop audio source
}
public func pause(handle: AudioHandle) throws {
// Pause audio source
}
public func resume(handle: AudioHandle) throws {
// Resume audio source
}
public func updateSource(handle: AudioHandle, source: AudioSource3D) throws {
// Update 3D audio properties
}
public func setListener(listener: AudioListener) throws {
// Set listener (camera) position and orientation
}
public func setMasterVolume(_ volume: Float) throws {
// Set master volume
}
public func update(deltaTime: Float) throws {
// Update audio system
}
public func shutdown() async {
print(" → Shutting down Linux audio...")
print(" ✓ Linux audio shutdown")
}
}

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/// PlatformWin32 - Windows platform abstraction layer
/// This module provides window management and input handling for Windows
/// Uses Win32 API or GLFW/SDL bindings
import Foundation
import RendererAPI
#if os(Windows)
// Note: In a real implementation, this would import Win32 API bindings
// import WinSDK or CGLFW
#endif
// MARK: - Windows Window Manager
public final class Win32WindowManager: WindowManager, @unchecked Sendable {
private var hwnd: UnsafeMutableRawPointer? // HWND handle
private var hinstance: UnsafeMutableRawPointer? // HINSTANCE
private var config: WindowConfig?
private var shouldCloseFlag: Bool = false
private var currentWidth: Int = 0
private var currentHeight: Int = 0
public init() {
print(" 🪟 Win32WindowManager created")
}
public func createWindow(config: WindowConfig) async throws {
print(" → Creating Windows window...")
self.config = config
self.currentWidth = config.width
self.currentHeight = config.height
#if os(Windows)
// Get HINSTANCE
// hinstance = GetModuleHandleW(nil)
// Register window class
// WNDCLASSEXW wc = { ... }
// wc.lpfnWndProc = WindowProc
// wc.lpszClassName = L"SportsBallEngineWindowClass"
// RegisterClassExW(&wc)
// Calculate window size (client area vs window size)
// RECT rect = { 0, 0, width, height }
// AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE)
// Create window
// hwnd = CreateWindowExW(
// 0, L"SportsBallEngineWindowClass", title,
// WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
// rect.right - rect.left, rect.bottom - rect.top,
// nil, nil, hinstance, nil
// )
// Show window
// ShowWindow(hwnd, SW_SHOW)
// UpdateWindow(hwnd)
print(" ✓ Windows window created: \(config.title) (\(config.width)x\(config.height))")
#else
throw PlatformError.unsupportedPlatform("Win32 platform is only available on Windows")
#endif
}
public func shouldClose() -> Bool {
return shouldCloseFlag
}
public func processEvents() -> [WindowEvent] {
var events: [WindowEvent] = []
#if os(Windows)
// Process Win32 message queue
// MSG msg
// while PeekMessageW(&msg, nil, 0, 0, PM_REMOVE) {
// if msg.message == WM_QUIT {
// shouldCloseFlag = true
// events.append(.close)
// }
// TranslateMessage(&msg)
// DispatchMessageW(&msg)
// }
#endif
return events
}
public func getSize() -> (width: Int, height: Int) {
#if os(Windows)
// RECT rect
// GetClientRect(hwnd, &rect)
// return (rect.right - rect.left, rect.bottom - rect.top)
#endif
return (currentWidth, currentHeight)
}
public func setSize(width: Int, height: Int) throws {
currentWidth = width
currentHeight = height
#if os(Windows)
// SetWindowPos(hwnd, nil, 0, 0, width, height, SWP_NOMOVE | SWP_NOZORDER)
#endif
}
public func setTitle(_ title: String) throws {
#if os(Windows)
// SetWindowTextW(hwnd, wideTitle)
#endif
}
public func setFullscreen(_ fullscreen: Bool) throws {
#if os(Windows)
// if fullscreen {
// SetWindowLongPtrW(hwnd, GWL_STYLE, WS_POPUP)
// SetWindowPos(hwnd, HWND_TOP, 0, 0, screenWidth, screenHeight, SWP_FRAMECHANGED)
// } else {
// SetWindowLongPtrW(hwnd, GWL_STYLE, WS_OVERLAPPEDWINDOW)
// SetWindowPos(hwnd, nil, x, y, width, height, SWP_FRAMECHANGED)
// }
#endif
}
public func getNativeHandle() -> UnsafeMutableRawPointer? {
// Return HWND for DirectX 12 or Vulkan surface creation
return hwnd
}
public func swapBuffers() throws {
// Not needed for Vulkan or DirectX 12 (presentation is handled by renderer)
}
public func destroyWindow() async {
print(" → Destroying Windows window...")
#if os(Windows)
// DestroyWindow(hwnd)
// UnregisterClassW(L"SportsBallEngineWindowClass", hinstance)
#endif
hwnd = nil
print(" ✓ Windows window destroyed")
}
// MARK: - Win32 Window Procedure (would be separate C function)
// static LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
// switch (uMsg) {
// case WM_CLOSE:
// PostQuitMessage(0)
// return 0
// case WM_SIZE:
// // Handle resize
// return 0
// case WM_KEYDOWN:
// case WM_KEYUP:
// // Handle keyboard
// return 0
// default:
// return DefWindowProcW(hwnd, uMsg, wParam, lParam)
// }
// }
}
// MARK: - Windows Input Handler
public final class Win32InputHandler: InputHandler, @unchecked Sendable {
private var keyStates: [KeyCode: Bool] = [:]
private var mouseButtonStates: [MouseButton: Bool] = [:]
private var mousePosition: (x: Double, y: Double) = (0, 0)
private var eventQueue: [InputEvent] = []
public init() {
print(" 🪟 Win32InputHandler created")
}
public func initialize() async throws {
print(" → Initializing Windows input system...")
#if os(Windows)
// Initialize Raw Input or XInput for gamepads
// RAWINPUTDEVICE rid[2]
// rid[0].usUsagePage = 0x01 // HID_USAGE_PAGE_GENERIC
// rid[0].usUsage = 0x02 // HID_USAGE_GENERIC_MOUSE
// rid[1].usUsagePage = 0x01
// rid[1].usUsage = 0x06 // HID_USAGE_GENERIC_KEYBOARD
// RegisterRawInputDevices(rid, 2, sizeof(RAWINPUTDEVICE))
#endif
print(" ✓ Windows input system initialized")
}
public func pollEvents() -> [InputEvent] {
let events = eventQueue
eventQueue.removeAll()
return events
}
public func isKeyPressed(_ key: KeyCode) -> Bool {
#if os(Windows)
// GetAsyncKeyState(virtualKeyCode) & 0x8000
#endif
return keyStates[key] ?? false
}
public func isMouseButtonPressed(_ button: MouseButton) -> Bool {
#if os(Windows)
// GetAsyncKeyState(VK_LBUTTON/VK_RBUTTON/VK_MBUTTON) & 0x8000
#endif
return mouseButtonStates[button] ?? false
}
public func getMousePosition() -> (x: Double, y: Double) {
#if os(Windows)
// POINT pt
// GetCursorPos(&pt)
// ScreenToClient(hwnd, &pt)
#endif
return mousePosition
}
public func setCursorVisible(_ visible: Bool) {
#if os(Windows)
// ShowCursor(visible ? TRUE : FALSE)
#endif
}
public func setCursorMode(_ mode: CursorMode) {
#if os(Windows)
// switch mode {
// case .normal:
// ShowCursor(TRUE)
// ClipCursor(nil)
// case .hidden:
// ShowCursor(FALSE)
// case .locked:
// ShowCursor(FALSE)
// RECT rect; GetClientRect(hwnd, &rect)
// ClipCursor(&rect) // Confine cursor to window
// }
#endif
}
public func getGamepadCount() -> Int {
#if os(Windows)
// Check XInput connected controllers (max 4)
// for i in 0..<4 {
// XINPUT_STATE state
// if XInputGetState(i, &state) == ERROR_SUCCESS {
// count++
// }
// }
#endif
return 0
}
public func isGamepadConnected(_ gamepadId: Int) -> Bool {
#if os(Windows)
// XINPUT_STATE state
// return XInputGetState(gamepadId, &state) == ERROR_SUCCESS
#endif
return false
}
public func getGamepadName(_ gamepadId: Int) -> String? {
return "Xbox Controller \(gamepadId)"
}
public func shutdown() async {
print(" → Shutting down Windows input system...")
keyStates.removeAll()
mouseButtonStates.removeAll()
eventQueue.removeAll()
print(" ✓ Windows input system shutdown")
}
// MARK: - Event Processing Helpers
internal func handleKeyEvent(key: KeyCode, action: InputAction) {
keyStates[key] = (action == .press || action == .repeat_)
eventQueue.append(.keyEvent(key: key, action: action))
}
internal func handleMouseButton(button: MouseButton, action: InputAction) {
mouseButtonStates[button] = (action == .press)
eventQueue.append(.mouseButton(button: button, action: action))
}
internal func handleMouseMove(x: Double, y: Double) {
mousePosition = (x, y)
eventQueue.append(.mouseMove(x: x, y: y))
}
}
// MARK: - Windows Audio Engine (Stub)
public final class Win32AudioEngine: AudioEngine, @unchecked Sendable {
public init() {
print(" 🪟 Win32AudioEngine created")
}
public func initialize(config: AudioConfig) async throws {
print(" → Initializing Windows audio (WASAPI/XAudio2)...")
// Initialize audio backend (WASAPI, XAudio2, or OpenAL)
print(" ✓ Windows audio initialized")
}
public func loadAudio(path: String) async throws -> AudioHandle {
return AudioHandle()
}
public func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle {
return AudioHandle()
}
public func play(handle: AudioHandle, source: AudioSource3D) throws {}
public func stop(handle: AudioHandle) throws {}
public func pause(handle: AudioHandle) throws {}
public func resume(handle: AudioHandle) throws {}
public func updateSource(handle: AudioHandle, source: AudioSource3D) throws {}
public func setListener(listener: AudioListener) throws {}
public func setMasterVolume(_ volume: Float) throws {}
public func update(deltaTime: Float) throws {}
public func shutdown() async {
print(" → Shutting down Windows audio...")
print(" ✓ Windows audio shutdown")
}
}
// MARK: - Errors
private enum PlatformError: Error {
case unsupportedPlatform(String)
}

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/// Audio System Protocol - Platform-agnostic audio handling
/// This module contains ONLY protocol definitions with no platform-specific imports
import Foundation
// MARK: - Audio Types
/// Audio source handle
public struct AudioHandle: Hashable, Sendable {
public let id: UUID
public init(id: UUID = UUID()) { self.id = id }
}
/// Audio configuration
public struct AudioConfig: Sendable {
public var sampleRate: Int
public var channels: Int
public var bufferSize: Int
public init(sampleRate: Int = 44100, channels: Int = 2, bufferSize: Int = 4096) {
self.sampleRate = sampleRate
self.channels = channels
self.bufferSize = bufferSize
}
}
/// 3D audio source properties
public struct AudioSource3D: Sendable {
public var position: SIMD3<Float>
public var velocity: SIMD3<Float>
public var volume: Float
public var pitch: Float
public var looping: Bool
public var spatialize: Bool
public init(position: SIMD3<Float> = .zero, velocity: SIMD3<Float> = .zero,
volume: Float = 1.0, pitch: Float = 1.0, looping: Bool = false, spatialize: Bool = true) {
self.position = position
self.velocity = velocity
self.volume = volume
self.pitch = pitch
self.looping = looping
self.spatialize = spatialize
}
}
/// Audio listener properties (typically the camera)
public struct AudioListener: Sendable {
public var position: SIMD3<Float>
public var velocity: SIMD3<Float>
public var forward: SIMD3<Float>
public var up: SIMD3<Float>
public init(position: SIMD3<Float> = .zero, velocity: SIMD3<Float> = .zero,
forward: SIMD3<Float> = SIMD3<Float>(0, 0, -1), up: SIMD3<Float> = SIMD3<Float>(0, 1, 0)) {
self.position = position
self.velocity = velocity
self.forward = forward
self.up = up
}
}
// MARK: - Audio Engine Protocol
/// Audio system abstraction - all platform-specific audio implementations must conform
public protocol AudioEngine: Sendable {
/// Initialize the audio system
func initialize(config: AudioConfig) async throws
/// Load an audio clip from file
func loadAudio(path: String) async throws -> AudioHandle
/// Load audio from raw PCM data
func loadAudioFromData(data: Data, sampleRate: Int, channels: Int) async throws -> AudioHandle
/// Play an audio source
func play(handle: AudioHandle, source: AudioSource3D) throws
/// Stop an audio source
func stop(handle: AudioHandle) throws
/// Pause an audio source
func pause(handle: AudioHandle) throws
/// Resume a paused audio source
func resume(handle: AudioHandle) throws
/// Update audio source properties
func updateSource(handle: AudioHandle, source: AudioSource3D) throws
/// Set listener properties (camera/player position)
func setListener(listener: AudioListener) throws
/// Set master volume
func setMasterVolume(_ volume: Float) throws
/// Update audio system (called each frame)
func update(deltaTime: Float) throws
/// Shutdown the audio system
func shutdown() async
}

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/// Input System Protocol - Platform-agnostic input handling
/// This module contains ONLY protocol definitions with no platform-specific imports
import Foundation
// MARK: - Input Types
/// Keyboard key codes
public enum KeyCode: Int, Sendable {
case unknown = 0
case space = 32
case apostrophe = 39
case comma = 44
case minus = 45
case period = 46
case slash = 47
case key0 = 48, key1, key2, key3, key4, key5, key6, key7, key8, key9
case semicolon = 59
case equal = 61
case a = 65, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z
case leftBracket = 91
case backslash = 92
case rightBracket = 93
case graveAccent = 96
case escape = 256
case enter = 257
case tab = 258
case backspace = 259
case insert = 260
case delete = 261
case right = 262
case left = 263
case down = 264
case up = 265
case pageUp = 266
case pageDown = 267
case home = 268
case end = 269
case capsLock = 280
case scrollLock = 281
case numLock = 282
case printScreen = 283
case pause = 284
case f1 = 290, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12
case leftShift = 340
case leftControl = 341
case leftAlt = 342
case leftSuper = 343
case rightShift = 344
case rightControl = 345
case rightAlt = 346
case rightSuper = 347
}
/// Mouse button codes
public enum MouseButton: Int, Sendable {
case left = 0
case right = 1
case middle = 2
case button4 = 3
case button5 = 4
}
/// Input action state
public enum InputAction: Sendable {
case press
case release
case repeat_
}
/// Input event types
public enum InputEvent: Sendable {
case keyEvent(key: KeyCode, action: InputAction)
case mouseButton(button: MouseButton, action: InputAction)
case mouseMove(x: Double, y: Double)
case mouseScroll(xOffset: Double, yOffset: Double)
case gamepadButton(gamepadId: Int, button: Int, action: InputAction)
case gamepadAxis(gamepadId: Int, axis: Int, value: Float)
}
// MARK: - Input Handler Protocol
/// Input system abstraction - all platform-specific input implementations must conform
public protocol InputHandler: Sendable {
/// Initialize the input system
func initialize() async throws
/// Poll for input events (called each frame)
func pollEvents() -> [InputEvent]
/// Check if a key is currently pressed
func isKeyPressed(_ key: KeyCode) -> Bool
/// Check if a mouse button is currently pressed
func isMouseButtonPressed(_ button: MouseButton) -> Bool
/// Get current mouse position
func getMousePosition() -> (x: Double, y: Double)
/// Set mouse cursor visibility
func setCursorVisible(_ visible: Bool)
/// Set mouse cursor mode (normal, hidden, locked)
func setCursorMode(_ mode: CursorMode)
/// Get connected gamepad count
func getGamepadCount() -> Int
/// Check if a gamepad is connected
func isGamepadConnected(_ gamepadId: Int) -> Bool
/// Get gamepad name
func getGamepadName(_ gamepadId: Int) -> String?
/// Shutdown the input system
func shutdown() async
}
/// Cursor display mode
public enum CursorMode: Sendable {
case normal
case hidden
case locked
}

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/// RendererAPI - Protocol Definitions for Platform Abstraction
/// This module contains ONLY protocol definitions with no platform-specific imports
import Foundation
// MARK: - Core Rendering Types
/// Represents a 3D scene to be rendered
public struct Scene {
public var entities: [Entity]
public var camera: Camera
public var lights: [Light]
public init(entities: [Entity] = [], camera: Camera, lights: [Light] = []) {
self.entities = entities
self.camera = camera
self.lights = lights
}
}
/// Represents a renderable entity in the scene
public struct Entity {
public var id: UUID
public var transform: Transform
public var mesh: MeshHandle
public var material: MaterialHandle
public init(id: UUID = UUID(), transform: Transform, mesh: MeshHandle, material: MaterialHandle) {
self.id = id
self.transform = transform
self.mesh = mesh
self.material = material
}
}
/// Camera configuration
public struct Camera {
public var position: SIMD3<Float>
public var rotation: SIMD4<Float> // Quaternion
public var fieldOfView: Float
public var nearPlane: Float
public var farPlane: Float
public init(position: SIMD3<Float> = .zero, rotation: SIMD4<Float> = SIMD4<Float>(0, 0, 0, 1),
fieldOfView: Float = 60.0, nearPlane: Float = 0.1, farPlane: Float = 1000.0) {
self.position = position
self.rotation = rotation
self.fieldOfView = fieldOfView
self.nearPlane = nearPlane
self.farPlane = farPlane
}
}
/// Transform component
public struct Transform {
public var position: SIMD3<Float>
public var rotation: SIMD4<Float> // Quaternion
public var scale: SIMD3<Float>
public init(position: SIMD3<Float> = .zero, rotation: SIMD4<Float> = SIMD4<Float>(0, 0, 0, 1),
scale: SIMD3<Float> = SIMD3<Float>(1, 1, 1)) {
self.position = position
self.rotation = rotation
self.scale = scale
}
}
/// Light source
public struct Light {
public enum LightType {
case directional
case point
case spot
}
public var type: LightType
public var position: SIMD3<Float>
public var direction: SIMD3<Float>
public var color: SIMD3<Float>
public var intensity: Float
public init(type: LightType, position: SIMD3<Float> = .zero, direction: SIMD3<Float> = SIMD3<Float>(0, -1, 0),
color: SIMD3<Float> = SIMD3<Float>(1, 1, 1), intensity: Float = 1.0) {
self.type = type
self.position = position
self.direction = direction
self.color = color
self.intensity = intensity
}
}
/// Opaque handle for mesh resources
public struct MeshHandle: Hashable {
public let id: UUID
public init(id: UUID = UUID()) { self.id = id }
}
/// Opaque handle for material resources
public struct MaterialHandle: Hashable {
public let id: UUID
public init(id: UUID = UUID()) { self.id = id }
}
/// Opaque handle for texture resources
public struct TextureHandle: Hashable {
public let id: UUID
public init(id: UUID = UUID()) { self.id = id }
}
// MARK: - Renderer Protocol
/// Primary rendering abstraction - all rendering backends must conform to this
public protocol Renderer: Sendable {
/// Initialize the renderer with the given configuration
func initialize(config: RendererConfig) async throws
/// Begin a new frame
func beginFrame() throws
/// Draw the current scene
func draw(scene: Scene) throws
/// End the current frame and present
func endFrame() throws
/// Shutdown and cleanup resources
func shutdown() async
/// Load a mesh into GPU memory
func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle
/// Load a texture into GPU memory
func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle
/// Create a material
func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle
/// Get renderer capabilities and information
var info: RendererInfo { get }
}
/// Renderer configuration
public struct RendererConfig: Sendable {
public var windowHandle: UnsafeMutableRawPointer?
public var width: Int
public var height: Int
public var vsyncEnabled: Bool
public var msaaSamples: Int
public init(windowHandle: UnsafeMutableRawPointer? = nil, width: Int = 1920, height: Int = 1080,
vsyncEnabled: Bool = true, msaaSamples: Int = 4) {
self.windowHandle = windowHandle
self.width = width
self.height = height
self.vsyncEnabled = vsyncEnabled
self.msaaSamples = msaaSamples
}
}
/// Renderer information
public struct RendererInfo: Sendable {
public var apiName: String
public var apiVersion: String
public var deviceName: String
public var maxTextureSize: Int
public init(apiName: String, apiVersion: String, deviceName: String, maxTextureSize: Int) {
self.apiName = apiName
self.apiVersion = apiVersion
self.deviceName = deviceName
self.maxTextureSize = maxTextureSize
}
}
/// Vertex data structure
public struct Vertex: Sendable {
public var position: SIMD3<Float>
public var normal: SIMD3<Float>
public var uv: SIMD2<Float>
public var tangent: SIMD3<Float>
public init(position: SIMD3<Float>, normal: SIMD3<Float>, uv: SIMD2<Float>, tangent: SIMD3<Float> = .zero) {
self.position = position
self.normal = normal
self.uv = uv
self.tangent = tangent
}
}
/// Texture format enumeration
public enum TextureFormat: Sendable {
case rgba8
case rgba16f
case rgba32f
case depth24stencil8
}

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/// Window Management Protocol - Platform-agnostic window handling
/// This module contains ONLY protocol definitions with no platform-specific imports
import Foundation
// MARK: - Window Types
/// Window configuration
public struct WindowConfig: Sendable {
public var title: String
public var width: Int
public var height: Int
public var fullscreen: Bool
public var resizable: Bool
public var vsyncEnabled: Bool
public init(title: String = "SportsBallEngine", width: Int = 1920, height: Int = 1080,
fullscreen: Bool = false, resizable: Bool = true, vsyncEnabled: Bool = true) {
self.title = title
self.width = width
self.height = height
self.fullscreen = fullscreen
self.resizable = resizable
self.vsyncEnabled = vsyncEnabled
}
}
/// Window event types
public enum WindowEvent: Sendable {
case close
case resize(width: Int, height: Int)
case focus(focused: Bool)
case minimize
case maximize
case restore
}
// MARK: - Window Manager Protocol
/// Window system abstraction - all platform-specific window implementations must conform
public protocol WindowManager: Sendable {
/// Create and initialize a window with the given configuration
func createWindow(config: WindowConfig) async throws
/// Check if the window should close
func shouldClose() -> Bool
/// Process window events (called each frame)
func processEvents() -> [WindowEvent]
/// Get current window size
func getSize() -> (width: Int, height: Int)
/// Set window size
func setSize(width: Int, height: Int) throws
/// Set window title
func setTitle(_ title: String) throws
/// Toggle fullscreen mode
func setFullscreen(_ fullscreen: Bool) throws
/// Get native window handle (for renderer initialization)
func getNativeHandle() -> UnsafeMutableRawPointer?
/// Swap buffers / present frame
func swapBuffers() throws
/// Destroy the window and cleanup
func destroyWindow() async
}

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/// SportsBallEngine - Main Entry Point
/// This file handles platform detection and initializes the appropriate platform layers
/// before handing off to the platform-agnostic EngineCore
import Foundation
import EngineCore
import RendererAPI
// Platform-specific imports (conditionally compiled)
#if os(Linux)
import PlatformLinux
import VulkanRenderer
#elseif os(Windows)
import PlatformWin32
import DX12Renderer
import VulkanRenderer // Vulkan is also supported on Windows
#elseif os(macOS)
// Future: import PlatformMacOS and MetalRenderer
#endif
// MARK: - Platform Detection and Initialization
print("=" * 60)
print("🏀 SportsBallEngine - Cross-Platform 3D Game Engine")
print("=" * 60)
print()
// Detect platform
#if os(Linux)
print("📍 Platform: Linux")
let platformName = "Linux"
#elseif os(Windows)
print("📍 Platform: Windows")
let platformName = "Windows"
#elseif os(macOS)
print("📍 Platform: macOS")
let platformName = "macOS"
#else
print("📍 Platform: Unknown")
let platformName = "Unknown"
#endif
print("🔧 Swift Version: \(#swiftVersion)")
print()
// MARK: - Platform Layer Factory
/// Creates platform-specific implementations based on the current OS
struct PlatformFactory {
static func createRenderer(preferredAPI: String? = nil) -> any Renderer {
#if os(Linux)
// Linux: Vulkan only
print("🎨 Creating Vulkan renderer...")
return VulkanRenderer()
#elseif os(Windows)
// Windows: DirectX 12 (default) or Vulkan
if let api = preferredAPI?.lowercased(), api == "vulkan" {
print("🎨 Creating Vulkan renderer...")
return VulkanRenderer()
} else {
print("🎨 Creating DirectX 12 renderer...")
return DX12Renderer()
}
#elseif os(macOS)
// macOS: Metal (future)
fatalError("macOS support not yet implemented - Metal renderer coming soon")
#else
fatalError("Unsupported platform: \(platformName)")
#endif
}
static func createWindowManager() -> any WindowManager {
#if os(Linux)
return LinuxWindowManager()
#elseif os(Windows)
return Win32WindowManager()
#elseif os(macOS)
// return MacOSWindowManager()
fatalError("macOS support not yet implemented")
#else
fatalError("Unsupported platform: \(platformName)")
#endif
}
static func createInputHandler() -> any InputHandler {
#if os(Linux)
return LinuxInputHandler()
#elseif os(Windows)
return Win32InputHandler()
#elseif os(macOS)
// return MacOSInputHandler()
fatalError("macOS support not yet implemented")
#else
fatalError("Unsupported platform: \(platformName)")
#endif
}
static func createAudioEngine() -> any AudioEngine {
#if os(Linux)
return LinuxAudioEngine()
#elseif os(Windows)
return Win32AudioEngine()
#elseif os(macOS)
// return MacOSAudioEngine()
fatalError("macOS support not yet implemented")
#else
fatalError("Unsupported platform: \(platformName)")
#endif
}
}
// MARK: - Application Configuration
/// Parse command-line arguments for configuration
func parseArguments() -> (rendererAPI: String?, windowTitle: String?, width: Int?, height: Int?) {
let args = CommandLine.arguments
var rendererAPI: String?
var windowTitle: String?
var width: Int?
var height: Int?
var i = 1
while i < args.count {
let arg = args[i]
switch arg {
case "--renderer", "-r":
if i + 1 < args.count {
rendererAPI = args[i + 1]
i += 1
}
case "--title", "-t":
if i + 1 < args.count {
windowTitle = args[i + 1]
i += 1
}
case "--width", "-w":
if i + 1 < args.count {
width = Int(args[i + 1])
i += 1
}
case "--height", "-h":
if i + 1 < args.count {
height = Int(args[i + 1])
i += 1
}
case "--help":
printHelp()
exit(0)
default:
break
}
i += 1
}
return (rendererAPI, windowTitle, width, height)
}
func printHelp() {
print("""
Usage: SportsBallEngine [OPTIONS]
Options:
--renderer, -r <api> Renderer API (vulkan, dx12) [Windows only]
--title, -t <title> Window title
--width, -w <pixels> Window width (default: 1920)
--height, -h <pixels> Window height (default: 1080)
--help Show this help message
Examples:
SportsBallEngine --renderer vulkan --width 2560 --height 1440
SportsBallEngine --title "My Sports Game"
""")
}
// MARK: - Main Execution
@main
struct SportsBallEngineApp {
static func main() async {
do {
// Parse command-line arguments
let args = parseArguments()
// Create platform-specific implementations
print("🔨 Creating platform abstractions...")
let renderer = PlatformFactory.createRenderer(preferredAPI: args.rendererAPI)
let windowManager = PlatformFactory.createWindowManager()
let inputHandler = PlatformFactory.createInputHandler()
let audioEngine = PlatformFactory.createAudioEngine()
print()
// Create window
print("🪟 Creating window...")
let windowConfig = WindowConfig(
title: args.windowTitle ?? "SportsBallEngine - EA Sports-style Demo",
width: args.width ?? 1920,
height: args.height ?? 1080,
fullscreen: false,
resizable: true,
vsyncEnabled: true
)
try await windowManager.createWindow(config: windowConfig)
print()
// Create engine configuration
let engineConfig = EngineConfig(
targetFrameRate: 60,
fixedTimeStep: 1.0 / 60.0,
maxFrameSkip: 5
)
// Initialize the engine core with platform abstractions
print("⚙️ Initializing engine core...")
let engine = GameEngine(
renderer: renderer,
windowManager: windowManager,
inputHandler: inputHandler,
audioEngine: audioEngine,
config: engineConfig
)
print()
// Start the engine (this runs the main loop)
print("=" * 60)
print("🎮 Starting game engine...")
print("=" * 60)
print()
print("Controls:")
print(" ESC - Exit application")
print()
try await engine.start()
// Engine has stopped
print()
print("=" * 60)
print("👋 Engine shutdown complete. Goodbye!")
print("=" * 60)
} catch {
print()
print("=" * 60)
print("❌ Fatal Error: \(error)")
print("=" * 60)
exit(1)
}
}
}
// MARK: - String Multiplication Helper
extension String {
static func * (string: String, count: Int) -> String {
return String(repeating: string, count: count)
}
}
/*
* ============================================================================
* ARCHITECTURE NOTES - Carmack-Style Separation
* ============================================================================
*
* This engine follows the id Software architectural pattern:
*
* 1. STRICT SEPARATION:
* - EngineCore, PhysicsEngine, AssetLoader: NO platform imports
* - PlatformLinux, PlatformWin32: Platform-specific code ONLY
* - VulkanRenderer, DX12Renderer: Graphics API-specific code ONLY
*
* 2. PROTOCOL-ORIENTED DESIGN:
* - All platform systems use protocols (Renderer, WindowManager, etc.)
* - EngineCore only depends on protocols, never concrete types
* - Platform layers are injected at startup via this main.swift
*
* 3. INITIALIZATION FLOW:
* main.swift (this file)
* Detect platform
* Create platform-specific implementations
* Inject into EngineCore
* Start engine main loop
*
* 4. RENDER BACKENDS:
* - Vulkan: Primary cross-platform (Linux + Windows)
* - DirectX 12: Windows optimization
* - Metal: Future macOS support
*
* 5. SPORTS GAME OPTIMIZATIONS:
* - High-fidelity character rendering (skeletal animation)
* - Fast ball/puck physics (custom collision detection)
* - Large stadium rendering (LOD, culling)
* - State machine-driven player movement
* - Animation blending for smooth transitions
*
* ============================================================================
*/

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/// VulkanRenderer - Vulkan rendering backend implementation
/// This is a PLATFORM-SPECIFIC module (Vulkan API)
import Foundation
import RendererAPI
// Note: In a real implementation, this would import Vulkan C bindings
// import CVulkan or similar Swift Vulkan wrapper
/// Vulkan-based renderer implementation
public final class VulkanRenderer: Renderer, @unchecked Sendable {
private var config: RendererConfig?
private var isInitialized: Bool = false
// Vulkan handles (placeholders - would be actual Vulkan types)
private var instance: UnsafeMutableRawPointer?
private var device: UnsafeMutableRawPointer?
private var physicalDevice: UnsafeMutableRawPointer?
private var surface: UnsafeMutableRawPointer?
private var swapchain: UnsafeMutableRawPointer?
private var commandPool: UnsafeMutableRawPointer?
private var graphicsQueue: UnsafeMutableRawPointer?
private var presentQueue: UnsafeMutableRawPointer?
// Resource storage
private var meshes: [MeshHandle: VulkanMesh] = [:]
private var textures: [TextureHandle: VulkanTexture] = [:]
private var materials: [MaterialHandle: VulkanMaterial] = [:]
private var currentFrameIndex: UInt32 = 0
private let maxFramesInFlight: UInt32 = 2
public init() {
print(" 🌋 VulkanRenderer created")
}
// MARK: - Renderer Protocol Implementation
public func initialize(config: RendererConfig) async throws {
print(" → Initializing Vulkan renderer...")
self.config = config
// 1. Create Vulkan Instance
try createInstance()
// 2. Create Surface (from window handle)
try createSurface(windowHandle: config.windowHandle)
// 3. Pick Physical Device (GPU)
try pickPhysicalDevice()
// 4. Create Logical Device
try createLogicalDevice()
// 5. Create Swapchain
try createSwapchain(width: config.width, height: config.height, vsync: config.vsyncEnabled)
// 6. Create Command Pools and Buffers
try createCommandResources()
// 7. Create Render Pass
try createRenderPass()
// 8. Create Framebuffers
try createFramebuffers()
// 9. Create Graphics Pipeline
try createGraphicsPipeline()
// 10. Create Descriptor Sets for materials
try createDescriptorResources()
isInitialized = true
print(" ✓ Vulkan renderer initialized")
}
public func beginFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
// Wait for previous frame to finish
// Acquire next swapchain image
// Begin command buffer recording
}
public func draw(scene: Scene) throws {
guard isInitialized else { throw RendererError.notInitialized }
// Begin render pass
// Set viewport and scissor
// Bind pipeline
// Draw each entity
for entity in scene.entities {
// Set up push constants / uniform buffers
// Bind vertex and index buffers
// Draw indexed
drawEntity(entity, camera: scene.camera)
}
// End render pass
}
public func endFrame() throws {
guard isInitialized else { throw RendererError.notInitialized }
// End command buffer
// Submit to graphics queue
// Present to swapchain
currentFrameIndex = (currentFrameIndex + 1) % maxFramesInFlight
}
public func shutdown() async {
print(" → Shutting down Vulkan renderer...")
// Wait for device idle
// Destroy all resources in reverse order
destroyDescriptorResources()
destroyGraphicsPipeline()
destroyFramebuffers()
destroyRenderPass()
destroyCommandResources()
destroySwapchain()
destroyLogicalDevice()
destroySurface()
destroyInstance()
isInitialized = false
print(" ✓ Vulkan renderer shutdown complete")
}
public func loadMesh(vertices: [Vertex], indices: [UInt32]) async throws -> MeshHandle {
let handle = MeshHandle()
// Create Vulkan vertex buffer
// Create Vulkan index buffer
// Upload data to GPU
let vulkanMesh = VulkanMesh(
vertexBuffer: nil,
indexBuffer: nil,
vertexCount: UInt32(vertices.count),
indexCount: UInt32(indices.count)
)
meshes[handle] = vulkanMesh
return handle
}
public func loadTexture(data: Data, width: Int, height: Int, format: TextureFormat) async throws -> TextureHandle {
let handle = TextureHandle()
// Create Vulkan image
// Create Vulkan image view
// Create Vulkan sampler
// Upload texture data
let vulkanTexture = VulkanTexture(
image: nil,
imageView: nil,
sampler: nil,
width: width,
height: height
)
textures[handle] = vulkanTexture
return handle
}
public func createMaterial(albedoTexture: TextureHandle?, normalTexture: TextureHandle?) async throws -> MaterialHandle {
let handle = MaterialHandle()
// Create descriptor set for this material
// Bind textures to descriptor set
let vulkanMaterial = VulkanMaterial(
descriptorSet: nil,
albedoTexture: albedoTexture,
normalTexture: normalTexture
)
materials[handle] = vulkanMaterial
return handle
}
public var info: RendererInfo {
return RendererInfo(
apiName: "Vulkan",
apiVersion: "1.3",
deviceName: "Vulkan Device (placeholder)",
maxTextureSize: 16384
)
}
// MARK: - Vulkan-Specific Implementation
private func createInstance() throws {
print(" • Creating Vulkan instance...")
// vkCreateInstance(...) with validation layers in debug
}
private func createSurface(windowHandle: UnsafeMutableRawPointer?) throws {
print(" • Creating Vulkan surface...")
// Platform-specific surface creation:
// - Linux: vkCreateXlibSurfaceKHR or vkCreateWaylandSurfaceKHR
// - Windows: vkCreateWin32SurfaceKHR
}
private func pickPhysicalDevice() throws {
print(" • Selecting physical device...")
// vkEnumeratePhysicalDevices
// Score devices and pick best one (dedicated GPU preferred)
}
private func createLogicalDevice() throws {
print(" • Creating logical device...")
// vkCreateDevice with required extensions and features
}
private func createSwapchain(width: Int, height: Int, vsync: Bool) throws {
print(" • Creating swapchain (\(width)x\(height))...")
// vkCreateSwapchainKHR with appropriate format and present mode
}
private func createCommandResources() throws {
print(" • Creating command resources...")
// vkCreateCommandPool
// vkAllocateCommandBuffers
}
private func createRenderPass() throws {
print(" • Creating render pass...")
// vkCreateRenderPass with color and depth attachments
}
private func createFramebuffers() throws {
print(" • Creating framebuffers...")
// vkCreateFramebuffer for each swapchain image
}
private func createGraphicsPipeline() throws {
print(" • Creating graphics pipeline...")
// Load shaders (SPIR-V)
// vkCreateGraphicsPipelines with all state
}
private func createDescriptorResources() throws {
print(" • Creating descriptor resources...")
// vkCreateDescriptorSetLayout
// vkCreateDescriptorPool
}
private func drawEntity(_ entity: Entity, camera: Camera) {
// Bind mesh
// Bind material
// Set push constants (MVP matrix)
// vkCmdDrawIndexed
}
// MARK: - Cleanup
private func destroyDescriptorResources() {
// vkDestroyDescriptorPool
// vkDestroyDescriptorSetLayout
}
private func destroyGraphicsPipeline() {
// vkDestroyPipeline
// vkDestroyPipelineLayout
}
private func destroyFramebuffers() {
// vkDestroyFramebuffer for each
}
private func destroyRenderPass() {
// vkDestroyRenderPass
}
private func destroyCommandResources() {
// vkFreeCommandBuffers
// vkDestroyCommandPool
}
private func destroySwapchain() {
// vkDestroySwapchainKHR
}
private func destroyLogicalDevice() {
// vkDestroyDevice
}
private func destroySurface() {
// vkDestroySurfaceKHR
}
private func destroyInstance() {
// vkDestroyInstance
}
}
// MARK: - Vulkan Resource Types
private struct VulkanMesh {
var vertexBuffer: UnsafeMutableRawPointer?
var indexBuffer: UnsafeMutableRawPointer?
var vertexCount: UInt32
var indexCount: UInt32
}
private struct VulkanTexture {
var image: UnsafeMutableRawPointer?
var imageView: UnsafeMutableRawPointer?
var sampler: UnsafeMutableRawPointer?
var width: Int
var height: Int
}
private struct VulkanMaterial {
var descriptorSet: UnsafeMutableRawPointer?
var albedoTexture: TextureHandle?
var normalTexture: TextureHandle?
}
// MARK: - Errors
private enum RendererError: Error {
case notInitialized
case vulkanError(String)
}