# 🏀 SportsBallEngine A high-performance, cross-platform 3D game engine written in Swift 6, designed for professional sports games across multiple disciplines. Built with strict platform abstraction and protocol-oriented design. ## 🎯 Design Philosophy ### Clean Architecture This engine follows industry-standard architectural principles: 1. **Strict Code Separation** - **Platform-Agnostic Core**: Pure Swift modules with NO platform-specific imports - **Platform Abstraction Layers (PAL)**: Thin, platform-specific modules that interact with OS APIs 2. **Protocol-Oriented Design** - All platform-dependent systems use Swift protocols - EngineCore depends only on protocols, never concrete implementations - Platform layers are dependency-injected at startup 3. **Explicit Rendering APIs** - Vulkan (primary cross-platform) - DirectX 12 (Windows optimization) - Metal (future macOS support) ## 🏗️ Architecture ``` ┌─────────────────────────────────────────────────────────┐ │ main.swift │ │ (Platform Detection & Injection) │ └────────────┬────────────────────────────────────────────┘ │ ├──────────────┬──────────────┬──────────────┐ │ │ │ │ ▼ ▼ ▼ ▼ ┌──────────────┐ ┌──────────┐ ┌──────────┐ ┌──────────┐ │ EngineCore │ │ Renderer │ │ Window │ │ Input │ │ (Protocol- │ │ Protocol │ │ Protocol │ │ Protocol │ │ Agnostic) │ └──────────┘ └──────────┘ └──────────┘ └───┬──────────┘ │ │ │ │ │ │ │ ├─────────┬───────┘ │ │ │ │ │ │ ▼ ▼ ▼ ▼ ┌─────────┐ ┌─────────┐ ┌─────────────┐ ┌─────────────┐ │ Physics │ │ Asset │ │ Linux/Win32 │ │ Linux/Win32 │ │ Engine │ │ Loader │ │ Window │ │ Input │ └─────────┘ └─────────┘ └─────────────┘ └─────────────┘ │ ▼ ┌─────────────────┐ │ Vulkan / DX12 │ │ Renderer │ └─────────────────┘ ``` ## 📦 Module Structure ### Platform-Agnostic Core Modules #### **EngineCore** - Main game loop (Carmack-style fixed timestep) - Scene management - System coordination - **NO platform imports allowed** #### **RendererAPI** - Protocol definitions for rendering - Camera, Scene, Entity types - Vertex, Mesh, Material handles - **NO platform imports allowed** #### **PhysicsEngine** - Sports-optimized physics simulation - Ball/puck physics with spin and drag - Player collision detection - Impulse-based collision resolution - **NO platform imports allowed** #### **AssetLoader** - 3D model loading (FBX, GLTF, OBJ) - Texture loading (DDS, PNG, JPG) - Skeletal animation data - Animation blending system - **NO platform imports allowed** ### Platform-Specific Modules #### **PlatformLinux** - GLFW/SDL windowing (X11/Wayland) - Linux input handling - ALSA/PulseAudio audio #### **PlatformWin32** - Win32 API windowing - Raw Input / XInput - WASAPI/XAudio2 audio #### **VulkanRenderer** - Vulkan 1.3 rendering backend - Cross-platform (Linux + Windows) - Explicit GPU resource management #### **DX12Renderer** - DirectX 12 rendering backend - Windows-optimized path - Low-level GPU control ## 🎮 Sports Game Optimizations This engine is specifically designed for professional sports games across multiple disciplines: ### Character Rendering - High-fidelity player models with PBR materials - Skeletal animation with smooth blending - State machine-driven movement (running, shooting, tackling) - Facial animation support ### Physics - Fast ball/puck simulation with spin - Player-to-player collision detection - Ball-to-player interaction physics - Field boundaries and out-of-bounds detection ### Rendering - Large stadium/arena rendering with LOD - Crowd rendering and animation - Dynamic lighting for different times of day - Particle effects (grass, dust, sweat) ### Performance - Fixed timestep physics (60 Hz) - Multithreaded asset streaming - GPU-driven rendering - Spatial culling and occlusion ## 🚀 Building & Running ### Prerequisites - **Swift 6.0+** - **Platform-specific dependencies:** - Linux: Vulkan SDK, GLFW/SDL - Windows: DirectX 12 SDK, GLFW/SDL or Win32 API ### Build Commands ```bash # Build the engine swift build # Build release version swift build -c release # Run the engine swift run # Run with options swift run SportsBallEngine -- --renderer vulkan --width 2560 --height 1440 ``` ### Command-Line Options ``` Usage: SportsBallEngine [OPTIONS] Options: --renderer, -r Renderer API (vulkan, dx12) [Windows only] --title, -t 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" ``` ## 🔧 Development ### Adding New Platform Support 1. Create new module: `Sources/Platform{Name}/` 2. Implement protocols: `WindowManager`, `InputHandler`, `AudioEngine` 3. Add to `PlatformFactory` in `main.swift` 4. Update `Package.swift` dependencies ### Adding New Renderer 1. Create new module: `Sources/{API}Renderer/` 2. Implement `Renderer` protocol from `RendererAPI` 3. Add to `PlatformFactory.createRenderer()` 4. Update `Package.swift` dependencies ### Project Structure ``` SportsBallEngine_1/ ├── Package.swift # Swift Package Manager manifest ├── README.md # This file ├── Sources/ │ ├── SportsBallEngine/ # Main entry point │ │ └── main.swift │ ├── EngineCore/ # Platform-agnostic core │ │ └── Engine.swift │ ├── RendererAPI/ # Protocol definitions │ │ ├── RendererProtocol.swift │ │ ├── InputProtocol.swift │ │ ├── WindowProtocol.swift │ │ └── AudioProtocol.swift │ ├── PhysicsEngine/ # Physics simulation │ │ └── PhysicsWorld.swift │ ├── AssetLoader/ # Asset management │ │ └── AssetManager.swift │ ├── VulkanRenderer/ # Vulkan backend │ │ └── VulkanRenderer.swift │ ├── DX12Renderer/ # DirectX 12 backend │ │ └── DX12Renderer.swift │ ├── PlatformLinux/ # Linux platform layer │ │ └── LinuxPlatform.swift │ └── PlatformWin32/ # Windows platform layer │ └── Win32Platform.swift └── Tests/ └── EngineCoreTests/ ``` ## 🎯 Sports Game Features (Roadmap) ### Phase 1: Core Engine ✅ - [x] Platform abstraction layer - [x] Renderer protocols (Vulkan, DX12) - [x] Physics engine - [x] Asset loading system - [x] Main game loop ### Phase 2: Sports-Specific Features - [ ] Skeletal animation system - [ ] Animation blending - [ ] State machines for player AI - [ ] Ball physics with spin - [ ] Stadium rendering - [ ] Crowd simulation ### Phase 3: Advanced Features - [ ] Networking (multiplayer) - [ ] Replay system - [ ] Statistics tracking - [ ] Dynamic weather - [ ] Commentary system ## 📝 License Copyright (c) 2025. All rights reserved. ## 🙏 Acknowledgments - **Swift Community** - For excellent cross-platform support - **Open Source Contributors** - For graphics API bindings and tooling --- **Note**: This is a foundational structure. Renderer implementations are currently stubs that demonstrate the architecture. Production use would require: - Actual Vulkan/DirectX 12 C bindings - Complete shader pipeline - Full asset format parsers - Advanced physics optimizations - Networking layer The architecture is production-ready; the implementations are educational scaffolding.