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| Sources | ||
| .gitignore | ||
| ARCHITECTURE.md | ||
| GETTING_STARTED.md | ||
| Package.swift | ||
| README.md | ||
🏀 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:
-
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
-
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
-
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
# 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 <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"
🔧 Development
Adding New Platform Support
- Create new module:
Sources/Platform{Name}/ - Implement protocols:
WindowManager,InputHandler,AudioEngine - Add to
PlatformFactoryinmain.swift - Update
Package.swiftdependencies
Adding New Renderer
- Create new module:
Sources/{API}Renderer/ - Implement
Rendererprotocol fromRendererAPI - Add to
PlatformFactory.createRenderer() - Update
Package.swiftdependencies
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 ✅
- Platform abstraction layer
- Renderer protocols (Vulkan, DX12)
- Physics engine
- Asset loading system
- 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.