SportsBallEngine/README.md
2025-12-15 16:03:37 -08:00

9.1 KiB

🏀 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

# 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

  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

  • 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.