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

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# 🏀 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 <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 ✅
- [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.