270 lines
9.1 KiB
Markdown
270 lines
9.1 KiB
Markdown
# 🏀 SportsBallEngine
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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.
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## 🎯 Design Philosophy
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### Clean Architecture
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This engine follows industry-standard architectural principles:
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1. **Strict Code Separation**
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- **Platform-Agnostic Core**: Pure Swift modules with NO platform-specific imports
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- **Platform Abstraction Layers (PAL)**: Thin, platform-specific modules that interact with OS APIs
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2. **Protocol-Oriented Design**
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- All platform-dependent systems use Swift protocols
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- EngineCore depends only on protocols, never concrete implementations
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- Platform layers are dependency-injected at startup
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3. **Explicit Rendering APIs**
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- Vulkan (primary cross-platform)
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- DirectX 12 (Windows optimization)
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- Metal (future macOS support)
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## 🏗️ Architecture
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```
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┌─────────────────────────────────────────────────────────┐
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│ main.swift │
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│ (Platform Detection & Injection) │
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└────────────┬────────────────────────────────────────────┘
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│
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├──────────────┬──────────────┬──────────────┐
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│ │ │ │
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▼ ▼ ▼ ▼
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┌──────────────┐ ┌──────────┐ ┌──────────┐ ┌──────────┐
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│ EngineCore │ │ Renderer │ │ Window │ │ Input │
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│ (Protocol- │ │ Protocol │ │ Protocol │ │ Protocol │
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│ Agnostic) │ └──────────┘ └──────────┘ └──────────┘
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└───┬──────────┘ │ │ │
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│ │ │ │
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├─────────┬───────┘ │ │
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│ │ │ │
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▼ ▼ ▼ ▼
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┌─────────┐ ┌─────────┐ ┌─────────────┐ ┌─────────────┐
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│ Physics │ │ Asset │ │ Linux/Win32 │ │ Linux/Win32 │
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│ Engine │ │ Loader │ │ Window │ │ Input │
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└─────────┘ └─────────┘ └─────────────┘ └─────────────┘
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│
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▼
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┌─────────────────┐
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│ Vulkan / DX12 │
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│ Renderer │
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└─────────────────┘
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```
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## 📦 Module Structure
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### Platform-Agnostic Core Modules
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#### **EngineCore**
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- Main game loop (Carmack-style fixed timestep)
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- Scene management
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- System coordination
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- **NO platform imports allowed**
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#### **RendererAPI**
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- Protocol definitions for rendering
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- Camera, Scene, Entity types
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- Vertex, Mesh, Material handles
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- **NO platform imports allowed**
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#### **PhysicsEngine**
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- Sports-optimized physics simulation
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- Ball/puck physics with spin and drag
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- Player collision detection
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- Impulse-based collision resolution
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- **NO platform imports allowed**
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#### **AssetLoader**
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- 3D model loading (FBX, GLTF, OBJ)
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- Texture loading (DDS, PNG, JPG)
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- Skeletal animation data
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- Animation blending system
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- **NO platform imports allowed**
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### Platform-Specific Modules
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#### **PlatformLinux**
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- GLFW/SDL windowing (X11/Wayland)
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- Linux input handling
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- ALSA/PulseAudio audio
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#### **PlatformWin32**
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- Win32 API windowing
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- Raw Input / XInput
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- WASAPI/XAudio2 audio
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#### **VulkanRenderer**
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- Vulkan 1.3 rendering backend
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- Cross-platform (Linux + Windows)
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- Explicit GPU resource management
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#### **DX12Renderer**
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- DirectX 12 rendering backend
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- Windows-optimized path
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- Low-level GPU control
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## 🎮 Sports Game Optimizations
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This engine is specifically designed for professional sports games across multiple disciplines:
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### Character Rendering
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- High-fidelity player models with PBR materials
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- Skeletal animation with smooth blending
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- State machine-driven movement (running, shooting, tackling)
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- Facial animation support
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### Physics
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- Fast ball/puck simulation with spin
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- Player-to-player collision detection
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- Ball-to-player interaction physics
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- Field boundaries and out-of-bounds detection
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### Rendering
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- Large stadium/arena rendering with LOD
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- Crowd rendering and animation
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- Dynamic lighting for different times of day
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- Particle effects (grass, dust, sweat)
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### Performance
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- Fixed timestep physics (60 Hz)
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- Multithreaded asset streaming
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- GPU-driven rendering
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- Spatial culling and occlusion
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## 🚀 Building & Running
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### Prerequisites
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- **Swift 6.0+**
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- **Platform-specific dependencies:**
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- Linux: Vulkan SDK, GLFW/SDL
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- Windows: DirectX 12 SDK, GLFW/SDL or Win32 API
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### Build Commands
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```bash
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# Build the engine
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swift build
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# Build release version
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swift build -c release
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# Run the engine
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swift run
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# Run with options
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swift run SportsBallEngine -- --renderer vulkan --width 2560 --height 1440
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```
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### Command-Line Options
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```
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Usage: SportsBallEngine [OPTIONS]
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Options:
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--renderer, -r <api> Renderer API (vulkan, dx12) [Windows only]
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--title, -t <title> Window title
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--width, -w <pixels> Window width (default: 1920)
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--height, -h <pixels> Window height (default: 1080)
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--help Show this help message
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Examples:
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SportsBallEngine --renderer vulkan --width 2560 --height 1440
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SportsBallEngine --title "My Sports Game"
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```
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## 🔧 Development
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### Adding New Platform Support
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1. Create new module: `Sources/Platform{Name}/`
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2. Implement protocols: `WindowManager`, `InputHandler`, `AudioEngine`
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3. Add to `PlatformFactory` in `main.swift`
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4. Update `Package.swift` dependencies
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### Adding New Renderer
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1. Create new module: `Sources/{API}Renderer/`
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2. Implement `Renderer` protocol from `RendererAPI`
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3. Add to `PlatformFactory.createRenderer()`
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4. Update `Package.swift` dependencies
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### Project Structure
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```
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SportsBallEngine_1/
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├── Package.swift # Swift Package Manager manifest
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├── README.md # This file
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├── Sources/
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│ ├── SportsBallEngine/ # Main entry point
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│ │ └── main.swift
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│ ├── EngineCore/ # Platform-agnostic core
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│ │ └── Engine.swift
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│ ├── RendererAPI/ # Protocol definitions
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│ │ ├── RendererProtocol.swift
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│ │ ├── InputProtocol.swift
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│ │ ├── WindowProtocol.swift
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│ │ └── AudioProtocol.swift
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│ ├── PhysicsEngine/ # Physics simulation
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│ │ └── PhysicsWorld.swift
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│ ├── AssetLoader/ # Asset management
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│ │ └── AssetManager.swift
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│ ├── VulkanRenderer/ # Vulkan backend
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│ │ └── VulkanRenderer.swift
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│ ├── DX12Renderer/ # DirectX 12 backend
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│ │ └── DX12Renderer.swift
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│ ├── PlatformLinux/ # Linux platform layer
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│ │ └── LinuxPlatform.swift
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│ └── PlatformWin32/ # Windows platform layer
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│ └── Win32Platform.swift
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└── Tests/
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└── EngineCoreTests/
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```
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## 🎯 Sports Game Features (Roadmap)
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### Phase 1: Core Engine ✅
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- [x] Platform abstraction layer
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- [x] Renderer protocols (Vulkan, DX12)
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- [x] Physics engine
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- [x] Asset loading system
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- [x] Main game loop
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### Phase 2: Sports-Specific Features
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- [ ] Skeletal animation system
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- [ ] Animation blending
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- [ ] State machines for player AI
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- [ ] Ball physics with spin
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- [ ] Stadium rendering
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- [ ] Crowd simulation
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### Phase 3: Advanced Features
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- [ ] Networking (multiplayer)
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- [ ] Replay system
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- [ ] Statistics tracking
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- [ ] Dynamic weather
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- [ ] Commentary system
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## 📝 License
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Copyright (c) 2025. All rights reserved.
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## 🙏 Acknowledgments
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- **Swift Community** - For excellent cross-platform support
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- **Open Source Contributors** - For graphics API bindings and tooling
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---
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**Note**: This is a foundational structure. Renderer implementations are currently stubs that demonstrate the architecture. Production use would require:
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- Actual Vulkan/DirectX 12 C bindings
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- Complete shader pipeline
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- Full asset format parsers
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- Advanced physics optimizations
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- Networking layer
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The architecture is production-ready; the implementations are educational scaffolding.
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