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this is a simple pygame wrapper for advanced game features with less boilerplate

Project description

🕹️ Pygame ECS Framework

A modular, extensible game engine framework built with Pygame, designed to support both 2D (SDL) and 3D (OpenGL) rendering backends using a flexible Entity-Component-System (ECS) architecture.


🧱 Core TODOs

  • ⚙️ Make Entity system
  • 🧩 Make Component system
  • 📁 File System (Asset loading/saving)
  • 📡 Event System (Custom game events & input routing)
  • 🌐 Networking (Multiplayer / sync states)
  • 🏷️ Tag Component (name: str)
  • 📊 Profiler (performance monitoring)

🖼️ SDL SOFTWARE Engine (2D)

🎨 SDL Renderer TODOs

  • 🖌️ Renderer (blit surfaces, render queue)
  • 🧪 Visual Debug (draw colliders, axes, etc.)

👾 SDL Entities

  • BaseEntity(position: tuple[int, int])

🧬 SDL Components

  • 🧭 Transform(position: tuple[int, int], rotation: int, scale: list[int, int])
  • 🛞 Rigidbody(mass: float, velocity: tuple[float, float, float], acceleration: tuple[float, float, float])
  • 🧱 Collision(shape: Enum, size: int, offset: list[int, int])
  • 🎞️ Animation(frames: list[pg.Surface])

🧊 OPENGL 3D Engine

🕶️ OpenGL Renderer TODOs

  • 🧼 3D Renderer (OpenGL context, mesh/material support)
  • 💡 Shaders (basic lighting, texturing)
  • 🎥 Camera system (FOV, perspective, etc.)
  • 🧩 Visual Debug (bounding boxes, axes, wireframe mode)

📦 3D Components (Planned)

  • 🧭 Transform(position: tuple[float, float, float], rotation: tuple[float, float, float], scale: tuple[float, float, float])
  • 📐 Mesh(mesh_id: int)
  • 🎨 Material(shader_id: int, texture_id: int)
  • 💡 Light(color: tuple[float, float, float], intensity: float)
  • 🎥 Camera(fov: float, near: float, far: float)
  • 🧲 Rigidbody(...) (extended for 3D: includes angular velocity, etc.)

🧠 Extra Components & Systems

  • ❤️ Health / Damage system
  • 🤖 AI / Behavior system
  • 🎒 Inventory system
  • ⚗️ Status Effects / Buffs
  • 🎮 Input system (player input mapping)
  • 📜 Scripting (attach logic to entities)
  • 🔊 Audio (sound emitters, background music)
  • 🌠 Particle system (fire, smoke, etc.)
  • 🗺️ Scene system (level loading & transition)
  • 💾 Serialization (save/load ECS state)
  • 🧰 UI Components (HUD, health bars, etc.)
  • 🧷 Entity Parenting / Hierarchy

🛠 Tooling & Dev Features

  • 🧪 Entity Inspector / Debug Overlay
  • 🧱 Level Editor (drag & drop, place entities)
  • 🔁 Hot Reloading (assets or scripts)
  • ✅ Component-based testing framework
  • ♻️ Resource Manager (texture, mesh, sound caching)

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