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SwirEngine 1.0.2

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SwirEngine is a modern Python-first 2D/3D game engine built around one approachable API. It is designed to let Python developers create real games without having to learn raw OpenGL before putting gameplay on screen.

SwirEngine 1.0 is a stable line with a tested cross-platform runtime, GPU rendering, input, physics, audio, assets, scenes, prefabs/ECS, editor tooling, networking and project export. The 1.0 roadmap is complete at 31/31 deliverables.

Install

SwirEngine currently supports Python 3.10-3.13.

python -m pip install -U swirengine

On Windows, Python 3.13 is the recommended interpreter for the current release:

py -3.13 -m pip install -U swirengine

Optional audio support:

python -m pip install -U "swirengine[audio]"

Python 3.14

Python 3.14 is not declared as supported yet. SwirEngine depends on native OpenGL packages (moderngl and glcontext) whose current stable releases do not provide prebuilt CPython 3.14 Windows wheels. Without that wheel, pip attempts a local C/C++ build and may ask for Microsoft Visual C++ Build Tools. SwirEngine 1.0.2 declares Python >=3.10,<3.14 so installers fail early with a clear compatibility message instead of entering that native build path.

Quick 2D game

from swirengine import Color, Game, Rectangle2D


game = Game("My 2D Game", 1280, 720, mode="2d")
player = game.add(
    Rectangle2D(0, 0, 120, 70, Color(0.1, 0.75, 1.0, 1.0), name="player")
)


@game.update
def update(dt):
    speed = 380
    if game.key("A"):
        player.x -= speed * dt
    if game.key("D"):
        player.x += speed * dt
    if game.key("W"):
        player.y += speed * dt
    if game.key("S"):
        player.y -= speed * dt


game.run()

Quick 3D game

from swirengine import Color, Cube3D, Game, Vec3


game = Game("My 3D Game", 1280, 720, mode="3d")
cube = game.add(
    Cube3D(position=Vec3(0, 0, -4), color=Color(0.2, 0.7, 1.0, 1.0))
)


@game.update
def update(dt):
    cube.rotation.y += 50 * dt
    cube.rotation.x += 25 * dt


game.run()

What is included

2D runtime

  • textured Sprite2D rendering with alpha blending
  • colored primitives and render layers
  • Camera2D movement, zoom and follow workflows
  • sprite sheets and named AnimatedSprite2D clips
  • tilemaps backed by pooled sprites
  • cached text rendering and bounded LRU text-texture cache
  • labels, panels, buttons and progress bars
  • particles
  • AABB collision queries
  • deterministic fixed-step arcade rigid-body physics
  • JSON save data through SaveStore
  • keyboard and mouse held/pressed/released queries
  • adjacent compatible sprite batching

3D runtime

  • perspective Camera3D
  • MeshData, Mesh3D and lazy GPU mesh caching
  • OBJ import with triangulation, normals and UVs
  • static glTF/GLB scene and material import
  • Phong and Cook-Torrance GGX metallic/roughness PBR
  • base-color, metallic/roughness, normal, occlusion and emissive material channels
  • directional, point and spot lights
  • deterministic per-light GPU budgets and diagnostics
  • skybox/environment support
  • true cubemap image-based lighting
  • directional GPU shadows, post-processing, ACES/Reinhard tone mapping and FXAA
  • sRGB/linear color-space handling for PBR material channels

Architecture and game systems

  • scene names, tags and creator-friendly lookup/removal helpers
  • reusable prefabs and per-instance overrides
  • versioned scene/prefab JSON serialization
  • safe codec registry and cyclic reference preservation
  • lightweight ECS with entities, components, queries and prioritized systems
  • plugin runtime
  • polling file watcher and plugin hot reload
  • transactional multi-domain state restore/rollback
  • asset hot reload bridges for renderer and audio
  • LiveDevelopmentHub
  • pluggable sound effects and music backend

Visual editor foundation

  • project/workspace state
  • hierarchy and inspector
  • unified undo/redo
  • component editing
  • mixed object/entity parenting and reordering
  • persistent hierarchy state
  • asset browser
  • console and profiler panels
  • move/rotate/scale gizmos with snapping
  • viewport picking and direct manipulation
  • interactive Tk editor frontend
  • isolated Play/Edit runtime session
  • embedded live renderer preview

Networking and export

  • deterministic length-prefixed JSON packets
  • non-blocking TCP client/server peers
  • packaging profiles
  • Windows, Linux and macOS PyInstaller build plans
  • Android and Web experimental staging targets
  • machine-readable export manifests

Project generator

Create a project directly from the installed package:

swirengine new MyGame --mode 2d
swirengine new My3DGame --mode 3d

Projects created by SwirEngine 1.0.2 declare compatibility with the stable engine line:

engine = ">=1.0,<2.0"

Check the installed engine:

swirengine info

Export

Create a deterministic export/staging directory:

swirengine export . --target windows --name MyGame --onefile --windowed

Desktop targets expose the native PyInstaller command instead of silently invoking third-party build tools. Linux and macOS use the same profile system. Android and Web are intentionally reported as experimental staging/research targets.

PBR example

from swirengine import Color, Game, Material3D, Vec3, cube_mesh


game = Game("PBR", mode="3d")
material = Material3D(
    tint=Color(0.82, 0.35, 0.12, 1.0),
    ambient=0.04,
    metallic=0.9,
    roughness=0.18,
)
model = game.mesh(cube_mesh(), material=material)
model.position = Vec3(0.0, 0.0, -4.0)

game.directional_light(direction=Vec3(-0.4, -1.0, -0.3), intensity=0.9)
game.camera.look_at(model.position)
game.run()

The PBR path supports glTF-style packed metallic/roughness maps, normal maps, AO and emissive textures. Cubemap IBL, shadows and post-processing are complete runtime features rather than future roadmap placeholders.

Diagnostics

Enable the built-in debug overlay before game.run():

game.show_debug()

It exposes FPS, frame/CPU timings, update/physics/render timings, draw calls, batches, sprites, triangles, light usage and dropped-light counts. Programmatic profiling is available through game.profiler.

Official demo projects

The repository contains complete games built with the public SwirEngine API:

  • Neon Cube Hunt 3D — 3D collection arena used for real OpenGL and packaged-runtime testing
  • Neon Snake 3D — complete 3D Snake with growth, food, collision, score, PBR and post-processing
  • larger asset-free 2D sample games under examples/

The Windows demo build pipeline does more than create an .exe: it probes the packaged GLFW runtime so missing native libraries are caught before a release is published.

Development

python -m pip install -e ".[dev]"
pytest
ruff check src tests examples demo_projects
python -m compileall -q src examples demo_projects

CI validates SwirEngine on:

  • Windows, Linux and macOS
  • Python 3.10, 3.11, 3.12 and 3.13
  • wheel/sdist packaging and metadata
  • clean-wheel installation
  • selected real OpenGL demo paths

Versioning and API stability

SwirEngine follows semantic versioning for the stable 1.x public API. The exported swirengine.__all__ surface is treated as the stable compatibility contract. Patch releases fix bugs and packaging/documentation problems without intentionally breaking that API.

README.md is also the long description published to PyPI. Release-contract tests therefore verify that the README release number and supported Python window stay synchronized with package metadata. User-visible fixes should update code, tests, changelog and README together.

See docs/API_STABILITY.md for the compatibility policy.

Roadmap

The original SwirEngine 1.0 roadmap is complete:

████████████████████ 100.0%
31 / 31 deliverables complete

See ROADMAP.md for the verified 1.0 milestone history and future planning.

License

MIT

Metadata

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