SwirEngine 1.1.0
SwirEngine is a Python-first 2D/3D game engine built around one approachable API. It combines creator-friendly Python gameplay code with a real OpenGL renderer, scenes, prefabs/ECS, physics, audio, editor tooling, networking, export and complete game demos.
The original 1.0 roadmap is complete at 31/31 deliverables. SwirEngine 1.1 starts the next stage: making complete games easier to control, profile, package and ship without turning the engine into a thin wrapper around another framework.
Install
SwirEngine supports Python 3.10-3.13 on Windows, Linux and macOS, plus Python 3.14 on Windows x86-64.
python -m pip install -U swirengine
On 64-bit Windows with Python 3.14:
py -3.14 -m pip install -U swirengine
Optional audio support:
python -m pip install -U "swirengine[audio]"
Python 3.14 native renderer support
The stable upstream moderngl 5.12.0 and glcontext 3.0.0 releases do not currently publish
CPython 3.14 Windows x86-64 wheels. SwirEngine publishes a dedicated
cp314-cp314-win_amd64 wheel containing verified private copies of those native renderer
components under swirengine/_vendor_native. A normal pip install swirengine on Windows x64 +
Python 3.14 therefore does not require Microsoft Visual C++ Build Tools.
The platform wheel is rebuilt from upstream source in GitHub Actions, checked with twine,
installed into a clean Python 3.14 environment and imported before Trusted Publishing is allowed
to upload it. Python 3.10-3.13 continue using normal upstream dependencies. Linux and macOS remain
on the verified 3.10-3.13 support window until equally reliable Python 3.14 binary dependencies
exist there.
What is new in 1.1.0
Standardized gamepad/controller input
SwirEngine now has a creator-facing controller layer on top of GLFW's standard gamepad mapping. Mapped Xbox, PlayStation and compatible controllers expose the same names instead of forcing game code to depend on platform-specific joystick indexes.
The input layer now provides:
- deterministic discovery of connected standardized gamepads
- controller name and GUID snapshots
- held, pressed and released button queries
- aliases such as
LB,RB,L1,R1,L2,R2,L3,R3,STARTand D-pad directions - left/right analog stick helpers
- configurable stick/axis deadzone with range rescaling
- trigger helpers normalized to
0.0 .. 1.0 - hot-plug connection/disconnection edge queries
- automatic per-frame refresh while a normal
Game.run()window is active - keyboard fallback remains fully compatible
Example:
from swirengine import Color, Game, Rectangle2D
game = Game("Controller demo", 960, 540, mode="2d")
player = game.add(Rectangle2D(-40, -40, 80, 80, Color(0.1, 0.75, 1.0, 1.0)))
@game.update
def update(dt):
x, y = game.input.gamepad_stick("left")
if not game.input.gamepad_connected():
x = float(game.key("D")) - float(game.key("A"))
y = float(game.key("S")) - float(game.key("W"))
speed = 520 if game.input.gamepad_button("A") else 300
player.x += x * speed * dt
player.y += y * speed * dt
if game.input.gamepad_button_pressed("START"):
player.x = player.y = -40
game.run()
For lower-level access, GamepadSnapshot, GAMEPAD_BUTTONS, GAMEPAD_AXES,
apply_deadzone(...), normalize_gamepad_button(...) and normalize_gamepad_axis(...) are public
1.x APIs.
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()
Engine capabilities
2D runtime
- textured
Sprite2Drendering with alpha blending - colored primitives and render layers
Camera2Dmovement, zoom and follow workflows- sprite sheets and named
AnimatedSprite2Dclips - 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, mouse and standardized gamepad input
- adjacent compatible sprite batching
- single-pass render-run construction with cached canonical texture keys
3D runtime
- perspective
Camera3D MeshData,Mesh3Dand 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
- bounded transform-matrix caching for repeated static object transforms
Performance foundation
The renderer already avoids repeated texture path resolution in steady-state 2D batching and builds render runs in one pass instead of allocating a second visible-object tuple. Repeated static 3D transforms use a bounded matrix cache while callers still receive independent mutable matrix results. The 1.1 roadmap continues with larger GPU-side batching/instancing and frame-time work.
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
Generated projects 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. Android and Web remain 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, post-processing and tone mapping are complete runtime features.
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
examples/demo_gamepad.py— controller + keyboard-fallback input example- larger asset-free 2D samples under
examples/
The Windows demo build pipeline also probes the final packaged GLFW runtime so missing native libraries are caught before demo publication.
Development and verification
python -m pip install -e ".[dev]"
pytest
ruff check src tests examples demo_projects tools
python -m compileall -q src examples demo_projects tools
CI validates SwirEngine on:
- Windows, Linux and macOS with Python 3.10, 3.11, 3.12 and 3.13
- Windows x86-64 with Python 3.14
- wheel/sdist packaging and metadata
- clean-wheel installation
- a dedicated CPython 3.14 Windows platform-wheel build, pip-selection and native import test
- real OpenGL paths through the official 3D demo workflows
Versioning and API stability
SwirEngine follows semantic versioning for the stable 1.x public API. The exported
swirengine.__all__ surface is treated as a compatibility contract. Patch releases fix bugs,
compatibility and performance issues; minor releases add backwards-compatible creator features.
README.md is also the long description published to PyPI. Release-contract tests verify that
README version/support claims stay synchronized with package metadata. User-visible changes are
expected to update code, tests, README and changelog together before publication.
See docs/API_STABILITY.md for the compatibility policy.
Roadmap
The original SwirEngine 1.0 roadmap remains complete and historical:
████████████████████ 100.0%
31 / 31 deliverables complete
The active expansion plan lives in ROADMAP_1_1.md. The historical 1.0 dashboard
is kept in ROADMAP.md and is not artificially increased beyond 100%.
Links
- PyPI: https://pypi.org/project/swirengine/
- Repository: https://github.com/Swir/SwirEngine
- Releases: https://github.com/Swir/SwirEngine/releases
- 1.0 roadmap: https://github.com/Swir/SwirEngine/blob/main/ROADMAP.md
- 1.1 roadmap: https://github.com/Swir/SwirEngine/blob/main/ROADMAP_1_1.md
- Changelog: https://github.com/Swir/SwirEngine/blob/main/CHANGELOG.md
License
MIT
Metadata
Release files for swirengine 1.1.0
For a detailed explanation of source distributions (sdists) and built distributions (wheels), please see the package formats documentation.
Source distribution (sdist)
| File | Size | Uploaded | |
|---|---|---|---|
| swirengine-1.1.0.tar.gz | 210.7 kB | Details |
Built distributions (wheels)
| File | Interpreter | ABI | Platform | Reset |
|---|---|---|---|---|
| swirengine-1.1.0-py3-none-any.whl | Python 3 | none | any | Details |
| swirengine-1.1.0-cp314-cp314-win_amd64.whl | CPython 3.14 | CPython 3.14 | Windows x86-64 | Details |
Total release size: 615.2 kB
Release files / swirengine-1.1.0.tar.gz
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