PolyGameX is a high-performance, modular game engine designed to demonstrate advanced programming expertise across multiple languages. It combines low-level systems programming, cross-platform tooling, and AI-driven game development capabilities.
- 🎨 Advanced Rendering - OpenGL-based 2D/3D rendering with shader support
- ⚡ Physics Simulation - Custom physics engine with collision detection and rigid-body dynamics
- 🏗️ Entity-Component-System - Flexible ECS architecture for game object management
- 🖥️ Visual Scene Editor - Professional C# WPF editor with drag-and-drop interface
- 🤖 AI & Procedural Generation - Python-powered NPC behaviors and content generation
- 🌐 Cross-Platform - Windows, Linux, and macOS support
- 🔌 Plugin System - Extensible architecture for custom functionality
- 📊 Performance Profiling - Real-time debugging and performance analysis
PolyGameX demonstrates full-stack, multi-language development:
graph TB
subgraph "Editor Layer (C#)"
A[WPF Scene Editor]
B[Asset Browser]
C[Property Inspector]
end
subgraph "Core Engine (C/C++)"
D[Rendering System]
E[Physics Engine]
F[ECS Framework]
G[Scene Management]
end
subgraph "Platform Layer (Java)"
H[Asset Processing]
I[Build System]
J[Networking]
end
subgraph "Scripting Layer (Python)"
K[AI Behaviors]
L[Procedural Generation]
M[Game Logic]
end
A --> D
A --> F
B --> H
C --> F
D --> E
D --> G
H --> D
K --> F
L --> G
M --> F
| Component | Language | Purpose |
|---|---|---|
| Core Engine | C/C++ | High-performance rendering, physics, memory management |
| Scene Editor | C# | Visual tools, GUI, plugin API |
| Platform Modules | Java | Asset processing, build system, networking |
| AI & Scripting | Python | Procedural generation, NPC AI, game logic |
- C/C++: CMake 3.15+, Visual Studio 2019+ or GCC 9+
- C#: .NET 6.0+ SDK
- Java: JDK 11+
- Python: 3.8+
- OpenGL: 4.3+ compatible GPU
# Clone the repository
git clone https://github.com/yourusername/PolyGameX.git
cd PolyGameX
# Build C++ engine core
mkdir build && cd build
cmake ..
cmake --build . --config Release
# Build C# editor
cd ../editor
dotnet build -c Release
# Build Java platform modules
cd ../platform
mvn clean package
# Install Python dependencies
cd ../scripts
pip install -e .# Install dependencies (Ubuntu/Debian)
sudo apt-get install build-essential cmake libgl1-mesa-dev libx11-dev
# Build process same as Windows
mkdir build && cd build
cmake ..
make -j$(nproc)# Windows
.\editor\bin\Release\PolyGameXEditor.exe
# Linux/macOS
./editor/bin/Release/PolyGameXEditor- Architecture Guide - Detailed technical architecture
- API Reference - Complete API documentation
- User Manual - Editor and engine usage guide
- Plugin Development - Creating custom plugins
- Examples - Sample projects and tutorials
- Modern OpenGL 4.3+ pipeline
- Shader compilation and management
- Texture loading (PNG, JPG, TGA)
- Mesh rendering with vertex buffers
- Camera system with perspective/orthographic projection
- Collision detection (AABB, Sphere, Mesh)
- Rigid body dynamics
- Constraint solving
- Spatial partitioning for optimization
- Data-oriented design for performance
- Component-based architecture
- System-based update loops
- Efficient entity management
- Drag-and-drop scene editing
- Real-time property editing
- Asset management and import
- Viewport with gizmos and selection
- Undo/redo system
- A* pathfinding
- Behavior trees for NPC AI
- Procedural terrain generation (Perlin noise)
- Level generation algorithms
- Game logic scripting API
PolyGameX/
├── src/ # C++ engine source
│ ├── core/ # Engine core systems
│ ├── rendering/ # Rendering subsystem
│ ├── physics/ # Physics engine
│ ├── ecs/ # Entity-Component-System
│ └── scene/ # Scene management
├── include/ # Public C++ headers
├── editor/ # C# WPF editor
│ ├── Views/ # UI views and controls
│ ├── Core/ # Editor core logic
│ └── API/ # Plugin API
├── platform/ # Java platform modules
│ └── src/main/java/ # Java source files
├── scripts/ # Python AI and scripting
│ ├── ai/ # AI behaviors
│ ├── procedural/ # Procedural generation
│ └── api/ # Scripting API
├── examples/ # Example projects
├── docs/ # Documentation
└── external/ # Third-party libraries
from polygamex import Scene, Entity, Transform, MeshRenderer
# Create a new scene
scene = Scene("MyScene")
# Add a cube entity
cube = Entity("Cube")
cube.add_component(Transform(position=(0, 0, 0)))
cube.add_component(MeshRenderer(mesh="cube", material="default"))
scene.add_entity(cube)
# Generate procedural terrain
from polygamex.procedural import TerrainGenerator
terrain = TerrainGenerator(width=100, height=100)
terrain.generate(seed=42, octaves=4, persistence=0.5)
scene.add_entity(terrain.to_entity())from polygamex.ai import BehaviorTree, Sequence, Selector
class EnemyAI(BehaviorTree):
def __init__(self, entity):
super().__init__(entity)
self.root = Selector([
Sequence([
self.check_player_in_range,
self.attack_player
]),
Sequence([
self.find_player,
self.move_to_player
]),
self.patrol
])Contributions are welcome! This project is designed as a portfolio piece demonstrating multi-language expertise.
This project is licensed under the MIT License - see the LICENSE file for details.
PolyGameX demonstrates:
- ✅ Systems programming in C/C++
- ✅ GUI development with C# WPF
- ✅ Cross-platform Java development
- ✅ AI and scripting with Python
- ✅ Graphics programming (OpenGL)
- ✅ Physics simulation
- ✅ Software architecture and design patterns
- ✅ Build systems and DevOps
Project Link: https://github.com/yourusername/PolyGameX
