# 3D Game Development Library Gameplan ## Overview This document outlines a strategic plan for building a comprehensive C# library ecosystem for 3D game development in Godot. The libraries are organized by dependency hierarchy to ensure clean architecture, minimal coupling, and maximum reusability across projects. ## Core Principles ### 1. Dependency-Driven Development - **Bottom-Up Approach**: Build foundational systems first - **Minimal Dependencies**: Each library should depend on as few others as possible - **Clear Interfaces**: Libraries communicate through well-defined APIs - **Event-Driven Architecture**: Use events to decouple systems that need to communicate ### 2. Quality over Speed - **Complete One Library Before Starting Next**: Fully implement, test, and document each library - **Test-Driven Development**: Create example projects for each library - **API Documentation**: Document public interfaces as you build - **Refactor When Needed**: Don't be afraid to improve APIs based on usage experience ### 3. Real-World Validation - **Iterative Improvement**: Refine APIs based on actual usage - **Performance Monitoring**: Profile libraries in real game scenarios ## Development Phases ### Phase 1: Foundation Libraries (Highest Priority) These libraries form the bedrock of your game development ecosystem. They have minimal dependencies and provide essential functionality that nearly all other systems will use. #### 1.1 - EinSoftworks.Input | | | | |--------------|----|-----------------------------| | Status | 🟢 | Complete | | Priority | 🔴 | Critical | | Dependencies | ⚫ | EinSoftworks.Utilities only | **Why Build First:** - Nearly every game system needs input handling - Input systems rarely depend on other game systems - Provides immediate value for any game project - Foundation for camera controls, character movement, and UI navigation **Core Features:** ```csharp // Action-based input system public class InputManager : Node { // Core input queries public bool IsActionPressed(string action); public bool IsActionJustPressed(string action); public bool IsActionJustReleased(string action); public float GetActionStrength(string action); public Vector2 GetVector(string negativeX, string positiveX, string negativeY, string positiveY); // Input mapping and customization public void RemapAction(string action, InputEvent newEvent); public void SaveInputMap(); public void LoadInputMap(); public void ResetToDefaultInputMap(); // Advanced features public bool WasActionPressedInWindow(string action, float timeWindow); public void SetDeadzone(string action, float deadzone); public InputDevice GetLastUsedDevice(); } // Input buffering for precise timing public class InputBuffer { public void BufferInput(string action, float bufferTime); public bool ConsumeBufferedInput(string action); public void ClearBuffer(); } ``` **Validation Game Ideas:** - Simple character that moves with WASD - Menu navigation system - Basic interaction system (press E to interact) #### 1.2 - EinSoftworks.Events | | | | |--------------|----|-----------------------------| | Status | 🟢 | Complete | | Priority | 🔴 | Critical | | Dependencies | ⚫ | EinSoftworks.Utilities only | **Why Build Second:** - Essential for decoupling systems - Prevents circular dependencies between libraries - Enables loose coupling between game systems - Small scope makes it quick to implement correctly **Core Features:** ```csharp // Global event system public static class GameEvents { // Player events public static event Action PlayerMoved; public static event Action PlayerHealthChanged; public static event Action PlayerDied; // Game state events public static event Action StateChanged; public static event Action SceneChanged; public static event Action GamePaused; public static event Action GameResumed; // Input events public static event Action ActionPressed; public static event Action ActionReleased; } // Type-safe event bus public class EventBus where T : class { public void Subscribe(Action handler); public void Unsubscribe(Action handler); public void Publish(T eventData); public void Clear(); } // Event pooling for performance public class PooledEvent where T : class, new() { public static T Get(); public static void Return(T item); } ``` **Validation Game Ideas:** - System where player movement triggers camera updates (without direct coupling) - Health system that updates UI without direct references - Scene transition system using events #### 1.3 - EinSoftworks.StateManagement | | | | |--------------|----|---------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🔴 | Critical | | Dependencies | ⚫ | EinSoftworks.Utilities, EinSoftworks.Events | **Why Build Third:** - State management is fundamental to game logic - Can utilize the event system for state transition notifications - Foundation for character AI, game flow, and UI states - More complex than input/events but still foundational **Core Features:** ```csharp // Generic state machine public class StateMachine where T : class { public T CurrentState { get; private set; } public T PreviousState { get; private set; } public void ChangeState(T newState); public void Update(float delta); public void FixedUpdate(float fixedDelta); // Transition system public void AddTransition(T from, T to, Func condition); public void AddAnyTransition(T to, Func condition); public void AddTransition(T from, T to, string triggerEvent); // Events public event Action StateChanged; // (from, to) } // Base state class public abstract class State { public abstract void Enter(); public abstract void Update(float delta); public abstract void FixedUpdate(float fixedDelta); public abstract void Exit(); // Optional overrides public virtual void HandleInput() { } public virtual void OnDrawGizmos() { } } // Hierarchical state support public class HierarchicalStateMachine : StateMachine where T : class { public void AddSubState(T parentState, StateMachine subStateMachine); public StateMachine GetSubStateMachine(T parentState); } ``` **Validation Game Ideas:** - Character with idle/walking/running/jumping states - Game with menu/playing/paused/game-over states - AI enemy with patrol/chase/attack states ### Phase 2: Core 3D Systems (High Priority) These libraries provide essential 3D game functionality and build upon the foundation libraries. #### 2.1 - EinSoftworks.Camera | | | | |--------------|----|-----------------------------------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🟡 | High | | Dependencies | ⚫ | EinSoftworks.Input, EinSoftworks.Events, EinSoftworks.StateManagement | **Why Build Fourth:** - Essential for any 3D game - Benefits from input system for camera controls - Can use state management for different camera modes - Independent enough to develop without character systems **Core Features:** ```csharp // Main camera controller public partial class CameraController : Node3D { public enum CameraMode { FirstPerson, ThirdPerson, Orbit, Fixed, Cinematic } [Export] public CameraMode Mode { get; set; } [Export] public Node3D Target { get; set; } [Export] public float Sensitivity { get; set; } = 1.0f; [Export] public bool InvertY { get; set; } = false; // Camera positioning public void SetTarget(Node3D target); public void SetPosition(Vector3 position, float transitionTime = 0f); public void SetLookAt(Vector3 lookAt, float transitionTime = 0f); // Camera effects public void Shake(float intensity, float duration); public void Zoom(float targetFOV, float duration); public void SetCameraMode(CameraMode mode, float transitionTime = 1f); // Collision prevention public void EnableCollisionAvoidance(bool enabled); public void SetCollisionLayers(uint layers); } // Specialized camera types public class FirstPersonCamera : CameraController { [Export] public float MouseSensitivity { get; set; } = 0.1f; [Export] public float MinPitch { get; set; } = -90f; [Export] public float MaxPitch { get; set; } = 90f; } public class ThirdPersonCamera : CameraController { [Export] public float Distance { get; set; } = 5f; [Export] public float Height { get; set; } = 2f; [Export] public Vector3 Offset { get; set; } [Export] public bool AutoRotate { get; set; } = true; } public class OrbitCamera : CameraController { [Export] public float MinDistance { get; set; } = 2f; [Export] public float MaxDistance { get; set; } = 10f; [Export] public float ZoomSpeed { get; set; } = 1f; } ``` **Validation Game Ideas:** - First-person camera with mouse look - Third-person camera that follows a moving object - Orbit camera for examining 3D models #### 2.2 - EinSoftworks.Physics | | | | |--------------|----|---------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🟡 | High | | Dependencies | ⚫ | EinSoftworks.Utilities, EinSoftworks.Events | **Why Build Fifth:** - Nearly all 3D games need physics utilities - Independent of complex game systems - Provides foundation for character controllers and interaction systems - Can be validated independently **Core Features:** ```csharp // Raycast utilities public static class PhysicsUtils { public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance, uint collisionMask = uint.MaxValue); public static RaycastHit RaycastWithInfo(Vector3 origin, Vector3 direction, float maxDistance); public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float maxDistance); // Shape casting public static bool SphereCast(Vector3 origin, float radius, Vector3 direction, float maxDistance); public static bool BoxCast(Vector3 origin, Vector3 size, Vector3 direction, float maxDistance); // Overlap detection public static Node3D[] OverlapSphere(Vector3 center, float radius, uint collisionMask); public static Node3D[] OverlapBox(Vector3 center, Vector3 size, uint collisionMask); } // Physics materials management public class PhysicsMaterialManager : Node { public void RegisterMaterial(string name, PhysicsMaterial material); public PhysicsMaterial GetMaterial(string name); public void ApplyMaterial(RigidBody3D body, string materialName); } // Trigger volume system public partial class TriggerVolume : Area3D { [Signal] public delegate void BodyEnteredEventHandler(Node3D body); [Signal] public delegate void BodyExitedEventHandler(Node3D body); public bool IsBodyInside(Node3D body); public Node3D[] GetBodiesInside(); } ``` **Validation Game Ideas:** - Character that detects ground beneath them - Interaction system using raycasts - Trigger volumes that activate when player enters ### Phase 3: Character and Interaction Systems (Medium Priority) These systems focus on character control and world interaction, building upon the previously established libraries. #### 3.1 - EinSoftworks.Movement | | | | |--------------|----|---------------------------------------------------------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🟡 | High | | Dependencies | ⚫ | EinSoftworks.Input, EinSoftworks.Physics, EinSoftworks.StateManagement, EinSoftworks.Events | **Why Build Sixth:** - Core to most 3D games - Benefits from all previously built systems - Complex enough to require solid foundations - Can be thoroughly tested with camera systems **Core Features:** ```csharp // Base character controller public partial class CharacterController3D : CharacterBody3D { [Export] public float Speed { get; set; } = 5f; [Export] public float JumpVelocity { get; set; } = 4.5f; [Export] public float Acceleration { get; set; } = 10f; [Export] public float Friction { get; set; } = 10f; // Ground detection public bool IsOnFloor(); public bool IsOnWall(); public bool IsOnCeiling(); public float GetFloorAngle(); public Vector3 GetFloorNormal(); // Movement public void Move(Vector3 direction, float delta); public void Jump(); public void ApplyGravity(float delta); // State integration public StateMachine StateMachine { get; private set; } } // Movement states public class IdleState : MovementState { public override void Enter() { /* Set idle animation */ } public override void Update(float delta) { /* Check for movement input */ } } public class WalkingState : MovementState { public override void Enter() { /* Set walking animation */ } public override void Update(float delta) { /* Handle movement */ } } public class JumpingState : MovementState { public override void Enter() { /* Apply jump force, set animation */ } public override void Update(float delta) { /* Handle air control */ } } // Specialized controllers public class FirstPersonController : CharacterController3D { [Export] public float MouseSensitivity { get; set; } = 0.1f; public Node3D Head { get; set; } } public class ThirdPersonController : CharacterController3D { [Export] public bool RotateToMovement { get; set; } = true; [Export] public float RotationSpeed { get; set; } = 10f; } ``` **Validation Game Ideas:** - First-person character with WASD movement and mouse look - Third-person character that rotates to movement direction - Platformer character with precise jumping mechanics #### 3.2 - EinSoftworks.Interaction | | | | |--------------|----|---------------------------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🟡 | Medium | | Dependencies | ⚫ | EinSoftworks.Input, EinSoftworks.Physics, EinSoftworks.Events | **Why Build Seventh:** - Common need in 3D games - Builds naturally on physics and input systems - Can be developed independently of complex character systems - Provides immediate gameplay value **Core Features:** ```csharp // Interactable base class public partial class Interactable : Node3D { [Export] public string InteractionText { get; set; } = "Interact"; [Export] public float InteractionRange { get; set; } = 2f; [Export] public bool RequiresLineOfSight { get; set; } = true; [Export] public bool OneTimeUse { get; set; } = false; [Signal] public delegate void InteractedEventHandler(Node3D interactor); [Signal] public delegate void FocusedEventHandler(Node3D interactor); [Signal] public delegate void UnfocusedEventHandler(Node3D interactor); public virtual bool CanInteract(Node3D interactor) { return true; } public virtual void Interact(Node3D interactor) { } public virtual void OnFocused(Node3D interactor) { } public virtual void OnUnfocused(Node3D interactor) { } } // Interaction detector public partial class InteractionDetector : Node3D { [Export] public float DetectionRange { get; set; } = 3f; [Export] public string InteractionAction { get; set; } = "interact"; public Interactable CurrentInteractable { get; private set; } public Interactable[] GetInteractablesInRange(); public void TryInteract(); [Signal] public delegate void InteractableFoundEventHandler(Interactable interactable); [Signal] public delegate void InteractableLostEventHandler(Interactable interactable); } // Specific interactable types public class PickupItem : Interactable { [Export] public string ItemId { get; set; } [Export] public int Quantity { get; set; } = 1; [Export] public AudioStream PickupSound { get; set; } } public class Door : Interactable { [Export] public bool IsLocked { get; set; } = false; [Export] public string RequiredKey { get; set; } [Export] public float OpenAngle { get; set; } = 90f; [Export] public float OpenSpeed { get; set; } = 2f; } ``` **Validation Game Ideas:** - Player that can pick up items and open doors - Interaction UI that shows prompts when near interactables - Key-door system with locked interactions ### Phase 4: Advanced Game Systems (Lower Priority) These systems provide advanced functionality for complete games and can be built once the core systems are stable. #### 4.1 - EinSoftworks.SceneManagement | | | | |--------------|----|---------------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🟢 | Medium-Low | | Dependencies | ⚫ | EinSoftworks.StateManagement, EinSoftworks.Events | **Core Features:** ```csharp public class SceneManager : Node { public string CurrentScene { get; private set; } public bool IsLoading { get; private set; } public async Task LoadSceneAsync(string scenePath, bool additive = false); public async Task UnloadSceneAsync(string sceneName); public void LoadSceneWithTransition(string scenePath, SceneTransition transition); [Signal] public delegate void SceneLoadStartedEventHandler(string scenePath); [Signal] public delegate void SceneLoadCompletedEventHandler(string scenePath); [Signal] public delegate void SceneUnloadedEventHandler(string sceneName); } ``` #### 4.2 - EinSoftworks.SaveSystem | | | | |--------------|----|------------------------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🟢 | Medium-Low | | Dependencies | ⚫ | EinSoftworks.StateManagement, EinSoftworks.SceneManagement | **Core Features:** ```csharp public class SaveManager : Node { public void SaveGame(string slotName = "default"); public bool LoadGame(string slotName = "default"); public void DeleteSave(string slotName); public string[] GetSaveSlots(); public void RegisterSaveable(ISaveable saveable); public void UnregisterSaveable(ISaveable saveable); } public interface ISaveable { string GetSaveId(); Dictionary GetSaveData(); void LoadSaveData(Dictionary data); } ``` #### 4.3 - EinSoftworks.UI | | | | |--------------|----|-----------------------------------------------------------------------| | Status | 🔴 | Incomplete | | Priority | 🟢 | Low | | Dependencies | ⚫ | EinSoftworks.Input, EinSoftworks.StateManagement, EinSoftworks.Events | **Core Features:** ```csharp public class UIManager : Control { public void ShowMenu(string menuName); public void HideMenu(string menuName); public void HideAllMenus(); public T GetMenu(string menuName) where T : Control; [Signal] public delegate void MenuShownEventHandler(string menuName); [Signal] public delegate void MenuHiddenEventHandler(string menuName); } ``` ## Implementation Strategy ### Getting Started Checklist Some high level checklist items to maybe follow while building these out. **EinSoftworks.Input** - [ ] Set up library repository structure - [ ] Implement basic action queries (IsActionPressed, etc.) - [ ] Add input mapping and saving/loading - [ ] Create input buffer system - [ ] Build validation game: Simple character movement - [ ] Document all public APIs - [ ] Test with multiple input devices **EinSoftworks.Events** - [ ] Implement global event system - [ ] Create type-safe event bus - [ ] Add event pooling for performance - [ ] Build validation game: Decoupled player-camera system - [ ] Document event naming conventions - [ ] Test event performance under load **EinSoftworks.StateManagement** - [ ] Implement generic state machine - [ ] Add transition system with conditions - [ ] Create hierarchical state support - [ ] Build validation game: Character with multiple states - [ ] Document state design patterns - [ ] Test state machine performance **EinSoftworks.Physics** - [ ] Implement raycast utilities - [ ] Add shape casting methods - [ ] Create trigger volume system - [ ] Build validation game: Ground detection system - [ ] Document physics best practices - [ ] Test physics performance **EinSoftworks.Camera** - [ ] Implement base camera controller - [ ] Add specialized camera types (FPS, 3rd person, orbit) - [ ] Create camera effects (shake, zoom) - [ ] Build validation game: Multiple camera modes - [ ] Document camera usage patterns - [ ] Test camera smoothness and responsiveness ### Validation Games Strategy Perhaps create small, focused games to test each library combination: #### Foundation Tests - **Input Test**: Character that responds to all input types - **Event Test**: Multiple systems communicating via events - **State Test**: Character with idle/walk/run/jump states #### Integration Tests - **Physics Test**: Character with ground detection and jumping - **Camera Test**: Switching between camera modes - **Combined Test**: Third-person character with camera following #### Advanced Tests - **Movement Test**: Full 3D character controller - **Interaction Test**: World with pickups and doors - **Complete Game**: Small game using all built libraries ### Common Pitfalls to Avoid #### 1. Circular Dependencies ```csharp // ❌ BAD: Camera depends on Character, Character depends on Camera public class Character { public Camera AttachedCamera; } public class Camera { public Character Target; } // ✅ GOOD: Use events or generic interfaces public class Character { /* Publishes movement events */ } public class Camera { public Node3D Target; } // Subscribes to events ``` #### 2. Over-Engineering Early ```csharp // ❌ BAD: Complex inheritance hierarchy from the start public abstract class BaseMovement where T : IMovementConfig { } // ✅ GOOD: Start simple, refactor when needed public class CharacterController3D : CharacterBody3D { } ``` #### 3. Feature Creep - Focus on core functionality first - Add advanced features only after core is solid - Each library should have a single, clear purpose #### 4. Premature Optimization - Build it working first - Profile and optimize only when needed - Don't sacrifice clarity for minor performance gains ## Long-Term Maintenance ### Versioning Strategy - Use semantic versioning (major.minor.patch) - Hardcore versioning adherence probably isn't necessary... should roughly keep versioning schema going just in case. ### Documentation - Maintain comprehensive documentation