1amageek/openspritekit
A Swift library implementing SpriteKit-compatible APIs for WebAssembly (WASM) environments on top of the OpenCore* stack and WebGPU.
Overview
OpenSpriteKit enables cross-platform Swift applications to use SpriteKit APIs in WASM/Web environments where Apple's native SpriteKit is unavailable. The library uses WebGPU as its rendering backend for hardware-accelerated 2D graphics.
Requirements
- Swift 6.4 development snapshot or newer
- For native platforms: macOS 15+, iOS 18+, tvOS 18+, watchOS 11+, visionOS 2+
- For WASM: SwiftWasm toolchain
Installation
Swift Package Manager
Add OpenSpriteKit to your Package.swift:
dependencies: [
.package(url: "https://github.com/1amageek/OpenSpriteKit.git", from: "1.0.0")
]Usage
OpenSpriteKit is designed for seamless cross-platform development using canImport:
#if canImport(SpriteKit)
import SpriteKit
#else
import OpenSpriteKit
#endif
// Shared code can use the common, implemented API surface.
let scene = SKScene(size: CGSize(width: 800, height: 600))
let sprite = SKSpriteNode(color: .red, size: CGSize(width: 100, height: 100))
sprite.position = CGPoint(x: 400, y: 300)
scene.addChild(sprite)
let action = SKAction.repeatForever(
SKAction.rotate(byAngle: .pi * 2, duration: 2.0)
)
sprite.run(action)- Native platforms (iOS, macOS, etc.): Use Apple's SpriteKit directly
- WASM/Web: Use OpenSpriteKit for the implemented compatibility surface
Implementation Status
The presence of a public type does not imply behavioral parity with every SpriteKit feature. The current verified baseline is:
| Evidence | Result | |---|---| | Native package | 460 tests passed | | Swift 6.4 WASM build | OpenSpriteKit target compiled successfully | | Package browser smoke | Scene, action, rendering, and pixel assertions passed | | megaman release-WASM E2E | 33 automated scenarios passed; 1 capture-only scenario is intentionally skipped |
The node tree, CALayer-backed 2D rendering, single-pass scene transition composition, actions, reparenting, common physics/input paths, texture-backed velocity fields, browser/native audio control, and game-scene execution are active. The software CGImage path renders sprites, shapes, and deterministic bitmap labels. Known gaps include a SceneKit-compatible 3D runtime, full typographic shaping in the software path, unsupported archive classes, and filter behavior inherited from lower layers. SK3DNode, perspective flip transitions, split-scene door transitions, and dual-scene Core Image transitions are explicitly unavailable instead of being reported as successful cross-fades or empty renders.
Public Types
Nodes
| Type | Status | |------|--------| | SKNode | Implemented | | SKScene | Implemented | | SKSpriteNode | Implemented | | SKShapeNode | Implemented | | SKLabelNode | Implemented | | SKEffectNode | Implemented | | SKCropNode | Implemented | | SKCameraNode | Implemented | | SKEmitterNode | Implemented | | SKLightNode | Implemented | | SKVideoNode | Implemented | | SKReferenceNode | Implemented | | SK3DNode | Explicitly unavailable until a SceneKit-compatible runtime and offscreen renderer exist | | SKTransformNode | Implemented | | SKAudioNode | Implemented | | SKFieldNode | Implemented, including normal-texture velocity sampling | | SKTileMapNode | Implemented |
Rendering
| Type | Status | |------|--------| | SKView | Implemented | | SKRenderer | Implemented | | SKTexture | Implemented | | SKMutableTexture | Implemented | | SKShader | Implemented |
Actions
| Type | Status | |------|--------| | SKAction | Implemented |
Physics
| Type | Status | |------|--------| | SKPhysicsWorld | Implemented | | SKPhysicsBody | Implemented | | SKPhysicsJoint | Implemented |
Constraints & Geometry
| Type | Status | |------|--------| | SKConstraint | Implemented | | SKReachConstraints | Implemented | | SKRange | Implemented | | SKRegion | Implemented | | SKWarpGeometry | Implemented |
Architecture
┌─────────────────────────────────────────────────────────┐
│ OpenSpriteKit API │
│ (SKNode, SKScene, SKSpriteNode, SKAction, etc.) │
├─────────────────────────────────────────────────────────┤
│ Rendering Layer │
│ SceneRenderer │ ActionScheduler │ TextureManager │
├─────────────────────────────────────────────────────────┤
│ OpenCoreImage │
│ (CIFilter effects for SKEffectNode) │
├─────────────────────────────────────────────────────────┤
│ OpenCoreGraphics │
│ (CGContext, CGPath, CGImage, CGAffineTransform) │
├─────────────────────────────────────────────────────────┤
│ WebGPU │
│ (Hardware-accelerated rendering) │
└─────────────────────────────────────────────────────────┘Building
# Build for native platforms
swift build
# Run focused native tests with a 30-second process timeout
perl -e 'alarm 30; exec @ARGV' -- \
xcodebuild test -scheme OpenSpriteKit -destination 'platform=macOS' \
-only-testing:OpenSpriteKitTests
# Build for WASM with the pinned Swift 6.4 toolchain and matching SDK
TOOLCHAINS=org.swift.64202607171a xcrun swift build \
--swift-sdk swift-6.4.x-DEVELOPMENT-SNAPSHOT-2026-07-17-a_wasmEnd-to-End Tests
OpenSpriteKit has a stand-alone browser smoke suite and a game-level suite. Together they exercise the SpriteKit → OpenCoreAnimation → OpenCoreGraphics → WebGPU path in real Chromium.
- Package smoke:
Tests/e2e/ - Game source:
../megaman/(primary live E2E for OpenSpriteKit) - Game specs:
../megaman/tests/e2e/specs/
cd Tests/e2e && npm test
cd ../../../megaman/tests/e2e && npm testThese passing scenarios establish the exercised runtime paths; they are not a claim of complete SpriteKit behavioral or rendering parity.
Dependencies
- OpenCoreGraphics - Core Graphics types for WASM
- OpenCoreImage - Core Image filters for WASM
- OpenCoreAnimation - Core Animation for WASM
License
MIT License
Package Metadata
Repository: 1amageek/openspritekit
Default branch: main
README: README.md