Expandable 3D Bowling Simulator Framework
USD 30–250
About the project
I have a college bowling simulator i want to build.i eventually want it to grow far beyond its current state. The immediate goal is to refactor or rebuild the core so it is clean, modular, and easy to extend. While polished 3D graphics and believable yet simple ball-to-pin physics matter, the single biggest success factor is how effortlessly we can plug in new modules later on. Where the simulator must be heading: • Motion sensors , 120 fps cameras • Score tracking system • Player statistics Right now I need the codebase, asset structure, and overall architecture arranged in a way that these features can be connected without rewriting everything. Think component-based design, clear interfaces, and well-documented public APIs. If you prefer Unity, Unreal, Godot, or a custom OpenGL/DirectX approach, I’m open, as long as the solution stays lightweight and easy for other students to understand. Deliverables 1. A working 3D scene with lane, pins, lighting, camera controls, and a basic bowling ball whose physics feel natural. 2. Source code organised into reusable modules with comments that explain how and where future sensor data or gameplay systems will slot in. 3. A brief technical guide (markdown or PDF) outlining the project architecture, key scripts/classes, and clear entry points for the three future add-ons listed above. 4. Build files or project settings so the simulator compiles and runs on Windows without extra setup. Acceptance criteria: the ball must knock down pins convincingly at 60 FPS on mid-range hardware, and I need to be able to create a new C# (or C++) file that reads dummy sensor data and registers it with the scoring logic in under 15 minutes using only the provided guide. I will send a json in python 311 The program is advanced blender
Skills required
This job is listed on Freelancer.com. AiZity aggregates listings for discovery only and is not the employer. To bid or apply, use the button in the sidebar.