# Kokko Engine

This is a personal project that lets me test out new ideas and learn some OpenGL
programming in the process. I hope that little by little, this will become a
good, small game engine that might offer some new ways to solve old problems.

For more information, look in the docs folder.

This project is currently available only as an Xcode project on OS X, but I
always try to consider cross-platform compatibility when writing new features.

![Screenshot](http://aleksigron.com/s/kokko_2016-03-17_23.52.53.png)

## Running
You need to set a custom working directory in Xcode when running the project.
From the menu bar, choose _Product_ > _Scheme_ > _Edit Scheme_. Select the _Run_
scheme and go to the _Options_ tab. Enable _Custom working directory_ and set
the working directory to the repository root.

## Other tools
I'm using a proprietary model export script for Blender. The motivation behind
using a custom format is to better understand the content pipeline. Also, I'm
not aware of a simple format for meshes that is optimized for runtime load
speed. Pretty much all simple formats I could find were text-based and that's
not good for efficiency. I'm hoping to develop the format and export enough to
release it as a separate repository with proper documentation and examples.

[glraw](https://github.com/cginternals/glraw) is used to process textures to a
runtime-friendly format.

# Kokko Engine

This is a personal project that lets me test out new ideas and learn some OpenGL
programming in the process. I hope that little by little, this will become a
good, small game engine that might offer some new ways to solve old problems.

For more information, look in the docs folder.

This project is currently available only as an Xcode project on OS X, but I
always try to consider cross-platform compatibility when writing new features.

![Screenshot](http://aleksigron.com/s/kokko_2016-06-01_00.20.08.png)

## Running
You need to set a custom working directory in Xcode when running the project.
From the menu bar, choose _Product_ > _Scheme_ > _Edit Scheme_. Select the _Run_
scheme and go to the _Options_ tab. Enable _Custom working directory_ and set
the working directory to the repository root.

## Other tools
I'm using a proprietary model export script for Blender. The motivation behind
using a custom format is to better understand the content pipeline. Also, I'm
not aware of a simple format for meshes that is optimized for runtime load
speed. Pretty much all simple formats I could find were text-based and that's
not good for efficiency. I'm hoping to develop the format and export enough to
release it as a separate repository with proper documentation and examples.

[glraw](https://github.com/cginternals/glraw) is used to process textures to a
runtime-friendly format.

Update readme with new screenshot
Update readme with new screenshot
