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release kool v0.15.0
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README.md

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A multi-platform OpenGL / WebGPU / ~~Vulkan~~ game engine that works on Desktop Java, Android and browsers.
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This is very much a code-only game engine. I recommend taking a look at the demos listed below in case
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you are curious (all demo source code is available in the `kool-demo` subproject). The library is also published on
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maven central, see [below](#usage).
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### Get In Touch
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Feel free to join the [Discord Server](https://discord.gg/GvsJj2Pk3K)!
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I also started working on a graphical scene editor.
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The editor is still in an early state and not very useful yet, but you can try the [Web Demo](https://fabmax.github.io/kool/kool-editor/)
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in case you are curious. You can also take a look at the `kool-editor-template` in the [kool-templates](https://github.com/fabmax/kool-templates)
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in case you want to play around with it a bit more.
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## Scene Editor
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Check out the web version [here](https://fabmax.github.io/kool/kool-editor/)! (Chrome recommended).
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## Get In Touch
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The engine used to be a code-only engine, but I recently made some progress in implementing a graphical scene editor.
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The editor still is in an early state and lacks several rather essential features, but the basics already work quite
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well. It is fully implemented within the engine itself (including the UI).
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Feel free to join the [Discord Server](https://discord.gg/GvsJj2Pk3K)!
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To unleash the full potential of the editor, you should run it locally. You can either download the editor
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directly in the web-version by clicking the `Save Project` button in the upper right corner (this also preserves any
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changes made in the editor) or you can clone the editor template project (see [usage](#usage) below).
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## Web-Demos
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The following demos run directly in the browser. Chrome is recommended but other browsers might work as well.
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All demos are implemented in code-only fashion (i.e. without using the editor). The code for all demos is available in
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the [kool-demo](kool-demo/src/commonMain/kotlin/de/fabmax/kool/demo) subproject.
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## Demos
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- [Editor](https://fabmax.github.io/kool/kool-editor/): Work in progress graphical editor for this engine. Fully
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implemented within the engine itself.
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- [Island](https://fabmax.github.io/kool/kool-js/?demo=phys-terrain): Height-map based
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island incl. some wind-affected vegetation + a basic controllable character.
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- [Physics - Ragdoll](https://fabmax.github.io/kool/kool-js/?demo=phys-ragdoll): Ragdoll physics demo.
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- [Mesh Simplification](https://fabmax.github.io/kool/kool-js/?demo=simplification): Interactive mesh
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simplification demo (based on traditional [error-quadrics](https://www.cs.cmu.edu/~./garland/Papers/quadrics.pdf))
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Code for all demos is available in kool-demo sub-project.
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By default, the web demos use the WebGPU backend and fall back to WebGL if WebGPU is not supported by your browser. The
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used backend is printed in the extended info-panel in the lower right corner (click on the little `+`), apart from
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that there shouldn't be much visible difference in the WebGL and WebGPU backends. You can also force a certain backend
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Getting a basic scene on the screen is quite simple:
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```kotlin
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fun main() = KoolApplication { ctx ->
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ctx.scenes += scene {
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fun main() = KoolApplication {
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addScene {
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defaultOrbitCamera()
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addColorMesh {
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Model loading, animation and more advanced lighting with shadow mapping and ambient occlusion requires only a few more
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lines of code:
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```kotlin
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fun main() = KoolApplication { ctx ->
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ctx.scenes += scene {
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fun main() = KoolApplication {
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addScene {
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defaultOrbitCamera()
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// Light setup
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Kool comes with an embedded UI framework, which is heavily inspired by [Jetpack Compose](https://github.com/JetBrains/compose-jb)
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but was implemented from scratch. Here is a small example:
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```kotlin
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fun main() = KoolApplication { ctx ->
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fun main() = KoolApplication {
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ctx.scenes += UiScene(clearScreen = true) {
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Panel(colors = Colors.singleColorLight(MdColor.LIGHT_GREEN)) {
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modifier
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Writing shaders in ksl is quite similar to GLSL, here's how a hello-world style shader looks like:
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```kotlin
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fun main() = KoolApplication { ctx ->
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ctx.scenes += scene {
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fun main() = KoolApplication {
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addScene {
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defaultOrbitCamera()
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addColorMesh {

build.gradle.kts

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allprojects {
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group = "de.fabmax.kool"
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version = "0.15.0-SNAPSHOT"
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version = "0.15.0"
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repositories {
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google()

kool-core/src/commonMain/kotlin/de/fabmax/kool/KoolContext.kt

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companion object {
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// automatically updated by gradle script on build
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const val KOOL_VERSION = "0.15.0-SNAPSHOT"
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const val KOOL_VERSION = "0.15.0"
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}
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}

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