My kikura engine is currently open source. It is licensed under the GNU LESSER GENERAL PUBLIC LICENSE, version 3.

You can access the code through my SVN server. The url is this:

https://oversight.talsit.info/svn/repos/CoD/code/kikura/trunk/ 

User: anon ; Password: <empty> 

To check it out using command line svn:

svn checkout https://oversight.talsit.info/svn/repos/CoD/code/kikura/trunk/ kikura

You can also use the WebSVN interface (It lets you grab tarballs):

https://oversight.talsit.info/websvn/wsvn/CoD/code/kikura/trunk/

You can also use WebSVN to look at commit messages and grab a tarball of a previous release.

If you want commit access, ask me for it. 

Kikura is an engine.

It's a mix of a 3d engine, a scripting engine, a scene hierarchy engine, and a whole bunch of code and utils to put it all together. It could be called a game engine, but I'm not (currently) using it to write a game. And what the world (really) needs now, is yet another game engine.

I'm using it to work on an art project that I'm involved it. But I'm not writing it just for that. I plan to make it as flexible and as extensible as possible, with many more future projects in mind.

That's the reason that it supports (either currently, or in the works):

  • Powerful scripting bindings with Lua.
  • Complete shader-based rendering pipeline.
  • Flexible and configurable rendering pathways.
  • DV Video feed into a texture (in progress).
  • Extensible Entities system.
  • Flexible attribute system with serialization.

All that, in about 2 months code.

I'm very happy the way the engine is turning out, and am very happy with its current performance.