Kobeditor
... is an editor built on top of Kobengine and Pompeii, internally codenamed Tadpole.
... is an editor built on top of Kobengine and Pompeii, internally codenamed Tadpole.
Kobeditor (codename Tadpole) is the editor for my custom game engine Kobengine, which in turn renders through my Vulkan renderer Pompeii. It is the top layer of the stack: a Dear ImGui application that hooks into the engine's layer system and turns the raw engine into something you can actually work in. Inspect the scene, tweak components, import models, and watch it all render live in the viewport.
Where Pompeii answers "how do I draw this?" and Kobengine answers "how do I structure a game?", Kobeditor tries to answer "how do I build with all of that?".
Kobeditor is in active development, growing alongside the engine and renderer. Look around here, or at the code on GitHub to see where it stands!

Fully dockable panels with a sensible default layout, plus saving and loading custom layouts to disk.
Tree view of the scene with selection, drag-and-drop reparenting, context menus, and keyboard shortcuts.
Edit the selected object: transform, camera, lights, meshes, ... .
The renderer's output displayed as a texture inside the editor, with aspect-ratio presets and a stats overlay.
Engine log with severity filters, live counts, text search, collapse mode, and copy-to-clipboard.
Frame-time graph, scene statistics, and per-heap video memory usage straight from the GPU allocator.
Import models through a file dialog. The editor creates the object and components for you.
A custom dark theme with an orange accent and the JetBrains Mono font.
Hover or tap a feature to see its description.
The editor UI is built out of self-contained panels, each implementing a small IPanel interface (activate, render, deactivate). The EditorLayer owns them all, draws the main menu bar, and hosts the dockspace they live in.
This makes it really easy to add new panels with their own logic.



Kobeditor is where most upcoming engine features will surface: scene serialization (save/load), undo/redo, transform gizmos in the viewport, a play/stop mode, and an asset browser are all on the roadmap.
The immediate-mode UI framework powering every panel, with docking and the GLFW + Vulkan backends.
File dialogs for importing models and saving/loading editor layouts.
Not third-party, my own engine and renderer, which the editor builds on. The editor links only against Kobengine.
Hover or tap a feature to see its description.