KROYSDOCS
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Cooking

The cooker turns a project's Content folder into what the player reads: binary scenes, cached models, compiled materials and compressed textures. It is incremental, cached, parallel and deterministic.

Toolkroys-cook
OutputBuild/Cooked/<platform>
CacheBuild/Cooked/DDC
01

Run it

The packager cooks for you. To cook on its own:

OptionMeaning
--output, --ddcWhere cooked files and the derived-data cache go (defaults under <Project>/Build/Cooked)
--cleanCook everything again
--all, --include <path>Cook everything, or add content the startup scene does not reach
--no-texture-compression, --max-texture-sizeTexture settings for quick iterations
--jobs, --verboseParallel jobs; list every file

The summary reports what was cooked, taken from the cache, up to date, failed, removed and not reachable, and lists what was left out. The exit code is 0 on success and 1 when anything failed.

PowerShell
kroys-cook MyGame.kproject --platform win64
kroys-cook MyGame.kproject --clean --verbose
02

What it produces

SourceCooked
Scenes, prefabs, effectsBinary scenes
Models (FBX, glTF)The derived model cache with the compiled shaders of its materials
MaterialsMaterial text with compiled SPIR-V and packed parameters
TexturesBC7 or BC5 with a mip chain; UI images and HDR images stay uncompressed
Everything elseCopied as it is

Cooked files keep their paths under Content, so GUIDs, sidecars and path lookups keep working.

03

Only what is used

The cook starts at the startup scene and follows references: what nothing reaches is left out and listed. Add paths that are loaded by name at run time with --include, or in the export profile.

04

Incremental and repeatable

Every unit has a key from its source and settings. Unchanged units come from the cache in Build/Cooked/DDC; outputs whose source is gone are removed. The same input always gives the same bytes, so builds can be compared and cached.

KroysEngine 0.1.0 documentation, built from the engine repository by Tools/BuildDocsSite.py.