# Preface : Nilkins Editor

## Presentation

The Nilkins Editor, aka nkEditor, is a software directly powered by all components available in the engine. Its main purpose it to expose the API through its UI and enable the user to create and prototype quickly.

The way it is currently created, the UI closely maps to the architecture of the engine. If you know the API, you will certainly be able to manipulate the editor with no problem. As such, it can be a good idea to get a picture of what the engine can do through other tutorial sections, especially nkGraphics and nkScripts. You will find back the same keywords to lead your way.

It currently focuses on scenery creation, through the use of nkGraphics for graphics effects, and nkScripts for automating animations or movement. As a non exhaustive list :

- Drive nkGraphics :

- Setup your own scene
- Design your own effects through shaders
- Leverage latest technologies and make your own raytraced effects

- Drive nkScripts :

- Write your scripts and use them to drive the API dynamically

- Quick prototyping and iterating : no recompilation needed !

The editor can help if you need to prototype or design any graphical effect or scripting logic. The system being so transparent means you can easily reuse the shaders written in your own applications, even if you're not using nkGraphics. If you are using nkGraphics, everything done in the editor will be reusable as-is.

In short, the editor is currently a powerful tool for quick iteration and testing. By leveraging its capabilities, boost your productivity !

## The tutorials

This section of the tutorials will help you getting within the editor. Through study cases, you will be able to witness all functionalities demonstrated.

Let's get started !