Building Pipeline for video game assets
Project description
Asset Forge
Asset Forge: CMake for video game assets. With this utility, you will be able to preprocess your asset files, which are human and tool readable or usable, into binary files that can be directly streamed into C/C++ structs and classes. This process will streamline loading complex assets in small video game projects written in C/C++ or other systems languages.
Instead of linking several libraries dedicated to loading different types of files: meshes, animations, sprite sheets, etc., now you can just write a simple Python script that loads any complicated mesh/assimp file, optimizes the mesh, does some pre-calculations for vertex normals and tangent vectors, then packages it into a binary file that can be easily loaded in C/C++ by streaming the data into a struct or class that has a mirror structure to the binary file.
Preprocessing assets into binary files also has the benefit of compression. In the example a human editable plaintext json is 3689 bytes, preprocessing it into a .bin file compresses it to 1273 bytes, then compressing that with zlib results in a .bin.z that is 468 bytes; An 88% compression!
Author: Mason Hawver
Version: v0.2.3
Example Usage and Result:
pip install AssetForge
cd exp
pip install -r requirements.txt # these are packages needed for the custom tools used in the example (PIL and cariosvg)
ls -R assets
assets/:
atlases test.txt
assets/atlases:
atari_8bit_font.atlas atari_8bit_font.png
python Amake.py
[0% ] building ...
[11% ] LinkingTool "assets/output.log"
[22% ] CopyingTool "assets/test.txt"
[33% ] LinkingTool "assets/atlases/atari_8bit_font.png"
[44% ] LinkingTool "assets/atlases/atari_8bit_font.atlas"
[55% ] LinkingTool "assets/output.svg"
[66% ] AtlasTool "assets/atlases/atari_8bit_font.atlas"
[77% ] SVGtoPNGTool "assets/output.svg"
[88% ] LinkingTool "assets/output.png"
[100%] CompressionTool "build/atlases/atari_8bit_font.atlas.bin"
ls -R build
build/:
atlases output.log (link) output.png (link) output.svg (link) test.txt # Note debug=True writes a output.log output.svg and output.png to assets and they are linked to the build dir
build/atlases:
atari_8bit_font.atlas (link) atari_8bit_font.atlas.bin atari_8bit_font.atlas.bin.z (88% compression) atari_8bit_font.png (link)
feh build/output.png
Note: the debug graph of the flow of files as inputs and output to tools also includes itself - meta!
Getting Started
- Create an
Amake.pyfile:
import AssetForge
from pathlib import Path
from amake import atlas, svg
AssetForge.RegisterTool(AssetForge.common.CopyingTool(pattern=r"^.*\.txt$"), priority=1)
AssetForge.RegisterTool(AssetForge.common.CompressionTool(), priority=5)
AssetForge.RegisterTool(AssetForge.common.LinkingTool(), priority=0)
AssetForge.RegisterTool(atlas.AtlasTool(), priority=3)
AssetForge.RegisterTool(svg.SVGtoPNGTool(), priority=3)
AssetForge.Build(Path("assets"), Path("build"), recursive=True, parallel=True, debug=True)
- Add/write scripts in
amake:
Read the documentation for more information on this. But all you need to do to create a tool is implement AssetTool.
- Run the build:
python Amake.py
Tools Overview
Example/Custom:
-
AtlasTool:
Processes a.atlasfile (a JSON describing sprite bounds in a human-readable format) into a.atlas.binbinary file. This binary file can then be loaded directly into C++ containers (e.g., astd::vectorof AABBs and astd::unordered_map<std::string, unsigned int>). -
SVGtoPNGTool:
Converts.svgfiles into.pngfiles, using CairoSVG for the conversion.
General:
-
CompressionTool:
Compresses.binfiles (such as.atlas.bin) into.bin.zfiles. -
CopyingTool:
Copies files (that match the given pattern) from the input to the output directory, often used when simple duplication is sufficient. -
LinkingTool:
Creates symbolic links for files from the input directory to the output directory, avoiding data duplication.
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