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Here it is! Let me present you Asset Cooker. It's a build system aimed at game assets, with a UI. It is using the USN journals from Windows to robustly keep track of file changes, and only cook what needs to be cooked. You can leave it running in... show more
44,541 views • 2 years ago •via X (Twitter)
9 Comments

No more CMake for game assets! No more your engine having to check every file on load to see if it's up to date! The github repo is here: And the video on youtube in case the quality here isn't great:

And also a link to @Srekel's Tides of Revival (which provided all the files, and the testing! And @gmodarelli providing the shaders!)

Near perfect, only missing the superfluous character telling you jokes while cooking assets🧑🍳

It wasn't possible to make another character like that, this one was too perfect 🥲

Congrats on putting it out there dude! That coding style looks veeery familiar 😄 How do you deal with USN journal rollover? A full rescan? I recall that being a problem when working on the asset indexer; a single p4 sync would often blow through the journal…

Yes if it happens while Asset Cooker was closed it will rescan on the next start. I've seen it happen with a project on C:/ after doing a Windows update haha. Though at the moment scanning is pretty fast because I'm not hashing files (yet!)

sounds like a cool idea, can it be automated? can you use it via command line, for automated builds? what about build flags, stuff like that? e.g. building at higher compression rates for production. can you do stuff like using your own file formats and converters?

Using via command line for automated builds not yet, but it's definitely something I want to add. You can use your own converters, Asset Cooker just calls command lines based on the rules you set up in its config file.

tops blooby
