concinnity-cook 0.19.0

Authored world model, validation, and the asset cook pipeline that bakes a Concinnity world into a blob
Documentation

concinnity-cook

The build side of the Concinnity engine: the authored world model, validation, and the asset cook pipeline that bakes a world into the binary blobs the runtime reads.

The stages read in order: authoring is the authored model and the type vocabulary it is written in, build_only expands the types that never reach a blob, check validates the expanded world, and the compile path turns what is left into payloads (import reads artist-supplied source files, codec decodes the container and image formats they carry, compile produces each asset's payload, and pipeline/blob/cache drive the run).

Constraints

  • Build-side only: the runtime tier (core/device/engine/host) must never depend on this crate. A shipped game plays compiled blobs and never sees authored input.
  • Keeps the build-only dependencies (FBX/glTF importers, image and audio decoders, hashing) out of the runtime foundation.
  • Importers parse artist-supplied files, so a panic here is a crash on a malformed asset rather than a bug; errors are reported, not panicked.

Terminology

  • World: the authored world.jsonl, a list of typed asset entries.
  • Expansion: build-time rewriting that resolves build-only types into the runtime vocabulary.
  • Blob (.cnb): the compiled binary container the runtime loads.

Most users want the concinnity facade crate rather than this one.