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.