40 lines
1.8 KiB
Markdown
40 lines
1.8 KiB
Markdown
# SpriteForge
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Standalone reusable 2D sprite asset pipeline. Games own YAML manifests and
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source assets; SpriteForge owns generation, post-processing and the `.sfa` /
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`.sfp` runtime formats. It never imports game code.
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Stages 1-8 contain the binary format, Python writer/reader, dependency-free
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C99/C++17 loader and software blitters, an isolated raylib example, and the
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validated YAML manifest/CLI foundation, the deterministic procedural backend,
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text-first generated-library introspection, parallel incremental builds, and a
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headless Blender animation backend with Z-derived layer ordering, local PNG
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import/compositing, code generation and watch-mode hot reload signaling.
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```powershell
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python -m venv .venv
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.venv\Scripts\pip install -e ".[test]"
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.venv\Scripts\pytest
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```
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Include `include/sfa.h` from C99 or C++17. C++17 users can include
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`include/sfa.hpp` for an RAII wrapper. See `docs/format-v1.md`.
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Contact sheets are for humans only. Agents must never open generated PNGs;
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use textual `sf validate` and `sf ascii` instead.
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Manifest usage is documented in `docs/manifest-v1.md`.
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Procedural generators are documented in `docs/procedural.md`.
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Local PNG import and composition are documented in `docs/import-composite.md`.
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Agent-safe introspection is documented in `docs/introspection.md`.
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Incremental builds are documented in `docs/incremental-builds.md`.
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The Blender protocol is documented in `docs/blender-backend.md`.
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Code generation and hot reload are documented in `docs/codegen-watch.md`.
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The human-facing asset authoring application is documented in
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`docs/studio.md`. Remote rendering setup is in `docs/external-gpu.md`, and the
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runtime handoff is in `docs/game-integration.md`.
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For a GPU computer behind NAT without VPN or incoming ports, use the asynchronous
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pull architecture in `docs/pull-relay.md`.
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