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> Do you have any examples of this? Not GP, but at my old job making games we had a truly horrendous asset import pipeline. A big chunk of it was a human going
by Arch485 2y ago
> Do you have any examples of this?
Not GP, but at my old job making games we had a truly horrendous asset import pipeline. A big chunk of it was a human going through a menial 30 minute process that was identical for each set of assets. I took on the task of automating it.
I made a CLI application that took a folder path, and then did the asset import for you. It was structured into "layers" basically, where the first layer would make sure all the files were present and correct any file names, the next layer would ensure that all of the textures were the right size, etc. etc.
This funneled the state of "any possible file tree" to "100% verified valid set of game assets", hence the funnel approach.
It didn't accept 100% of """valid""" inputs, but adding cases to handle ones I'd missed was pretty easy because the control flow was very straightforward. (lots of quotes on "valid" because what I thought should be acceptable v.s. what the people making the assets thought should be acceptable were very different)