Bundles many assets into a single file with compression, string tables, and other game-related special handling functions.
A .pak
file is baked at build time and streamed in at runtime.
Each asset package is "baked" from a configuration source file. Example:
Rust code
PakBuf::bake("game_art.toml", "game_art.pak")?;
game_art.toml
:
[content]
compression = 'snap'
[[content.group]]
assets = [
'bitmap/**/*.png',
'font/**/*.toml',
'mesh/**/*.toml',
'sound/**/*.ogg',
'music/*.mp3',
'ui/*.png',
]
Note:
Additional [[content.group]]
tables may be appended. All groups are added to the package and these
individual groups are not distinct entities in the runtime file.
[content]
Schema
Item | Description |
---|---|
compression | (Optional) 'snap' or 'brotli' |
Bone structures and per-channel frame sample data may be loaded from .gltf
or .glb
files.
Example:
[animation]
src = 'some_file.gltf'
Or to simply load some_file.gltf
using some_file.toml
:
[animation]
All fields are optional.
Item | Description |
---|---|
src |
File path to a .gltf or .glb animation. May be relative to the [animation] TOML file or absolute where the root is the same folder as the [content] TOML file. When unspecified, attempts to load an animation with the same name as the [animation] TOML file. |
name |
Specific animation name (for use with files containing more than one animation). |
exclude |
Array of animation channel names to exclude from the import. |
Geometry may be loaded from .gltf
or .glb
files.
Example:
[mesh]
src = 'some_file.gltf'
All fields are optional.
Item | Description |
---|---|
src |
File path to a .gltf or .glb mesh. May be relative to the [mesh] TOML file or absolute where the root is the same folder as the [content] TOML file. When unspecified, attempts to load a mesh with the same name as the [mesh] TOML file. |
euler |
(string ) Order of operations applied to 3-channel rotation values (example: xyz , zyx , etc). |
flip-x |
(boolean ) When set, flips the X component of all position vertices. |
flip-y |
(boolean ) When set, flips the Y component of all position vertices. |
flip-z |
(boolean ) When set, flips the Z component of all position vertices. |
ignore-skin |
(boolean ) When set, any embedded boke structure data is ignored. |
lod |
(boolean ) When set, generates level of detail meshes using MeshOpt. |
lod-lock-border |
(boolean ) When set, tells MeshOpt to generate level of detail meshes using only interior vertices. |
lod-target-error |
(float ) When set, tells MeshOpt to attempt to hit a certain error threshold between level of detail meshes. |
min-lod-triangles |
(unsigned integer ) When set, tells MeshOpt to stop generating level of detail meshes below this threshold. |
name |
(string ) When set, imports this named mesh. Otherwise, imports the first mesh. |
normals |
(boolean ) When set (default true ), imports geometry normals. |
offset |
(array of float with a length of 3) When set, offsets geometry positions by the given amount. |
optimize |
(boolean ) When set (default true ), reorders geometry indices and vertices using MeshOpt. |
overdraw-threshold |
(float ) When set (default 1.05 ), controls MeshOpt optimization. |
rotation |
(array of float with a length of 3 or 4) When set, the vector (XYZ) or quaternion (XYZW) rotation applied to geometry. |
scale |
(array of float with a length of 3) When set, the vector (XYZ) scale applied to geometry. |
scene-name |
(string ) When set, controls which GLTF scene is imported from the source file. |
shadow |
(boolean ) When set, imports position-only geometry optimized for use in shadow or other similiar rendering techniques. |
tangents |
(boolean ) When set (default true ), imports geometry tangents. If missing, tangents are generated using the MikkTSpace algorithm |
Material data for use in rendering.
Example:
[material]
color = 'my-texture.png'
Item | Description |
---|---|
color |
Hex string, path string, inline bitmap asset, or seqeunce. |
displacement |
(Optional) Hex string, path string, inline bitmap asset, or floating point value. |
double-sided |
(Optional, boolean ) When set, indicates the material is double-sided. |
emissive |
(Optional) Hex string, path string, inline bitmap asset, or array of three floating point values. |
metal |
(Optional) Hex string, path string, inline bitmap asset, or floating point value. |
normal |
(Optional) Path string or inline bitmap asset. |
rough |
(Optional) Hex string, path string, inline bitmap asset, or floating point value. |
Variable-channel bitap data (stored raw and compressed using the setting of the [content]
compression).
Example:
[bitmap]
src = 'my-texture.png'
All fields are optional.
Item | Description |
---|---|
src |
File path to an image. May be relative to the [bitmap] TOML file or absolute where the root is the same folder as the [content] TOML file. When unspecified, attempts to load a bitmap with the same name as the [bitmap] TOML file. |
mip-levels |
(boolean or non-zero unsigned integer ) When set (default 1 ), allows configuration of the desired count of mip levels to be stored with a bitmap for later use by a program. |
resize |
(unsigned integer ) When set, the image is uniformally resized to have this maximum dimension. |
color |
(string ) When set (default srgb ), the image is imported as either linear or srgb color data. |
swizzle |
(string ) When set (default rgba for four channel images), the specified image color channels are imported in the given order (example: r , rg or bgr ). |
Special handling is given to [bitmap-font]
asset files.
Example:
[bitmap-font]
src = 'blocky-letters.fon'
The specified file is imported as a raw AngelCode bitmap font file, and any associated page images are loaded as bitmaps.
All fields are optional.
Item | Description |
---|---|
src |
File path to a bitmap font definition. May be relative to the [bitmap-font] TOML file or absolute where the root is the same folder as the [content] TOML file. When unspecified, attempts to load a bitmap font definition with the same name as the [bitmap-font] TOML file. |
Scene files may contain custom geometry and spatial reference data, each with the ability to store generic data as well.
Example:
[scene]
[[scene.ref]]
id = 'EnemySpawn'
rotation = [0.0, 0.0, 0.0, 1.0]
translation = [-1.0, 0.1, -6.0]
tags = [
'bot',
]
data.type = 'monster3'
[[scene.ref]]
id = 'red-door'
rotation = [0.0, 0.0, 0.0, 1.0]
translation = [-0.9, 0.0, -12.0]
tags = [
'door',
]
data.require = 'red-key'
data.joins = 'a,b'
[[scene.ref]]
mesh = '../kaykit/dungeon/floor_tile_large_grates.toml'
materials = [
'../kaykit/dungeon/texture.toml',
]
rotation = [0.0, 0.0, -0.0, 1.0]
translation = [0.0, 0.0, -0.0]
[[scene.ref]]
mesh = '../kaykit/dungeon/floor_tile_large.toml'
materials = [
'../kaykit/dungeon/texture.toml',
]
rotation = [0.0, 0.0, -0.0, 1.0]
translation = [6.0, 0.0, -2.0]
[[scene.geometry]]
id = 'a'
indices = [
2, 0, 1,
1, 3, 4,
9, 11, 8,
1, 4, 9,
5, 2, 1,
12, 10, 6,
6, 5, 1,
6, 1, 9,
13, 14, 12,
12, 6, 9,
8, 13, 12,
9, 8, 12,
]
vertices = [
-8.399999618530273, 0.0, 7.400000095367432,
6.400000095367432, 0.0, 7.400000095367432,
-8.399999618530273, 0.0, -7.400000095367432,
6.400000095367432, 0.0, -7.400000095367432,
1.0, 0.0, -7.400000095367432,
-3.0, 0.0, -7.400000095367432,
-2.4000000953674316, 0.0, -8.0,
1.0, 0.0, -7.400000095367432,
-0.09999996423721313, 0.0, -11.40000057220459,
0.3999999761581421, 0.0, -8.0,
-2.4000000953674316, 0.0, -11.40000057220459,
0.3999999761581421, 0.0, -11.40000057220459,
-1.9000000953674316, 0.0, -11.40000057220459,
-0.09999996423721313, 0.0, -12.0,
-1.9000000953674316, 0.0, -12.0,
]
rotation = [0.0, 0.0, -0.0, 1.0]
translation = [1.0, 0.10000000149011612, -0.0]
tags = [
'nav-mesh',
]
[[scene.ref]]
id = 'Camera'
rotation = [0.06613656878471375, -0.8706687092781067, 0.4718790054321289, 0.12203358113765717]
translation = [-19.0, 61.0, -53.0]
tags = [
'camera',
]
data.type = 'persp'
data.z-near = 1.0
data.z-far = 200.0
data.fov-y = 0.349344402551651
Run tests with all features in order to include the baking code:
cargo test --all-features