← MRM/Projects/AssetForge
Gamedev / Tooling Production-grade code Rust · wgpu / Vulkan

AssetForge

Engine-ready game assets, generated and validated in seconds.

Game devs lose months to Blender iteration or expensive outsourcing. AssetForge procedurally generates texture-complete, engine-ready assets from parameterized recipes — GPU-baked, gate-validated, and refusing to ship anything broken. Pure Rust, no Blender loop, no Python.

assetforge — build & bake
$ assetforge build cottage --bake geometry · UV unwrap · per-region material IDs validation: 7 / 7 gates passed baked PBR → atlas.png + BC7 .dds exported cottage.gltf + .bin (0.7s)

Representative output — not a live instance.

What it does
Procedural geometry — 50+ asset recipes (objects, furniture, buildings, environments) with automatic UV unwrapping and per-region material IDs.
Seven-gate validation — UV overlap/density, seam guarding, connectivity and channel completeness; it refuses to ship broken assets.
GPU-accelerated baking — renders full PBR materials (basecolor, normal, roughness, metallic, AO, height) to atlased textures in seconds.
Engine-ready output — textured glTF 2.0 plus BC7/BC5/BC4 DDS, no post-processing needed.
Scene composition — place, scatter and line-instance assets into multi-million-triangle worlds with seamless tiling.
Proof
0
unit tests green
0+
production recipes
0
material classes
<0.9s
1.5M-tri scene · RX 6700 XT
Rust 2021 · 8 crateswgpu 24 / VulkanWGSL shadersglTF 2.0BC7 / DDS · intel_tex
🔒
Architecture and verified results shown. Source, recipes and shaders are private — this is a capability showcase, not a distribution.

Shipping a
game?

I build tools that turn art bottlenecks into a single command — validated, engine-ready, and fast. Tell me what you need generated.

Start a project →