forge-pipeline-assets

Load and render .fmesh meshes and .fmat materials in SDL GPU applications.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pipeline-assets-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-pipeline-assets
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-pipeline-assets
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pipeline-assets-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Load and render .fmesh binaries, .fmat material sidecars, and pipeline-processed textures in SDL GPU applications, replacing slow, manual asset loading with a streamlined binary pipeline.

Core Features & Use Cases

  • Load .fmesh (v2) meshes and associated .fmat materials with texture paths and PBR parameters.
  • Support dual vertex formats (48-byte with tangents and 32-byte without) and corresponding LOD handling.
  • Resolve textures via accompanying .meta.json sidecars for correct mipmaps and formats; integrate into a live rendering pipeline.

Quick Start

Load a .fmesh model along with its .fmat and texture assets, then render it in an SDL GPU scene.

Frequently Asked Questions about forge-pipeline-assets

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I load and render .fmesh meshes and .fmat materials in an SDL GPU application?

To load and render .fmesh meshes and .fmat materials in an SDL GPU application, use the forge_pipeline library to initialize resources at runtime and process associated texture metadata sidecars for correct rendering.

What are .meta.json sidecars used for when processing textures for real-time rendering?

.meta.json sidecars resolve textures for correct mipmaps and formats during real-time rendering. They accompany pipeline-processed textures to ensure proper level-of-detail handling in the SDL GPU application.

Does this SDL GPU asset pipeline support meshes without tangents?

Yes, the SDL GPU asset pipeline supports dual vertex formats. It handles both 48-byte vertex formats with tangents and 32-byte formats without tangents, applying corresponding LOD handling for each.

How do I apply PBR parameters to models using .fmat material files?

To apply PBR parameters to models, load the .fmat material sidecars alongside .fmesh binaries. The forge_pipeline library reads these .fmat files to extract texture paths and PBR parameters for the rendering pipeline.

What is the best way to replace slow manual asset loading with a binary pipeline in SDL GPU?

The best way to replace manual asset loading is using the forge_pipeline library to load binary .fmesh and .fmat assets directly. This streamlines the pipeline by bypassing slow parsing and initializing resources at runtime.