Project case study
artpipe
A local-first, deterministic 2D game-art build system for Godot: manifests in, provenance-tracked sprite sheets out, no servers or network calls.
Problem
Godot game art — sprite sheets, walk cycles, palette-swapped variants — is normally hand-drawn frame by frame, or scripted without any guarantee of repeatable output. artpipe is a build system for that gap: agents and humans describe artwork as a manifest, and the pipeline turns it into deterministic, provenance-tracked Godot assets.
Approach
Python 3.12, Pillow, Pydantic v2, Typer, and PyYAML — no servers, no models, no database, no network calls by design; every command runs on demand and exits. A manifest passes through schema validation, deterministic assembly, output validation, and preview generation before a human approves it; Godot integration refuses anything unapproved unless overridden. v0.1.0 shipped complete today: 13 issues across 5 phase epics done, an 11-command CLI, and 194 tests, verified end to end against a real Godot 4.6.3 install — not mocked — through an 18-step walkthrough covering build, provenance, the approval refusal, Godot scene generation, and a clean-process check.
Currently building: the next target is Lanista, the sibling project artpipe exists to feed art into. A written handoff already specifies the right manifest shape — single-facing combat-beat sprites, not the 4-direction walk-cycle demo — ahead of the first real asset.
Outcome
It runs locally; the repo is private. The pipeline is proven against real Godot output; producing Lanista's first shipped sprite is next.