01scenedb02rust
Four Tiers for an Asset: Residency, Derived Data, Cooked Textures, and What SceneDB Gave the Engine
SceneDB's asset layer held every decoded payload for as long as a component referenced it. Four additions fixed that without teaching the database anything about images: a budgeted rebuild-on-miss cache with single-flight rebuilds and prefetch, a derived-data cache on disk, a texture store that takes mip chains and block-compressed formats, and one that can adopt a texture another scene already uploaded. Here is how each works, why it lives where it lives, and what the engine did with them, with the cook that turns a 4K JPEG into 5.3 MiB of BC7 and a full mip chain.