Byte Engine Docs
Engine DesignResource Management

BELD Tool

The command-line tool for baking, inspecting, and querying resources.

BELD is the command-line interface for working with Byte Engine resources.

It reads source assets from an assets directory and writes processed resources to a resources directory. By default those paths are assets and resources, but both are configurable.

beld --source assets --destination resources bake mesh.glb material.bema

Commands

beld bake processes one or more asset IDs into resources. The bake command installs the standard asset handlers and runs work concurrently. Each asset gets a local arena for decode-time and processing-time allocations so large temporary buffers can be released after that asset finishes.

beld list prints stored resource IDs.

beld inspect prints metadata for a resource ID or UID. Use --format json when editor tooling or scripts need structured output.

beld query filters resources by class and indexed properties. The first equality predicate can use the property index, and paged results print a cursor when more results are available.

beld delete removes resources by ID.

beld clear and beld wipe remove the resources directory and recreate it.

Query examples

beld query Material
beld query Image name=textures/hero_albedo.png
beld query Variant --limit 20
beld inspect material.bema --format json

The query system currently supports string equality predicates over queryable properties. Every resource model gets a name property by default.

When to use it

Use BELD when you want deterministic, explicit resource output:

  • preparing assets before a release build
  • inspecting what an asset produced
  • checking shader reflection metadata
  • rebuilding resources after changing processors
  • deleting stale resources while debugging asset import

During development, applications can also lazily bake assets at request time. BELD is still useful because it gives you a direct, scriptable view of the same resource storage.

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