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Assets as Code for voxel games
Ashfox is the open-source Assets as Code toolkit for voxel games. Define models,
textures and sounds in native .ashfox source. Version them in Git. Build them
with Ashfox and inspect the results before delivery.
Start with one item, then explore complete animated creatures on the homepage. The Assets as Code workflow explains how to organize source, review changes and operate reproducible builds.
Start here
Install Ashfox, then follow your first asset. The downloadable starter contains complete model, item and sound sources; no workspace setup is needed.
Choose what to do
| Your task | Guide |
|---|---|
| Choose an angle, inspect PNG pixels or watch animation | Observe an asset |
| Create a prop or creature | Models |
| Draw and shade an item | Sprites |
| Synthesize and listen to effects | Sounds |
| Refine the result with an agent | Review and refine |
| Pass source, images and requests in memory | Stdio and memory |
| Choose a format or execution mode | Support matrix |
| See models, items and sound working together | Playable web example |
| Deliver to Minecraft Java | Minecraft resource packs |
| Organize multiple sources and delivery paths | Project settings |
| Consume IDs, scale and import metadata | Game bundles |
| Save, reproduce or automate a delivery | Save and deliver, CI |
| Resolve a failure | Troubleshooting |
Keep the editable source
.ashfox files and their imported modules are your editable assets. An optional
.ashfoxworkspace configures multi-asset builds and delivery. PNG, GLB, audio and
ZIP are generated results; changing them does not update the source.
Compare single-asset commands, stdio sessions and configured builds in the support matrix.
DSL reference
The language reference documents source units, value types,
operators, model components and sockets, texture charts, sprite layers and sound
records. Use it alongside the creation guides when implementing or debugging
.ashfox sources. Complete examples are checked by the CLI documentation tests.