Building.update

in GAME DEV15 hours ago

Since my last post I’ve been focused on strengthening the LEGO pipeline that turns real-world builds into digital assets, printable instructions, and game-ready objects. The vision is still drag-and-drop simplicity: feed in 30 photos and get a BrickLink-compatible set, Unity-ready model, and NFT utility.

On the technical side, I repaired the YOLOv12 dataset generator so missing functions and saves are handled properly, with timestamped rollback points for safety. BrickLink → Rebrickable mapping is now Unicode-safe, with dual resolution and case normalization. Any unmapped IDs get logged instead of silently failing. Batch deduplication keeps RAM usage under control, and I’ve set up concurrent CPU/GPU execution to boost throughput. (Yes, I know that sounds like a mouthful — but trust me, it’s the kind of thing that keeps the pipeline from imploding at 2 a.m.)

Resilience has been a big priority. Every annotated script version is preserved as text and PDF with timestamps, so I can roll back or compare if something breaks. I’ve also been digging into recovery strategies across Visual Studio and PowerShell history to make sure overwrites or crashes don’t cost me progress. And if you’re wondering, yes, I’ve already had to use those recovery tricks more than once.

Beyond the backbone, I’ve started modularizing for GUI integration. PyQt and Tkinter are on the table, with the goal of packaging the pipeline as an executable so non-technical builders can use it too. That shift toward accessibility excites me — it means these tools won’t just serve me, but the wider LEGO and digital modeling community. (And if you’re reading this thinking, “Wait, does that mean I could eventually click a button instead of wrangling Python scripts?” — that’s exactly the idea.)

Next steps: automate image collection for parts missing from the Hugging Face dataset, benchmark YOLOv12 against YOLOv8, refine the GUI framework, and expand the rollback system into a fully automated backup wrapper.

What’s driving me right now is the balance between precision and usability. Every breakthrough — whether fixing a deduplication block or scaffolding a GUI — brings me closer to a pipeline that empowers builders with drag-and-drop simplicity while respecting the complexity under the hood. And yes, I realize I’m basically narrating my own dev diary here — but hey, that’s what Hive is for, right?

Looking ahead, I know I’ll eventually need to break the code down into smaller, more manageable pieces. The pipeline has grown into something powerful, but also complex, and sometimes the best way forward is to circle back to the beginning. Starting fresh, with modular building blocks, might be the key to keeping this project sustainable long-term. (Consider this me admitting that future posts may involve tearing things apart just to rebuild them cleaner — and yes, I’m already bracing myself for that reset.)

Oh yeah and happy Hive PUD!

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