GAME EDITOR

Choose your workspace

2D Isometric

Canvas · Sprite-based

Lightweight tile-based iso editor. Paint tiles, zones, entities and path nodes. Press Play to test the map in a new window with a WASD pawn.

3D Engine

Babylon · Iso / 3rd / 1st

Real-time 3D editor. Build with 3D models that double as game characters across views — and bake them into sprites for the 2D mode.

THE JUNKYARD

Debug & test scenes
🩹 Wound Lab  ★ experimentation Projective melee-wound bench on the real engine — on-foot character on an empty grass field, 1 static dummy zombie, no car. RMB+Ctrl lock the dummy, CTRL+RMB+LMB to draw the cut. Left = compute bench (4 ortho views · rotatable 3D · damage canvas), right = the live game 🧍 Human Compositor  ★ tooling Extracted from the Wound Lab — the modular naked-body composite (feet · shins · thighs · arms · torso) in a real orbit scene. Click a part, W/E/R to move/rotate/scale, copy the VEC3 edits from the PCG-Lab editor HUD, and re-bake the iso sprite live to perfect the offsets & rotations ◈ Procedural Animation Compositor  ★ tooling Animation sibling of the Human Compositor — pose the modular body procedurally (joint rig + 2-bone arm IK + torso lean, driven by a frontal-plane strike canvas) and bake the posed frames to 32-facing iso animation sheets. One rigged body → many animations, no hand-keyed clips 🧟 miniSandbox  ★ gameplay Closest-to-real-gameplay level — drive/walk (E to enter/leave the car), plow a crowd of pawns, grass + dirt + dust ◈ Sprite Library + GLB drop Foundry sprites; drag a .glb onto the page to bake 16 facings ⛓ PCG Road Network Weighted-agent road generator tiling the 4-piece GLB kit on an iso grid; lanes connect 🧩 PCG Lab — Blueprint Library Every PCG blueprint (roads · apartment · garage · sidewalk · fire-exit · MEP), sorted; click to preview, ⟳ Regenerate to re-seed instantly 🏙 3D City Flythrough The PCG city as a real 3D scene — fly through it (WASD · Q/E up·down · drag to look) 🌓 Streaming Chunk-Bake The naked process — 3D city baked to shadowed iso tiles, one chunk at a time ★ World Composition Duplicate of Streaming Chunk-Bake — the base we'll build on, baby steps 🚗 Composite Car Iso car = body + 4 wheel sprites; front wheels steer, all roll; wheels render under the body 🧭 Ortho-to-Iso Integration Top-down gameplay projected to TRUE iso at draw — drive-through grass + a car footprint that hugs every facing 🅿 Parking Lot Test Asphalt + yellow stalls projected to iso (ortho→iso) — the empty lot we'll fill with cars to test layered z ✎ Procedural Drafts Lot GROWN from socket/spline logic blocks at 26 px/m (car-metric) — 2 m asphalt patches bloom yellow-T stalls; PCG picks interior-paint vs edge-curb (R/G/C) ✎ Procedural Drafts — Part 2 Milestone fork (frozen Part 1) — car-stamp bays + context gates: straight both-sides, curve-outer fans, curve-inner clean. Where we add the curved sidewalk next 🌑 Projected-Billboard Shadow The dynamic shadow bench — spin the car, slide the sun, tune the silhouette projected onto the ground live ❄ Snow Simulator Snow as a heightmap — flakes fall & accumulate into self-shaded dunes; drag to plow, drifts pile behind the junk ⚙ Foundry 3D → 2D Procedural props baked to iso sprites; bake-once / instance-many ▦ Chunked Persistence Keyframe + op-log streaming; survives dropping all RAM / reload 🚗 Car Save-Under + Destruction Append-only 3-channel bake; ram the brick wall to breach it 🩸 Scar-Bake Gore persistence — unbounded history, bounded memory

THE CLEANYARD

Shipping modules — the assembled engine