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2 posts tagged with "Editor"

Editor workflow, authoring tools, and preview/runtime alignment.

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From Editor JSON to PS1 Runtime Data

The editor and the PS1 runtime should not consume the same data. That is one of the most important architectural decisions in Polygon Engine.

The editor wants readable project files, flexible authoring state, stable GUIDs, import metadata, screenshots, logs, and panels. The PS1 runtime wants compact data, fixed limits, predictable memory, and short disc paths.

Building PS1-Safe Levels from Editor Geometry

Polygon Engine started with a familiar idea: let the user build a level from visual objects in an editor. The PS1 immediately pushes back on that idea. A scaled cube in an editor is easy. A scaled cube that sorts correctly, clips correctly, collides correctly, and packages correctly for PS1 is a much bigger requirement.

This is why level authoring in Polygon Engine is split into two related paths: scene primitives and reusable Level Builder mesh assets.