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Diagonals: streets, walls, fences, hedges and house walls at any angle
Object frames turn by any angle (quarter turns stay exact, so scenes along
the axes render byte for byte as before); a box in a turned frame is a
prism with its own corners. Rotation is kept as given (normalised to
0..360), no longer snapped to quarter turns.

Depth sort: sprites whose plan outline is not their box carry their convex
outline; when boxes overlap, an outline edge that separates two sprites
orders them. A long diagonal wall sorts right against both sides.

Joints (line_meet, end_cut, cut_box in util.rhai): where a piece off the
axes is involved, corners are mitred and T-junctions slanted; fences put a
corner post or pillar in its own sprite and mitre stone bases; Y joints let
the lowest id run through. Streets: every end part is a cut e + k*w, so
side streets come in at any angle (slanted sidewalk gaps), two streets meet
in a mitre with seam patches; fixes a curve's outer sidewalk that was
skipped when its kerb and back lines had different point counts.

Studio: runs and drags keep to x/y or snap to 45 degree diagonals, Ctrl
gives any angle; a road run turning 45 degrees gets a 45 degree curve;
Rotation is a number box. Streets demo: a diagonal lane with a hedge.
MCP guidance, SCRIPTING/README/ROADMAP.

Tests: Rust 76, Studio and web checks green.
2026-10-25 13:22:59 +07:00

11 KiB

Roadmap

Each phase ends with tests, a Studio/viewer check in Edge, commit and push.

Phase 1: engine, Studio, MCP (done)

  • Core: projection with 4 rotations, primitives (box, prism, cylinder, frustum, face, poly, flat, openings, lines, disc, circle, stem, figures, puffs, fan, raw, groups, sequences), sprites with 90° object frames, depth sort ported from the JS views, SVG writer, tags, tooltips
  • Theme: built-in palette, materials and rules converted from the Mooban/CNX CSS; TOML overrides
  • Rhai runtime: drawing API, module imports from memory, errors with file:line, safety limits
  • Prefab library: site, area, road, parking, wall, fence, lamp, marker, tree, tree row, hedge, building (storeys, windows, door, flat/gable roof, solar, AC, cut-open levels), carport, shed, car (driving), truck, motorbike, person, crowd, tank, container, generator, solar field, chimney
  • Scene document + prefab catalog with property schemas
  • Project folder, ops (add/update/remove/duplicate/reorder/set_cfg/replace), Workspace (save, undo, reload on outside changes), check, static HTML page, SVG export
  • Viewer JS: port of the views' mount() (pan, pinch, wheel, declutter, tooltips, full screen) for prerendered, server and future WASM sources
  • Studio GUI: palette, object list, placing, drag-to-move with snap, keyboard, forms from schemas, levels, undo/redo, live follow of agent edits, MCP connection panel
  • MCP: 15 tools over stdio and HTTP (/mcp), validation messages for agents
  • Demo project, 52 Rust tests, Playwright Studio + MCP test

Web Studio (done)

  • isokit-wasm: the engine in the browser (wasm-bindgen, 2.8 MB / 0.75 MB gzipped); Store trait (folder or memory) under the Workspace; Studio JSON API shared with isokit studio
  • studio.js runs on a pluggable backend; the web shell answers it from WASM
  • Projects in IndexedDB; new, demo copy, delete; export / import .zip (stored or deflated) and folders (drop or pick); two tabs on one project stay in step
  • Folder projects (File System Access, Chrome / Edge): edits written to disk, outside changes followed live and undoable, Build page writes dist/index.html
  • Code editor for scripts, prefabs, theme and manifest, with script errors by file and line
  • MCP tools inside the page (isokit.mcp), WebMCP registration when the browser offers it
  • tools/build_web.py (static output), tools/check_web.py (44 checks, Edge)
  • Hosted copy at https://isokit.buildfor.life/ (deployed by .gitea/workflows/deploy-web.yml)
  • Render in a Web Worker for very large scenes

Agent window (done)

  • ✦ Agent in the Studio: chat with a model on an OpenAI-compatible endpoint (default: B4L's inference server) that edits the scene with the MCP tools + page tools (select, view); streamed answers and reasoning, tool calls with results, clickable object ids, Stop, Undo
  • isokit studio relays the calls (/api/agent/*, key stays on the machine, no CORS); settings from ISOKIT_LLM_* or agent.json in the user's config folder
  • Web Studio calls the endpoint from the page; isokit.buildfor.life relays /llm/ to the inference server (Caddy) so the page needs no CORS from it
  • tools/mock_llm.py + tools/agent_checks.py in both Studio checks
  • Keep the conversation per project across reloads; attach a rendered view (PNG, Phase 4) for vision models

Build your own house (done)

  • House parts: house_wall (drawn along a line, ends adapt at corners, T-junctions and straight runs), window and door that sit on a wall and cut its opening (door styles: panel, glass, double, sliding, opening; open / closed, hinge and swing by rotation), floor (boards / tiles / carpet / stone), roof (hip, gable, flat, solar), stairs
  • Furniture: chair, sofa / armchair, table with chairs, desk with monitor and chair, TV, bed with nightstands, cupboard, bookshelf, kitchen run (sink, hob, wall cabinets, fridge), bathtub, shower, toilet, washbasin, plant, rug, floor lamp
  • Cut-open levels for houses: walls in front of rooms cut low (rooms found by their floors), roof as an outline, storeys from z (storey_h), upper storeys left out
  • Scripting: objects_of, objects_at, objects_on, mount_of, mounted, frame, to_world, to_local, local_of; prefab meta shape (line / rect), mount, storey
  • Studio: drag to draw lines and rectangles (walls, roads, fences, floors, areas, buildings), Room tool (floor + walls, shared walls not doubled), windows and doors snap onto walls (hover preview) and move, turn, copy and delete with them, new parts land on the storey shown, collapsible palette that scrolls on its own
  • examples/house (a furnished house built from parts), House demo in the web Studio
  • Diagonal walls (any angle, mitred corners, windows and doors on them)
  • Openings across two walls; floor openings for stairs

Backlog (2026-10)

  1. Web performance (done, see below)
  2. Conveyors (done, see below)
  3. Producers with adjustable production speed (done, see below)
  4. Robotic arms (done, see below)
  5. Rounded streets: curved road segments (done, see below)
  6. Sidewalks along streets (done, see below)
  7. Roundabouts (done, see below)
  8. Waypoint animation: a person or car moving along a path of waypoints
  9. Build your own house (done, see above)
  10. Diagonal streets, walls, fences, hedges (done, see below)
  11. Wildlife and nature: deer, bushes, beehives and more

Done since: the middle mouse button only moves the camera; fences and site walls join like house walls (line_joint); fence designs (mesh, wood, bars, half stone, cobble, brick with pillars); runs of walls and fences drawn corner by corner, ends snapping onto the pieces they meet; multi-select (Ctrl+click on the map and in the list, Shift range, Shift+drag box, Ctrl+A; group drag, nudge, turn, copy, delete and property edits; a second click on a wall or fence selects the joined run); the Pond with fish swimming round (swim primitive, CSS rotation), lily pads, ripples, reeds.

Web performance, measured with tools/bench_web.py on the web Studio's house demo with the CPU slowed 6x (before → after): idle main thread in a browser window 99% → 5% (animations step about ten times a second instead of repainting the drawing every frame; ▷ toolbar button: light / smooth / off, [build] animation); zoom 69 → 11 ms per wheel step, pan 28 → 10 ms per move (gestures move the drawing as one compositor layer and draw it again when they end; no forced layouts; --iso-k set on the tags only); hover 22 → 15 ms per move (tooltip placed once per frame on its own layer, x/y readout ten times a second); rotate 226 → 154 ms, edit 409 → 305 ms until painted (WASM built with opt-level 3: engine render 11.7 → 9.4 ms at full speed).

Production lines: Producer (a press making cartons, crates, drums, sacks or parts at a set rate per minute, its ram going down once per item) and Conveyor (drawn the way it runs, belt width, height, rise, speed; corners join without overlap). A conveyor starting at a producer's output, or at another conveyor's end, carries those goods, spaced by speed / rate; tooltips show the numbers. examples/factory, Factory demo in the web Studio.

Robot arm: picks goods off the end of the nearest belt in its reach and puts them on the start of another belt or on a pallet, one move per item (or a set cycle), waiting while the line before it stands; the belt after it runs in step. Drawn as a 16-pose flipbook (inverse kinematics, links as the new native beam primitive) shown by a stepped CSS animation.

Streets (stdlib/streets.rhai): roads take sidewalks (none, both, left, right; 12 cm high paving with kerb faces); Road curve (radius, angle, left / right) carries a street round a bend, its kerbs and sidewalks drawn as true arcs so the joints are seamless; a road ending on another road's centre line opens that road's kerb and sidewalk (T junction); two roads ending at one corner close it. Roundabout: ring radius and width, one or two lanes, up to four arms with flared kerbs, splitter islands and give-way lines on the entry side (traffic on the left or right), central island with apron (tree, grass or paved). A road run drawn corner by corner gets a curve in each corner (prefab meta corner). Tooltips list the streets each one meets. New polyline primitive (open paths, so dashes run on round curves). examples/streets, Streets demo in the web Studio.

Diagonals: object frames turn by any angle (quarter turns stay exact, so scenes along the axes draw as before, byte for byte). Roads, walls, fences, hedges and house walls run at any angle; where a piece off the axes meets another, corners are mitred and T-junctions slanted (line_meet, cut_box), fence corners get a post or pillar of their own, side streets come in at a slant and open the sidewalk along them, two streets meet in a mitre. The depth sort orders sprites whose plan outline is not their box by outline edges, so a long diagonal wall sorts right against everything on either side. Studio: runs and drags keep to x or y or go diagonal at 45° (Ctrl: any angle), a road run turning 45° gets a 45° curve, Rotation takes any angle. The streets demo has a diagonal lane.

Phase 2: richer editing

  • Interior prefabs (see Build your own house); a building rooms prop is still open
  • Path objects in the Studio: click points for areas, roads (polyline with width), fences, walls, pipe runs; vertex handles
  • Multi-select (box select, Ctrl+click, Shift range), group move, turn, copy, delete, edit
  • Align / distribute the selection
  • Copy/paste between projects; prefab thumbnails in the palette (rendered icons)
  • Measure tool and grid overlay; numeric resize handles on the selection
  • Studio editor for theme.toml (colour pickers) and for project parameters

Phase 3: embedding in the other projects

  • Host pages on the WASM build (isokit-wasm exists, see Web Studio): the same scene recomputes in the browser when a host page's calculator changes the parameters (cnx_vinyl fleet calculator)
  • isokit build --fragment: <style> + <script> blocks for the Python build scripts of the host pages (replace inline.py)
  • Host API parity with CNXIso (mount, update(cfg), setLevel, focus, info, onPick)
  • Port the existing scenes: mooban estate, CNX Scuba centre (section cut), CNX Vinyl plant; check each against its old view with the QA checklist from the skill

Phase 4: output and QA

  • Section cut layer (underground scenes) from iso-scuba: cut plane, clip-path per cavity
  • PNG export (static style resolution + resvg) so agents get an image from render_view
  • isokit check rules from the QA checklist: props on paved areas, runs ending in the air, covers drawn over their contents, tag overlaps
  • Performance budget test (render ms per view, 60 fps pan) on a 3,500-node scene (tools/bench_web.py measures it by hand for now)
  • Packaged desktop app (Tauri); shared projects for the hosted web Studio (behind login)