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SLICEFORGE STUDIO / WORLD EDITOR

Paint a grid.
Build a world.

Turn terrain, paths, water, and placements into a playable world. SliceForge World Editor connects a simple tile-painting workflow to a live 2.5D/3D preview.

In development · Working core

The core authoring loop is working, with development ongoing.

See how it works
An illustrative tile world with generated trees, a river, a path, and a building
The grid defines the world. The scene brings it into view.
One map, from the first brushstroke to playtest.

Paint Generate Preview Playtest

THE WORLD-AUTHORING LOOP

Start with cells.
See the whole scene.

The painted grid is the source of truth for both the preview and the world you playtest.

  1. 01 / PAINT

    Lay down the idea.

    Pan and zoom the 2D canvas. Paint ground, forest, paths, and water, then add buildings, props, prefabs, and other placeables.

  2. 02 / GENERATE

    Build from the changes.

    Edited cells trigger partial regeneration of the affected world components, including forests, water, and paths.

  3. 03 / PREVIEW

    Look ahead in 3D.

    An orthographic 2.5D preview streams visible chunks at different levels of detail, turning the map into a scene you can inspect.

  4. 04 / PLAYTEST

    Step into your world.

    Run the same world you authored. Save the project and grid together, or package the world for export.

A MAP PAINTER AT HEART

The grid holds
the decisions.

Each cell describes what belongs in the world. Generators interpret those cells as terrain, vegetation, water, paths, and placed objects.

This is a chunked tile painter with a live 3D look-ahead. Freeform mesh editing is not the starting point; the map remains the authoring surface.

FOCUSED UPDATES

Change part of the map.

Regenerate the affected cells and components as you paint.

ROOM TO GROW

Keep empty space lightweight.

World data is divided into 64 × 64 chunks. Empty chunks stay sparse, while the preview streams the visible area at appropriate detail.

ONE STUDIO, DISTINCT SURFACES

The right place
for each kind of work.

World Editor is the map-authoring surface inside SliceForge Studio.

YOU ARE HERE

World Editor

Author the playable map from painted cells and placements. The core paint → generate → preview → playtest loop.

TERRAIN

Terrain Designer / Composer

A parallel path for heightfields, stamps, and rivers through RiverForge, sharing the same project.

ASSETS

Workshop / Asset Lab

Prepare prefabs, sockets, and assets used in the world. Asset creation is separate from painting the map.

PLAY

Play / Game Hub

Run and playtest the world you have authored.

KEEP THE WORLD TOGETHER

Save the source. Package the world.

Save the project document alongside its dense or chunked grid data. Export packages include .sfworld and standalone builds.

.sfworld
In development

Working today.
Still taking shape.

Core functionality is working, with further development underway. Public availability has not been announced.

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