Change part of the map.
Regenerate the affected cells and components as you paint.
SLICEFORGE STUDIO / WORLD EDITOR
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.
The core authoring loop is working, with development ongoing.
Paint → Generate → Preview → Playtest
THE WORLD-AUTHORING LOOP
The painted grid is the source of truth for both the preview and the world you playtest.
Pan and zoom the 2D canvas. Paint ground, forest, paths, and water, then add buildings, props, prefabs, and other placeables.
Edited cells trigger partial regeneration of the affected world components, including forests, water, and paths.
An orthographic 2.5D preview streams visible chunks at different levels of detail, turning the map into a scene you can inspect.
Run the same world you authored. Save the project and grid together, or package the world for export.
A MAP PAINTER AT HEART
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.
Regenerate the affected cells and components as you paint.
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
World Editor is the map-authoring surface inside SliceForge Studio.
Author the playable map from painted cells and placements. The core paint → generate → preview → playtest loop.
A parallel path for heightfields, stamps, and rivers through RiverForge, sharing the same project.
Prepare prefabs, sockets, and assets used in the world. Asset creation is separate from painting the map.
Run and playtest the world you have authored.
KEEP THE WORLD TOGETHER
Save the project document alongside its dense or chunked grid data. Export packages include .sfworld and standalone builds.
THE TOOLS / INSIDE THE WORK
Recorded interfaces, a runtime capture, and the design decisions behind the workflow.
WORLD AUTHORING · RECORDED DEVELOPMENT DEMO
Paint the map. Inspect the world.
A real development recording places the editable cell grid beside the generated 3D preview, with terrain tools and a prop shelf around the work.
Keep the authoring decisions and their spatial result visible together. The painted grid remains the source while the preview lets you inspect the generated scene.
Core functionality is working, with further development underway. Public availability has not been announced.
Automatic assistant. It answers only from approved info and passes anything else to Rémi.
AssistantHi! Ask me about our services, prices or the 24/7 auto-reply. This is the same assistant we set up for businesses.