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Document Object Vector Studio V2 and World Vector Studio V2 architectural split and migration direction - PR_26132_003-vector-studio-readme-alignment
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# PR_26132_003-vector-studio-readme-alignment
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## Purpose
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Align Object Vector Studio V2 and World Vector Studio V2 README/how-to documentation around their architectural split, migration direction, and example use cases.
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## Changes
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- Expanded Object Vector Studio V2 docs around reusable gameplay entities, ships, enemies, pickups, actors, weapons, UI vector assets, SVG/vector authoring, primitives/shapes/path editing, animation-ready structures, and "Build the thing."
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- Expanded World Vector Studio V2 docs around terrain, maps, tile/world geometry, layered scenes, parallax, environment composition, collision/world regions, level layout, spawn placement, camera zones, and "Build the place."
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- Documented migration direction:
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- SVG Asset Studio functionality moves toward Object Vector Studio V2.
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- Primitive Skin Editor remains deprecated compatibility.
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- Vector Map Editor remains deprecated compatibility.
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- Old tools remain available during transition.
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- Added examples:
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- Asteroids ship/UFO -> Object Vector Studio V2.
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- Platformer level/parallax scene -> World Vector Studio V2.
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- Updated the compact BUILD PR template with a copy-friendly commit comment control/button pattern for future generated docs/templates.
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## Playwright Impact
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Playwright impacted: No.
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No Playwright impact. This PR is documentation/template guidance only.
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## Validation
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- Playwright was not run because this PR is documentation only.
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- Full samples smoke test was not run per BUILD scope; this PR does not modify samples or runtime behavior.
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## Manual Validation
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1. Open `tools/object-vector-studio-v2/README.md` and `tools/object-vector-studio-v2/how_to_use.html`.
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2. Confirm Object Vector Studio V2 is documented as "Build the thing" and covers reusable gameplay entities, ships, enemies, pickups, actors, weapons, UI vector assets, SVG/vector authoring, primitives/shapes/path editing, and animation-ready structures.
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3. Open `tools/world-vector-studio-v2/README.md` and `tools/world-vector-studio-v2/how_to_use.html`.
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4. Confirm World Vector Studio V2 is documented as "Build the place" and covers terrain, maps, tile/world geometry, layered scenes, parallax, environment composition, collision/world regions, level layout, spawn placement, and camera zones.
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5. Confirm migration direction and examples are present.
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6. Open `docs/pr/templates/BUILD_PR_ULTRA_COMPACT.md` and confirm commit comment output uses a copy-friendly textarea/button pattern.
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Expected outcome: docs clearly distinguish the two vector studios and no runtime behavior is changed.

docs/pr/templates/BUILD_PR_ULTRA_COMPACT.md

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## Output
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<project>/tmp/<NAME>_delta.zip
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## Generated Response Support
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When generated docs/templates include a commit comment, render it in a copy-friendly control/button pattern:
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```html
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<div class="copy-control" data-copy-kind="commit-comment">
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<label for="commitCommentText">Commit comment</label>
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<textarea id="commitCommentText" readonly><description> - <PR info></textarea>
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<button type="button" data-copy-target="commitCommentText">Copy commit comment</button>
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</div>
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```
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# Object Vector Studio V2
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Object Vector Studio V2 is a First-Class Tool V2 surface for ships, enemies, pickups, actors, and reusable gameplay entities.
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Object Vector Studio V2 is the vector authoring surface for reusable gameplay entities: ships, enemies, pickups, actors, weapons, UI vector assets, and other object-level game pieces.
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Tagline: "Build the thing."
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The tool folder was copied from `tools/templates-v2/` for `PR_26132_001-add-world-object-vector-studios`. It keeps the copied template CSS and modular control structure intact while giving the new studio its own first-class tool id: `object-vector-studio-v2`.
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## Scope
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## Architectural Split
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Object Vector Studio V2 owns the thing being placed, animated, reused, equipped, collected, or rendered as an object. World Vector Studio V2 owns the place where those things live.
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Use Object Vector Studio V2 for:
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- Reusable gameplay entities.
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- Ships.
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- Enemies.
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- Pickups.
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- Actors.
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- Weapons.
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- UI vector assets.
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- SVG/vector authoring.
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- Primitives, shapes, and path editing.
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- Animation-ready structures.
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Use World Vector Studio V2 instead for terrain, maps, tile/world geometry, layered scenes, parallax, environment composition, collision/world regions, level layout, spawn placement, and camera zones.
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- Ships and player/enemy actor vectors.
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- Pickups, hazards, projectiles, and reusable gameplay entities.
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- Entity-oriented vector object previews.
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- Reusable actor/object art structures for game manifests and future tool payloads.
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## Migration Direction
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- SVG Asset Studio functionality moves toward Object Vector Studio V2.
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- Primitive Skin Editor remains deprecated compatibility during the transition.
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- Vector Map Editor remains deprecated compatibility during the transition.
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- Old tools remain available until replacement workflows are implemented and validated.
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## Examples
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- Asteroids ship/UFO -> Object Vector Studio V2.
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- Weapon icons, pickups, HUD markers, and actor silhouettes: Object Vector Studio V2.
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- Platformer level/parallax scene -> World Vector Studio V2.
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## Runtime Notes
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- The current implementation is the copied Tool Template V2 shell with Object Vector Studio V2 naming and documentation.
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- JavaScript and CSS remain external.
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- The copied `docs/CONTROL_SERVICE_CONTRACTS.md` and `docs/BATCH_GUARDRAIL_CONTRACT.md` remain the local implementation contracts.
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- `docs/OBJECT_VECTOR_STUDIO_V2_REQUIREMENTS.md` captures the future Object Vector Studio V2 requirements and design constraints.
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- Primitive Skin Editor and Vector Map Editor remain available, but their active tool tiles are marked deprecated in favor of the new studio split.
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## Validation
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Targeted validation for this PR is:
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`npm run test:workspace-v2`
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This documentation PR has no Playwright impact. Runtime implementation remains future work.

tools/object-vector-studio-v2/how_to_use.html

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<main class="wrap">
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<section class="hero">
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<h1>Object Vector Studio V2</h1>
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<p class="subtitle">Ships, enemies, pickups, actors, and reusable gameplay entities.</p>
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<p class="subtitle">Reusable gameplay entities, SVG/vector authoring, primitives, shapes, paths, and animation-ready object structures. Build the thing.</p>
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</section>
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<section class="card">
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<h2>Use This For</h2>
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<p>Use Object Vector Studio V2 for reusable gameplay entity vectors: ships, enemies, pickups, hazards, actors, and other object-level vector assets.</p>
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<p>Use Object Vector Studio V2 for ships, enemies, pickups, actors, weapons, UI vector assets, reusable gameplay entities, SVG/vector authoring, primitives, shapes, path editing, and animation-ready structures.</p>
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</section>
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<section class="card">
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<h2>Architectural Split</h2>
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<p><strong>Object Vector Studio V2:</strong> Build the thing. It owns object-level art and entity structures that can be placed in games and scenes.</p>
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<p><strong>World Vector Studio V2:</strong> Build the place. It owns terrain, maps, tile/world geometry, layered scenes, parallax, environment composition, collision/world regions, level layout, spawn placement, and camera zones.</p>
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</section>
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<section class="card">
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<h2>Migration Direction</h2>
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<p>SVG Asset Studio functionality moves toward Object Vector Studio V2. Primitive Skin Editor and Vector Map Editor remain available as deprecated compatibility tools during the transition.</p>
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</section>
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<section class="card">
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<h2>Examples</h2>
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<p><strong>Asteroids ship/UFO -> Object Vector Studio V2.</strong></p>
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<p><strong>Weapon icon, pickup, actor, or HUD vector:</strong> Object Vector Studio V2.</p>
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<p><strong>Platformer level/parallax scene -> World Vector Studio V2.</strong></p>
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</section>
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<section class="card">
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<h2>Current State</h2>
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<p>This PR registers the copied First-Class Tool V2 starter shell as the Object Vector Studio V2 lane. Primitive Skin Editor and Vector Map Editor remain available, but their launcher tiles are marked deprecated.</p>
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<p>This tool is currently a copied First-Class Tool V2 starter shell with Object Vector Studio V2 naming and documentation. Runtime object editing behavior is planned but not implemented in this documentation PR.</p>
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</section>
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</main>
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<script type="module" src="../../src/engine/theme/mount-shared-header.js"></script>
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# World Vector Studio V2
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World Vector Studio V2 is a First-Class Tool V2 surface for terrain, tile/world geometry, layered scenes, level/environment layout, and parallax/background structures.
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World Vector Studio V2 is the vector authoring surface for terrain, maps, tile/world geometry, layered scenes, parallax, environment composition, collision/world regions, level layout, spawn placement, and camera zones.
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Tagline: "Build the place."
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The tool folder was copied from `tools/templates-v2/` for `PR_26132_001-add-world-object-vector-studios`. It keeps the copied template CSS and modular control structure intact while giving the new studio its own first-class tool id: `world-vector-studio-v2`.
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## Scope
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## Architectural Split
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World Vector Studio V2 owns the place: the terrain, map structure, camera regions, spawn regions, collision regions, and layered world composition. Object Vector Studio V2 owns the reusable things that live in that place.
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Use World Vector Studio V2 for:
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- Terrain.
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- Maps.
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- Tile/world geometry.
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- Layered scenes.
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- Parallax.
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- Environment composition.
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- Collision/world regions.
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- Level layout.
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- Spawn placement.
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- Camera zones.
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Use Object Vector Studio V2 instead for reusable gameplay entities, ships, enemies, pickups, actors, weapons, UI vector assets, SVG/vector authoring, primitives/shapes/path editing, and animation-ready structures.
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- Terrain and world-scale vector geometry.
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- Tile/world scene layout.
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- Layered scene composition.
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- Level and environment layout.
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- Parallax and background structures.
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## Migration Direction
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- Vector Map Editor remains deprecated compatibility during the transition.
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- Primitive Skin Editor remains deprecated compatibility during the transition.
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- SVG Asset Studio functionality moves toward Object Vector Studio V2, not World Vector Studio V2.
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- Old tools remain available until replacement workflows are implemented and validated.
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## Examples
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- Platformer level/parallax scene -> World Vector Studio V2.
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- Asteroids arena background, spawn/camera/collision zones, or layered starfield scene: World Vector Studio V2.
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- Asteroids ship/UFO -> Object Vector Studio V2.
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## Runtime Notes
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- The current implementation is the copied Tool Template V2 shell with World Vector Studio V2 naming and documentation.
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- JavaScript and CSS remain external.
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- The copied `docs/CONTROL_SERVICE_CONTRACTS.md` and `docs/BATCH_GUARDRAIL_CONTRACT.md` remain the local implementation contracts.
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- Primitive Skin Editor and Vector Map Editor remain available, but their active tool tiles are marked deprecated in favor of the new studio split.
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## Validation
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Targeted validation for this PR is:
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`npm run test:workspace-v2`
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This documentation PR has no Playwright impact. Runtime implementation remains future work.

tools/world-vector-studio-v2/how_to_use.html

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<main class="wrap">
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<section class="hero">
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<h1>World Vector Studio V2</h1>
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<p class="subtitle">Terrain, tile/world geometry, layered scenes, level/environment layout, and parallax/background structures.</p>
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<p class="subtitle">Terrain, maps, world geometry, layered scenes, parallax, layout regions, spawn placement, and camera zones. Build the place.</p>
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</section>
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<section class="card">
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<h2>Use This For</h2>
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<p>Use World Vector Studio V2 for world-scale vector authoring: terrain shapes, tile and world geometry, layered environment scenes, parallax/background structures, and level layout foundations.</p>
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<p>Use World Vector Studio V2 for terrain, maps, tile/world geometry, layered scenes, parallax, environment composition, collision/world regions, level layout, spawn placement, and camera zones.</p>
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</section>
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<section class="card">
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<h2>Architectural Split</h2>
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<p><strong>World Vector Studio V2:</strong> Build the place. It owns the map, world, and environment structures where game objects appear and move.</p>
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<p><strong>Object Vector Studio V2:</strong> Build the thing. It owns reusable gameplay entities, ships, enemies, pickups, actors, weapons, UI vector assets, SVG/vector authoring, primitives/shapes/path editing, and animation-ready structures.</p>
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</section>
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<section class="card">
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<h2>Migration Direction</h2>
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<p>Vector Map Editor remains available as deprecated compatibility during the transition. Primitive Skin Editor remains available as deprecated compatibility. SVG Asset Studio functionality moves toward Object Vector Studio V2.</p>
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</section>
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<section class="card">
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<h2>Examples</h2>
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<p><strong>Platformer level/parallax scene -> World Vector Studio V2.</strong></p>
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<p><strong>Spawn/camera/collision zones:</strong> World Vector Studio V2.</p>
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<p><strong>Asteroids ship/UFO -> Object Vector Studio V2.</strong></p>
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</section>
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<section class="card">
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<h2>Current State</h2>
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<p>This PR registers the copied First-Class Tool V2 starter shell as the World Vector Studio V2 lane. Primitive Skin Editor and Vector Map Editor remain available, but their launcher tiles are marked deprecated.</p>
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<p>This tool is currently a copied First-Class Tool V2 starter shell with World Vector Studio V2 naming and documentation. Runtime world editing behavior is planned but not implemented in this documentation PR.</p>
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</section>
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</main>
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<script type="module" src="../../src/engine/theme/mount-shared-header.js"></script>

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