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1 | 1 | # Object Vector Studio V2 |
2 | 2 |
|
3 | | -Object Vector Studio V2 is a First-Class Tool V2 surface for ships, enemies, pickups, actors, and reusable gameplay entities. |
| 3 | +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. |
| 4 | + |
| 5 | +Tagline: "Build the thing." |
4 | 6 |
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5 | 7 | 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`. |
6 | 8 |
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7 | | -## Scope |
| 9 | +## Architectural Split |
| 10 | + |
| 11 | +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. |
| 12 | + |
| 13 | +Use Object Vector Studio V2 for: |
| 14 | + |
| 15 | +- Reusable gameplay entities. |
| 16 | +- Ships. |
| 17 | +- Enemies. |
| 18 | +- Pickups. |
| 19 | +- Actors. |
| 20 | +- Weapons. |
| 21 | +- UI vector assets. |
| 22 | +- SVG/vector authoring. |
| 23 | +- Primitives, shapes, and path editing. |
| 24 | +- Animation-ready structures. |
| 25 | + |
| 26 | +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. |
8 | 27 |
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9 | | -- Ships and player/enemy actor vectors. |
10 | | -- Pickups, hazards, projectiles, and reusable gameplay entities. |
11 | | -- Entity-oriented vector object previews. |
12 | | -- Reusable actor/object art structures for game manifests and future tool payloads. |
| 28 | +## Migration Direction |
| 29 | + |
| 30 | +- SVG Asset Studio functionality moves toward Object Vector Studio V2. |
| 31 | +- Primitive Skin Editor remains deprecated compatibility during the transition. |
| 32 | +- Vector Map Editor remains deprecated compatibility during the transition. |
| 33 | +- Old tools remain available until replacement workflows are implemented and validated. |
| 34 | + |
| 35 | +## Examples |
| 36 | + |
| 37 | +- Asteroids ship/UFO -> Object Vector Studio V2. |
| 38 | +- Weapon icons, pickups, HUD markers, and actor silhouettes: Object Vector Studio V2. |
| 39 | +- Platformer level/parallax scene -> World Vector Studio V2. |
13 | 40 |
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14 | 41 | ## Runtime Notes |
15 | 42 |
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16 | 43 | - The current implementation is the copied Tool Template V2 shell with Object Vector Studio V2 naming and documentation. |
17 | 44 | - JavaScript and CSS remain external. |
18 | 45 | - The copied `docs/CONTROL_SERVICE_CONTRACTS.md` and `docs/BATCH_GUARDRAIL_CONTRACT.md` remain the local implementation contracts. |
19 | 46 | - `docs/OBJECT_VECTOR_STUDIO_V2_REQUIREMENTS.md` captures the future Object Vector Studio V2 requirements and design constraints. |
20 | | -- Primitive Skin Editor and Vector Map Editor remain available, but their active tool tiles are marked deprecated in favor of the new studio split. |
21 | 47 |
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22 | 48 | ## Validation |
23 | 49 |
|
24 | | -Targeted validation for this PR is: |
25 | | - |
26 | | -`npm run test:workspace-v2` |
| 50 | +This documentation PR has no Playwright impact. Runtime implementation remains future work. |
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