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AtlasRepo

One canvas engine hosts CAD floor plans and wandering game units — position is data

Описание и применение

Kimetron Isle объединяет редактор планов и движок для перемещения игровых единиц, используя координаты как данные, обеспечивая гибкую политику столкновений и масштабируемость.

Задача

Canvas libraries typically treat coordinates as screen pixels, limiting their use for design data where coordinates are the data itself.

Результат

Kimetron Isle enables a single engine to host both CAD floor plans and wandering game units by treating position as data, providing robust world‑coordinate features and collision policies.

Рабочий процесс

  • Define world units (mm, m, inch, px) and origin orientation.
  • Create geometry objects (walls, doors, rocks, units) with properties such as solid, canOverlap, collisionMode.
  • Use built‑in snapping (grid, vertices, midpoints, centers) or inject custom snaps via snapExtra.
  • Move objects programmatically with tryMove, ensuring collision policies are respected.
  • Render with @kimetron/dom or adapt to React via @kimetron/react.
  • Serialize or undo/redo changes as needed.

Доказательства

I built two production apps (Plesfeda, Sethera Piece) on React Flow, and learned that what a canvas library does for you stops at rendering, dragging, selection, and the viewport.

Источник

Same engine in both cases. The only difference is the policy each driver declares: "a door may overlap a wall", "rocks can't move", "units can't stack" — a few lines of driver code each.

Источник

v1.0.0 is a stability commitment — additive‑only changes since 0.6.0. There are still gaps: associated dimensions, named layers, and block references are 1.x territory; Svelte/Vue adapters are "structurally possible" rather than built; collaboration and cloud storage are deliberately out of scope.

Источник

  • Дата записи: 2026-10-16T12:56:29.755Z