Featured starting point
Pascal Editor explained: a building model is more than its 3D image
Understand Pascal’s scene graph, plugin-defined building nodes, React Three Fiber viewer and local editor before choosing it for a spatial workflow.
Browse all 9 articles in this open-source series. Nine Pascal Editor guides grounded in source: building data, first project, local deployment, scene repair, GPU fallback, persistence and permission boundaries.
Featured starting point
Understand Pascal’s scene graph, plugin-defined building nodes, React Three Fiber viewer and local editor before choosing it for a spatial workflow.
Suggested learning path
01 → 09
Understand Pascal’s scene graph, plugin-defined building nodes, React Three Fiber viewer and local editor before choosing it for a spatial workflow.
Choose the local CLI or embedded-package path, load required node definitions and verify a small building scene without mistaking an empty canvas for success.
Trace the CLI installer, loopback listeners, MCP token and database path so upgrades do not confuse application files with user projects.
Follow a building edit from Zustand scene state through node renderers to SQLite, keeping undo history, graphics and persistence separate.
Read and execute the pure scene-healing helper, then distinguish conservative repair from full validation, migration and rendering.
Design an honest spatial-editor benchmark that separates GPU fallback, geometry updates, asset transfer and accepted save/reload results.
Inspect HTTP guards, origin handling, request limits and versioned writes without confusing transport authentication with tenant isolation or safe geometry.
Compare spatial workflows by editing, persistence, plugin availability and graphics acceptance rather than assuming every Three.js application solves the same problem.
Design a proposed lab that shows before/after graph repairs, GPU fallback and stale-write decisions with purposeful diagrams and optional spatial interaction.