Latest article
Pascal architecture: flat nodes, registry dispatch and durable scene versions
Follow a building edit from Zustand scene state through node renderers to SQLite, keeping undo history, graphics and persistence separate.
Nine Pascal Editor guides grounded in source: building data, first project, local deployment, scene repair, GPU fallback, persistence and permission boundaries.
Latest article
Follow a building edit from Zustand scene state through node renderers to SQLite, keeping undo history, graphics and persistence separate.
By publication date
01 → 09
Follow a building edit from Zustand scene state through node renderers to SQLite, keeping undo history, graphics and persistence separate.
Compare spatial workflows by editing, persistence, plugin availability and graphics acceptance rather than assuming every Three.js application solves the same problem.
Trace the CLI installer, loopback listeners, MCP token and database path so upgrades do not confuse application files with user projects.
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.
Design a proposed lab that shows before/after graph repairs, GPU fallback and stale-write decisions with purposeful diagrams and optional spatial interaction.
Understand Pascal’s scene graph, plugin-defined building nodes, React Three Fiber viewer and local editor before choosing it for a spatial workflow.
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.
Read and execute the pure scene-healing helper, then distinguish conservative repair from full validation, migration and rendering.