The editor uses a document object model backed by MemoryPack serialisation. Property inspectors are generated automatically from component fields, with 28 specialised editors for different data types.
The main editor shell is built with Avalonia UI and Dock.Avalonia, providing a dockable panel layout with viewport, scene hierarchy, asset browser, and properties panel.
Level Editor layout with the asteroid belt test scene open
The level editor provides a focused environment for building individual levels. It supports object placement with snapping, prefab instantiation, and real-time preview.
Lights + Asteroids
Portal + sun in the 3D viewport
Portal entity selected on a sun surface, with scene hierarchy and transform properties
Asset browser with mesh instance thumbnails and point light gizmo in the viewport
Material instance preview window with texture slot editing and asset browser
Dense wireframe geometry viewed in the editor viewport
Asteroid field with particle emitter, script parameters, and spline path visible
Node-based visual shader authoring compiled to HLSL. The GraphCompilerService validates and topologically sorts the graph before generating shader code. Each node gets a 128x128 preview rendered in an isolated ECS world.
Inside a function subgraph for the SunGlare material, showing typed pin connections
Full SunGlare material graph with comment groups, shader statistics, and live preview
Halo and haze falloff nodes with exponential decay logic
PostProcess output node receiving the final colour and opacity values
Per-node 128x128 previews showing intermediate results across the graph