REDDECK / DOCS

What the World Builder study found

On 2026-10-13 we read keanuWheeze’s World Builder (a Cyber Engine Tweaks mod, Nexus 20660, version 1.0.81) to learn what a world builder has to do and which game systems it uses. This page keeps the findings so later phases can draw on them. It describes behaviours and game systems only. None of World Builder’s code, file formats, data lists or assets is used in EDGEbuilder, and nothing here is a specification of them. See the clean-room rule in the repo’s CLAUDE.md.

What a world builder does

Area Behaviours a user expects
Browse Categories (entities, meshes, lights, decals, collision, markers, areas, AI spots), a search box, path or file-name display, hover previews, drag into the viewport, favourites with tags, a spawn popup under the cursor that lands the object on the surface and aligns it to the surface normal, repeat last spawn
Scene A tree of groups and objects: rename, show or hide, drag to reorder or regroup, multi-select with Ctrl and Shift, box select by dragging, a depth list of everything under the cursor, copy, paste, duplicate, delete, group the selection, undo and redo with a long history
Position A gizmo with three axis handles, Blender-style G, R, S with axis locks and typed numbers, Enter and Esc, drop to the floor with an optional surface alignment, position and rotation steps with a precision modifier, snapping
Groups Plain groups; randomised groups (a seed and a rule for which children appear); scattered groups (instances spread over a rectangle, a cylinder or a polygon, with density, random rotation and scale, snap to ground)
Properties Position, rotation as Euler angles, scale with an axis lock; the kind’s own fields; per node a reference name, streaming ranges with an auto button, and a streaming reference point
Save Scenes as files, reload, teleport to a scene, prefabs from groups, import from other tools
Export A project name, one sector per top group with a category, a level, a streaming box, variants, validation (duplicate references, empty areas) and an export that a WolvenKit script turns into sector files
Camera An orbit camera built from the player: the player is held at a pivot each frame and the first-person camera is offset back; middle mouse orbits, Shift pans, the wheel zooms; the player is protected from damage and put back on exit

The object kinds and the world nodes they bake to

Kind World node Preview component
Entity template, device, TweakDB record worldEntityNode, worldDeviceNode, worldPopulationSpawnerNode the template itself
Static, rotating, cloth, dynamic, proxy mesh worldMeshNode, worldRotatingMeshNode, worldClothMeshNode, worldDynamicMeshNode, worldGenericProxyMeshNode entMeshComponent, entPhysicalMeshComponent
Light, reflection probe, light channel area, fog worldStaticLightNode, worldReflectionProbeNode, worldLightChannelVolumeNode, worldStaticFogVolumeNode gameLightComponent, entEnvProbeComponent, entFogVolumeComponent
Decal, particles, effect, sound, water worldStaticDecalNode, worldStaticParticleNode, worldEffectNode, worldStaticSoundEmitterNode, worldWaterPatchNode entDecalComponent, entParticlesComponent, entEffectSpawnerComponent, gameaudioSoundComponent
Collision shape, collision mesh worldCollisionNode entColliderComponent with a box, capsule or sphere
Occluder, marker, spline worldStaticOccluderMeshNode, worldStaticMarkerNode, worldSplineNode helper meshes
Trigger, ambient, conversation, kill, prevention-free, water-null and crowd-null areas their area nodes, from an outline of markers helper meshes
AI spot, community worldAISpotNode, worldCompiledCommunityAreaNode_Streamable a workspot entity and a preview NPC

Game systems it uses

Purpose Systems
Spawning previews Codeware’s static entity system (spawn, despawn, look up by id) with components created at runtime and attached while the entity assembles, through Codeware’s Entity/Initialize and attach callbacks; the game’s dynamic entity system for TweakDB records and preview NPCs
Resources The resource depot and resource tokens, to read a mesh’s bounds and appearance list, a workspot’s rig, an entity’s appearances
Transforms WorldTransform, Vector4, EulerAngles, Quaternion and the game’s operator functions
Screen and picking CameraSystem.ProjectPoint for world to screen; a hand-built ray from the camera for screen to world; a physics raycast against the player-blocker group for surfaces; ray tests against oriented bounding boxes for picking, nearest first, an inner box preferred
Camera The first-person camera component (field of view, local position, pitch limits), the teleportation facility, scene tier and camera bobbing settings, stats modifiers for knockdown immunity and breathing under water
Selection The render highlight event on the entity
TweakDB Reading records and their entity template paths
Reflection Class and property introspection, to show and override any component property

How that shaped EDGEbuilder