WAVE / WORKSHOP NebulaKit

FORMATION & PATH STUDIO / 2.0

Choreograph the encounter.

Local browser editor
No account. No upload.

01 / Encounter stage

0.00 s
Checking rendererAMBER = ENTRY WARNING
0 spawned0 arrived0 warnings

Formation cues

warning → entry → arrival

3D is a viewing angle over a 2D playfield. Scrub to compare arrivals; meshes and trails are preview markers. All selected paths are drawn; other cues show one representative path. Endpoints hold after arrival. No combat simulation.

03 / Spawn sheet

CueEntry (s)Enemy IDEntry xSpeed (px/s)CountMotionRemove
Exported JSON & schema

FROM STUDY TO SCENE

One timeline. Matching Godot motion.

The optional source project maps enemy IDs to your scenes. The scheduler emits entry warnings and spawn requests; the motion helper follows the same quadratic curves at your playfield size. Legacy v1 waves keep their straight motion.

Godot source project — $5. Browser authoring and JSON export stay free.

New curves use the 2.0 runtime; the original 1.0 download remains for legacy projects. Browser 3D is a reference view; the Godot demo is 2D.

What the preview promises

A 720 × 480 reference field, up to 256 rows / 1,024 spawns / 180 seconds. Arrival may outlast the declared timeline. Finished means scheduling ended, not enemies defeated. No collisions, attacks, damage, enemy AI or multiplayer.

AI-assisted code and documentation by Omri Amdursky / NebulaKit. Original code-drawn geometric placeholders; no third-party artwork. Technical QA is not player or buyer validation.

Bring a real integration question