Build, inspect, paint, and present
Studio Tools
Portable creative applications shaped from one extensible C++ framework.Executive summary
Portable studio tools, one shared foundation
Studio Tools is an evolving collection of prototype creative applications approaching professional quality. Portable C++ owns the shared document, rendering, content, animation, input, undo, logging, and automation systems; React Native provides the interface and platform host. The result is one extensible foundation across browsers, desktop, mobile, and spatial devices.
I'm Guthrie Adams, a hands-on generalist working across games and simulations, tools and workflows, rendering, visual effects, animation, architecture, profiling, and optimization. This project began as a deeper investigation into AI, modern web technologies, and portable application hosts, with the goal of sharing lessons, experiments, videos, and tutorials while bringing BeastWorks, CAGE, and nearly 35 years of personal software projects to the web.
The applications below are works in progress and current examples, not a complete or fixed catalog. Launch one to explore scene authoring, effects painting, model and animation inspection, WebXR presentation, mounted content, and AI-assisted workflows. Restored interactive projects are available in Arcade.
Current prototype applications
Tools built on the framework
Choose a tool to explore its current browser build.Framework at a glance
The applications share the same core capabilities, so improvements to the framework carry across the tool set instead of being rebuilt for each product.
| Architecture | Portable C++ owns authoritative systems and behavior. React Native remains the cross-platform interface and host layer. |
|---|---|
| Data-driven configuration | JSON configuration defines application composition, registries, themes, layouts, toolbars, menus, settings, materials, content, and other shared behavior so new tools and features can be assembled without duplicating host-specific code. |
| Documents and workflow | A multi-document, multi-view architecture supports specialized document types, views, and focused controllers, with configurable workspaces, docking, drag and drop, undo/redo, and structured logging. |
| Rendering and materials | The shared material system drives forward rendering, deferred lighting, composable post-processing effects, and Painter brush effects. Materials can consume textures produced by prior passes, while compatible effects and brushes are discovered and registered from data at startup. |
| Content | Mount local folders and ZIP archives, import files, or connect writable providers. WebDAV provides the common cross-platform route; native builds also support FTP, FTPS, and SFTP where available. |
| Diagnostics and verification | Structured logs, state inspection, repeatable tests, profiling, viewport capture, and visual verification support self-debugging, diagnosis, and automated validation. |
| Messaging and automation | Standardized JSON-RPC 2.0 messages cover common framework systems, with application-, document-, and view-specific messages extending the same model. Data-driven registration exposes eligible operations for testing, AI control, feature extension, scene assembly, asset inspection, property editing, effects painting, and other repeatable workflows. |
| Built-in MCP server | The native applications expose registered operations through a built-in MCP server on every supported native platform, enabling authorized assistants and clients to control applications on local or remote connected devices. Web builds cannot host that listener because browser sandboxes do not permit applications to accept arbitrary inbound TCP or HTTP connections; a separately hosted bridge will be required for remote MCP control of browser sessions. |
| Platforms and uses | Current targets include browsers, macOS, iPhone, iPad, and Vision Pro. Windows, Linux, and Android are also framework targets but have not yet been extensively tested. WebXR adds stereoscopic presentation and head tracking. The same systems can support games, simulations, training, world building, visualization, asset review, and custom production tools. |