Showcade Editors
Showcade Editors
Showcade is the browser harness that showcases a Cade table — it renders the playfield, simulates the physics, and runs the live engine so you can play and inspect a table without hardware. Alongside the table view it ships a set of visual editors — three node-graph editors plus a 3D object editor — that let you see and shape a table’s parts without hand-editing raw configuration:
| Editor | What you author or inspect |
|---|---|
| Rules Editor | How switches, tag groups, and game events wire to coils and scoring rules — and, live, edit those scoring rules. |
| Lightshow Editor | Generative and clip-based light shows that animate the cabinet’s LED layouts. |
| Sound Editor | The whole audio system — sound sources, synth patches, mix/bus routing, and trigger rules — with in-browser audition. |
| Object Editor | The playfield itself, edited in 3D — place and move scoring devices, draw walls, and organize the table with layers. |
Playing the table is its own reference: Playing the Table covers the flippers, plunger, nudge, and camera keys, plus the panels you can toggle while a ball is in play. If you’d rather follow a short recipe than read a reference, start with the How-tos.
The three node editors share one canvas and the same gestures, so once you know one you know the others. Start with Node Editor Basics for the shared model — the palette, selecting and inspecting nodes, the context menu, and navigation — then read the per-editor pages for what each one adds. The Object Editor is a different tool — a 3D geometry editor rather than a node graph — but shares the same live-vs-sample behavior.
Opening the editors
Showcade runs at show.cade.run — there’s nothing to install, download, or run locally. Open it in a browser and the table loads with the real Cade engine behind it.
Each editor is its own page — Rules, Lightshow, and Sound — reachable from the table view, along with the Object Editor on the table page itself (press E).
Working against the live table
Every editor reads — and, where supported, writes — the running table’s real configuration through the engine. That’s the normal and expected state: the site always ships the real Cade engine, so you don’t have to arrange anything for it.
Edits round-trip: your change is applied to the engine and the graph is re-read from what the engine actually accepted, so what you see is always the real state. A rejected edit is reverted and the reason is shown in an inline banner rather than failing silently.
Live edits also persist across a reload and sync between open windows — edit a table in one tab and another tab open on the same table follows along, so you can keep the 3D view and a node editor side by side and watch them stay in step.
- Node Editor Basics
The canvas, palette, inspection, context menu, and navigation shared by the rules, lightshow, and sound editors.
- Rules Editor
Visualize how switches, tags, and events wire to coils and scoring rules — and edit scoring rules against the live engine.
- Lightshow Editor
Author generative and clip-based light shows as a node graph, with a live LED preview.
- Sound Editor
Author a table's whole audio system as a node graph — sources, synth patches, mix routing, and triggers — and audition patches live in the browser.
- Playing the Table
Keyboard controls for the browser harness — flippers, plunger, nudge, camera, and the panels you can toggle while you play.
- Object Editor
Edit a table's playfield in 3D — place and move scoring devices, draw walls, tune flippers and slingshots, organize with layers, and see rules and validation live.
- How-tos →
Short, task-shaped walkthroughs for the harness editors.