Opt-in tutorial mode for Blender mode. A scripted "teacher" cursor performs an action on a sandbox scene, explains itself through a persistent teacher panel plus toasts, and then the user reproduces it. Entirely opt-in — never forced, never shown on first launch, no nagging.
The point is that the hard thing to learn here isn't the UI, it's the arc/angle rule system: chord ratios, sweeps, exit directions, biarcs. That's a notation with rules, and rules are the one thing worth teaching explicitly. Scope stays on geometry, not on "here is the file menu". Related: #4 (arc fundamentals), #27 (Blender mode UX).
Worth being honest that this is an engine, not a feature: step definitions, playback, goal checking, sandbox isolation, progress persistence. Front-loaded work, but content gets cheap once it exists — ship the engine plus ~3 lessons and grow the curriculum later. Open question is whether it belongs in alpha scope at all.
Design constraints from the discussion:
Goal checking verifies invariants (segment exists between these nodes, resolved rule is arc1to2, exit is on-axis) with positional tolerance, NOT exact coordinate comparison. Multiple valid answers per lesson.
Lessons authored against semantic actions (select tool, place node at world position, drag corner), never screen coordinates, or every toolbar change silently rots every lesson. Possible cheap authoring path: record a real session through the command engine and annotate it, with the ghost cursor interpolating between command anchors.
Toasts are transient, so the current step and its goal live in a persistent teacher panel. Toasts are only for reactive beats ("that's a 1:1, try shallower").
Runs in its own sandbox document with a separate undo stack so it can never touch the user's real map. Also makes "reset lesson" trivial.
Many short lessons (under 2 minutes, one concept each) with persisted progress, rather than one long course.
Opt-in tutorial mode for Blender mode. A scripted "teacher" cursor performs an action on a sandbox scene, explains itself through a persistent teacher panel plus toasts, and then the user reproduces it. Entirely opt-in — never forced, never shown on first launch, no nagging.
The point is that the hard thing to learn here isn't the UI, it's the arc/angle rule system: chord ratios, sweeps, exit directions, biarcs. That's a notation with rules, and rules are the one thing worth teaching explicitly. Scope stays on geometry, not on "here is the file menu". Related: #4 (arc fundamentals), #27 (Blender mode UX).
Worth being honest that this is an engine, not a feature: step definitions, playback, goal checking, sandbox isolation, progress persistence. Front-loaded work, but content gets cheap once it exists — ship the engine plus ~3 lessons and grow the curriculum later. Open question is whether it belongs in alpha scope at all.
Design constraints from the discussion:
- Goal checking verifies invariants (segment exists between these nodes, resolved rule is arc1to2, exit is on-axis) with positional tolerance, NOT exact coordinate comparison. Multiple valid answers per lesson.
- Lessons authored against semantic actions (select tool, place node at world position, drag corner), never screen coordinates, or every toolbar change silently rots every lesson. Possible cheap authoring path: record a real session through the command engine and annotate it, with the ghost cursor interpolating between command anchors.
- Toasts are transient, so the current step and its goal live in a persistent teacher panel. Toasts are only for reactive beats ("that's a 1:1, try shallower").
- Runs in its own sandbox document with a separate undo stack so it can never touch the user's real map. Also makes "reset lesson" trivial.
- Many short lessons (under 2 minutes, one concept each) with persisted progress, rather than one long course.
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Opt-in tutorial mode for Blender mode. A scripted "teacher" cursor performs an action on a sandbox scene, explains itself through a persistent teacher panel plus toasts, and then the user reproduces it. Entirely opt-in — never forced, never shown on first launch, no nagging.
The point is that the hard thing to learn here isn't the UI, it's the arc/angle rule system: chord ratios, sweeps, exit directions, biarcs. That's a notation with rules, and rules are the one thing worth teaching explicitly. Scope stays on geometry, not on "here is the file menu". Related: #4 (arc fundamentals), #27 (Blender mode UX).
Worth being honest that this is an engine, not a feature: step definitions, playback, goal checking, sandbox isolation, progress persistence. Front-loaded work, but content gets cheap once it exists — ship the engine plus ~3 lessons and grow the curriculum later. Open question is whether it belongs in alpha scope at all.
Design constraints from the discussion: