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Description
This issue tracks the current roadmap for TrackDraw as of March 20, 2026.
TrackDraw has moved well beyond the initial editor foundation. The near-term focus should now be faster layout creation, better iteration inside a single project, lightweight design validation, and stronger race-day outputs.
Product Direction
- TrackDraw is a design tool first
- Solo workflow speed and clarity come before live collaboration
- Mobile should be practical and deliberate, not a reduced desktop clone
- Analysis should begin lightweight and visual before becoming simulation-heavy
- Race-day outputs should extend the editor instead of fragmenting it
Recently Completed
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Mobile editor UX foundation
Added a dedicated mobile action flow, clearer inspector behavior, and cleaner small-screen editor chrome. -
Mobile gesture model
Improved one-finger editing, two-finger navigation, and touch interaction consistency. -
Mobile multi-select and quick actions
Added long-press multi-select, group movement, and contextual duplicate, lock, and delete actions. -
2D drag and snap refinement
Improved pointer-following drag behavior and made snap feedback more readable. -
Shared view and read-only polish
Improved the share dialog, read-only entry experience, and the return path into Studio. -
Path authoring first pass
Strengthened polyline editing, resume/close flows, inspector support, and the connection between route planning, elevation, and 3D preview. -
Export and project portability
Support now includes PNG, SVG, PDF, 3D render capture, and JSON project export/import.
Priority 1
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Obstacle presets
Add a curated preset library for reusable obstacle groupings such as gate runs, slaloms, start/finish setups, and compact training layouts. -
Snapshots and layout variants
Let users save named snapshots and compare multiple layout options inside a single project instead of splitting work across separate files. -
Project manager and local project management
Add a local-first project manager so users can keep, reopen, rename, duplicate, and delete multiple TrackDraw projects over time. The model should stay compatible with a possible future cross-device sync direction, without requiring accounts in v1. -
Share snapshots
Allow a specific named snapshot or variant to be shared through a stable read-only link, separate from the current working state. -
Lightweight course validation
Warn about issues such as tight turns, suspicious spacing, incomplete routes, or abrupt elevation changes without turning the app into a heavy rules engine. -
Studio onboarding and starter flows
Reduce blank-canvas friction with a better first-use path, contextual hints, and a few lightweight starter options. -
Canvas display controls
Unify rulers, helper overlays, labels, and 3D gizmo toggles into a coherent display-control system. -
Selection grouping
Let users turn a multi-selection into a movable and duplicable logical group without introducing a heavy compound-object system. -
Touch-friendly transform and path handles
Improve precision and affordances for touch editing of small obstacles and polyline points.
Priority 2
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Printable marshal pack
Generate race-day documents with obstacle counts, dimensions, sectors, setup notes, and a practical build sheet for crews. -
Obstacle numbering
Support automatic and manual numbering for gates, sectors, or other key references so setup, briefings, and marshal coordination become clearer. -
Pilot briefing mode
Create a presentation-friendly track view for pilot meetings, larger screens, and cleaner briefings. -
Velocidrone export compatibility research
Investigate whether TrackDraw layouts can be exported into Velocidrone's track-builder workflow. This likely starts as reverse-engineering and format discovery work because there is no public API or official documentation to build against. -
Field templates and venue constraints
Support reusable venue setups with field dimensions, no-go areas, and recurring setup structure. -
Comments and review mode
Anchor feedback to specific obstacles or route sections without requiring live collaboration first. -
Heatmap and flow analysis
Add lightweight visual feedback for rhythm, density, and bottlenecks once validation basics are in place. -
Adaptive mobile UI
Let portrait and landscape diverge where that clearly improves editing and navigation. -
Codebase architecture and performance refactor
Evaluate targeted refactors that improve maintainability, state-flow clarity, and runtime efficiency as the editor grows, without turning it into a rewrite project.
Priority 3
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Map and field overlay
Support venue plans, field maps, or imagery as reference layers behind the editor canvas. -
Lap simulator
Estimate route timing and flow once the lighter analysis layers have proven valuable. -
Real-time collaboration
Allow multiple users to work on the same design concurrently.