A place for the scene
Detect displays, assign stage windows, and load a tabletop map. The initial map tools include a square-grid overlay and markers that can be placed and moved during play.
Tabletop Performance Engine
Projected maps, atmosphere, and live cues belong at the table—not scattered across a stack of unrelated windows. TPE is a Windows control desk for in-person tabletop RPG sessions.
The reason it exists
A dramatic scene should not come to a halt while the person running the game hunts for an audio file or drags another window onto a projector. Tabletop Performance Engine brings those operator tasks into a single show-oriented workspace.
The first implementation connects media import, stage windows, basic cue playback, tabletop maps, and MIDI learning. It is an early foundation for running a session as a live experience while keeping the operating controls on the game master’s side.
Inside the project
Detect displays, assign stage windows, and load a tabletop map. The initial map tools include a square-grid overlay and markers that can be placed and moved during play.
Import a media folder and build APC-style 8×8 cue pages. Map a sound to a slot, trigger it, toggle playback, or stop it without repeatedly browsing the filesystem.
MIDI Learn connects a note or pad to a cue. Basic audio buses and a master level provide a starting point for hands-on control of a session’s atmosphere.
A versioned JSON show model stores the setup. Structural validation on load and save helps catch malformed show data before it becomes a confusing runtime problem.
From intention to action
Import the session’s media.
Assign displays and load the map.
Learn physical cue controls.
Run cues and save the show.
Engineering notes
The C#/.NET desktop separates its interface, domain model, and infrastructure. Display and MIDI hot-plug polling are part of the initial wiring, alongside persistence and media services. That separation gives the project a foundation for deeper operator tools.