BigBrain LLC

Docs · Godspeed

The godspeed engine: a google-docs-like game engine editor.

Godspeed is a native game engine whose editor is designed to work the way a shared document does — open a project and edit it as directly as text, with live multi-editor collaboration as the destination the whole editor is built toward. It is one of five BigBrain products and requires none of the others. This page documents what ships today, the engine’s public surfaces, and the roadmap — transparently, alpha warts and all. Product page: /products/godspeed.

Alpha, on purpose, in the open. Godspeed is alpha software: some of what is documented here is rough, and some things will break. We ship fixes release by release and keep this page truthful about which is which. Founders pricing exists for exactly this reason — back us while it is rough, get it cheaper, keep the price forever.

What ships today

The content pipeline

Godspeed’s pipeline is glTF ⇄ sparse voxels, both directions first-class. Meshes voxelize into a sparse-voxel field for sculpting; sculpted fields mesh back out and re-enter the glTF byte-preservingly. The sparse-voxel engine and the glTF abstractor are part of the engine package — there is nothing extra to buy for the pipeline.

The google-docs model: collaboration as the core design

The editor is architected so that a project behaves like a shared document: direct editing, engine-side history, and — as the collaboration surface lands — two or more editors in one scene over the network, exchanging changes as reviewable diffs (the boltzmann extension deepens this with depots and streams). Live collaboration is in development, not shipped; it is named here because it is the point of the design, and this page will state plainly when it lands.

Visual scripting

Behavior is authored as graphs and compiled through the same native toolchain our own applications are built with — visual authoring, native execution speed. The graph editor ships today: open it, wire a graph, and it lowers to native code through the same compiler the engine is built with. What is still roadmap is the last link — attaching a compiled graph to an object in your scene so it runs on the game loop.

How it fits with the other products

The other four BigBrain products are separate applications, not plugins — you can own any of them without this one, and this one without any of them. Where they meet the editor they do so as signed, entitlement-gated surfaces that activate with their own key: boltzmann adds a Version Control panel with depots and tickets, and conjure will add prompt-to-3D when its models are ready. Ash and alice are their own applications and add nothing here. A sibling product’s presence only ever adds capability; nothing you own stops working when one is absent.

Licensing & activation

Status & roadmap

Godspeed is pre-1.0, sold at the founders price. Working today: sculpting, painting, materials, byte-preserving export, the scene editor, the native renderer, visual scripting, and — since 0.3.0 — projects on disk with File › New/Open/Save and an undo that belongs to the document rather than to the session. Roadmap, in rough order: the macOS build, live collaborative editing (google-docs-style, in-engine), and game export. This page is updated as each lands.