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 the base of the BigBrain product line: every extension runs as a plugin on this engine. This page documents what ships today, the engine’s public surfaces, and the roadmap — transparently, alpha warts and all. Product page: /products/godspeed.
What ships today
- Scene editing — open glTF scenes, inspect the scene tree, transform parts, and watch vertex/triangle counts live in the inspector.
- Voxel sculpting — voxelize any part at a chosen resolution and sculpt with topology-safe brushes: add, carve, smooth, flatten. Undo history included.
- Painting & materials — paint materials with triplanar projection directly on sculpted parts, from a real material palette.
- Byte-preserving glTF export — the defining guarantee: exporting a file re-emits every byte you did not touch verbatim — buffers, extensions, vendor extras. Diff the file; only your edit shows. This is what makes godspeed safe in production pipelines: it never rewrites what it does not own.
- Native renderer — our own Vulkan renderer; the editor loop runs at about a millisecond per frame on a mid-range GPU. macOS runs the same engine on Metal (port in active development).
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. Scripting is roadmap-stage today (see status below); the compilation substrate it rides is the one already shipping.
The plugin surface
Extensions attach to godspeed as entitlement-gated, signed modules. Each extension you license activates with its own key and unlocks its own panels inside the engine — ash adds the training workstation, boltzmann adds depots and tickets, conjure adds prompt-to-3D, alice adds research. A sibling product’s presence only ever adds capability; nothing you own stops working when a plugin is absent.
Licensing & activation
- Activate in-app: paste your GS-XXXX-XXXX-XXXX-XXXX key into the activation panel on first launch.
- One key, any supported OS, any of your machines — transfer is just entering the key on the new machine. No device limits.
- The engine does not phone home beyond license activation/refresh; offline grace windows cover network hiccups.
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. Roadmap, in rough order: visual scripting, project save/load, the macOS build, live collaborative editing (google-docs-style, in-engine), and game export. This page is updated as each lands.