Brush-based level editing for Godot, with a retro radiosity lightmapper and
sound that travels through the rooms you carve. No edit-save-run loop: edit, then test.
Hammerite is embedded in the game itself, so the level you are editing is
the level you are playing. There is nothing to save, export or reload before you can try a
change.
The usual loop
Edit the level
Save it
Run the game
Walk back to the spot
Test
Quit, and start over
With Hammerite
Edit the level
Test
Carve a doorway and walk through it. Bake the light and look at it from where you stand.
Close a door and hear the guard beyond it go quiet.
Carved, not built
Solid is the default. Air brushes carve rooms out of it, and the compiler works out the rest:
which air is one room, where rooms open into each other, which walls are visible. Overlap to
extend a space, abut to divide one.
Lighting, sound and navigation are all read off that one compiled world, so a room is lit,
heard and walkable the moment it is carved.
Retro radiosity lighting
A GPU radiosity lightmapper in the spirit of the classic brush-based games: light that
bounces, bleeds colour from the walls, and pools in the corners.
Every surface keeps four light slots, so lamps can flicker, dim and switch at runtime
without a rebake: a guttering torch, a chandelier that goes out as one, a lightning flash
across every window. After an edit, a quick bake lights just the walls that changed.
Sound that travels like sound
Sound finds its way through doorways and windows instead of through walls, so you hear it
from the opening it comes through. A closed door on the way muffles it, and AI hears by the
same rules.
Reverb comes from each room's size and surfaces, and weather is heard where it should be:
rain and wind all around you outdoors, and indoors through the nearest windows, muffled by
the roof.
An editor you can ship
The editor comes with its own manual under Help. Games made with Hammerite may ship it, so
players can make maps too, royalty-free.
Navigation from the same world
Walkable ground and traversal links come straight from the carved rooms, as Godot
navigation meshes.
Four addons and a native kernel
Each is a standalone Godot addon; nothing in them depends on a particular game. The
docs have the guides and the full
API reference.
Addon
What it does
Needs
hammerite-core
Data model, subtractive compiler, runtime scene, radiosity lightmapper
—
hammerite-editor
The in-game level editor
core
hammerite-audio
Sound propagation through the rooms, weather, reverb; AI hearing
core
hammerite-nav
Walkable ground and traversal links; Godot navigation meshes
core
native kernel
Optional C++ for the heavy geometry: carving, compiling rooms and openings, navigation and bake preparation
core
The kernel is what keeps the edit-test loop quick on a big level. On our reference level
a cold compile drops from 40 s to 6.5 s, and an edit to a large room recompiles in 0.88 s instead
of 7.1 s. Without it, GDScript does the same work with the same results, to the bit.
Licence
Commercial. Games made with Hammerite may ship it, and let their players make maps with it,
royalty-free. The addons themselves may not be redistributed.