The level editor that lives inside your game.

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.

Buy Hammerite 3D

Store link coming soon · Godot 4.7 · Version 0.9

The Hammerite editor: a 3D view and three 2D views of two rooms joined by a passage, with the selection, layers and properties panels around them

Edit. Test. That's the loop.

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

  1. Edit the level
  2. Save it
  3. Run the game
  4. Walk back to the spot
  5. Test
  6. Quit, and start over

With Hammerite

  1. Edit the level
  2. 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.

Two rooms lit by a single lamp after a lightmap bake, with the bake settings panel beside them

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.

The acoustic tool over five rooms and a courtyard: a marker in each room, the doors and windows outlined, and green lines for the routes sound takes between them

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.

AddonWhat it doesNeeds
hammerite-coreData model, subtractive compiler, runtime scene, radiosity lightmapper—
hammerite-editorThe in-game level editorcore
hammerite-audioSound propagation through the rooms, weather, reverb; AI hearingcore
hammerite-navWalkable ground and traversal links; Godot navigation meshescore
native kernelOptional C++ for the heavy geometry: carving, compiling rooms and openings, navigation and bake preparationcore

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.