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The embedded level editor.

Brush-based level editor for Godot, with a radiosity lightmapper and sound propagation through the rooms you carve. There is no edit-save-run loop: you edit and test in the same running game.

Buy Hammerite 3D

Sold on itch.io · Version 2.0 · Godot 4.7 · macOS, Windows and Linux

One licence per individual or company, perpetual and royalty-free. Buying means accepting the licence.

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

Lightning fast feedback loop

Hammerite runs inside your game itself, so the level you are editing is the level you are playing. You do not need to save, export or reload anything before trying 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.

Subtractive workflow

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, and which walls are visible. Overlap brushes to extend a space, and abut them to divide one.

Lighting, sound and navigation all use the same compiled world, so a room is lit, heard and walkable as soon as it is carved. There is more about this in Hammerite's subtractive workflow and compiler.

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

Radiosity lighting

A GPU radiosity lightmapper in the spirit of the classic brush-based games. Light bounces, takes colour from the walls and collects in the corners.

Every surface has up to four dynamic light slots, so lamps can flicker, dim and switch on and off at runtime without rebaking. For example a flickering torch, a chandelier that goes out all at once, or lightning flashing in every window. After an edit, a quick bake lights only 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 propagation

Sound travels 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 sounds the same way.

Reverb comes from each room's size and surfaces. Rain and wind are all around you outdoors, and indoors you hear them through the nearest windows, muffled by the roof.

The Navigation tool for a guard: the hall floor green, a low crawlspace amber, and a white test route from the crawlspace up a stair to a balcony, with the route's result in the panel

Navigation

Walkable ground and traversal links come straight from the carved rooms, as Godot navigation meshes. Steps, windows, drops, jumps and swimming are found from the level, and a ladder or a rope is one entity.

Your game defines its agent types: how tall a guard is, how high they climb, how far they drop and whether they swim. Each type gets its own navigation, so a rat can go where a guard cannot.

The Navigation tool shows the ground for one agent at a time: green where it walks, amber where it has to crouch and red where it cannot go. Click two points to test a route, and the tool draws the path that agent takes.

A room lit warm by a lamp in the next room, its light coming in through a doorway The same room with the doorway caved in, the lamp's light no longer reaching the room Default Collapsed

Level variants

One map can hold several versions of the same level: the same streets by day and by night, or a corridor before and after it collapses. A variant can change the level a little, like a few lanterns, or a lot, like rooms that open up or cave in.

Each variant has its own bake, its own sky and its own audio graph. When the game switches to another variant, the level changes and its baked lighting and sound come with it.

Shipping the editor

The editor comes with its own manual under Help. Games made with Hammerite may ship it, so players can make maps too, royalty-free.

Four addons, one native library

Each is a standalone Godot addon, and nothing in them depends on a particular game. All four are C++, built into one GDExtension library, so there is no GDScript of Hammerite's to compile when your game starts. The docs have the guides and the full API reference.

AddonWhat it doesPackage
hammerite-coreData model, subtractive compiler, runtime scene, radiosity lightmapperruntime, full
hammerite-audioSound propagation through the rooms, weather, reverb and AI hearingruntime, full
hammerite-navWalkable ground, traversal links and Godot navigation meshesruntime, full
hammerite-editorThe in-game level editorfull

Two packages: full has everything, and runtime leaves out the editor, for a game whose players never open it. The library is built for macOS (Apple silicon and Intel), Windows and Linux on x86-64. There is no web export.

Native code is what keeps the edit-test loop quick on a big level. In 2.0, 256 rooms compile in 303 ms instead of 626, a one-brush edit recompiles in 25 ms instead of 42, and a large stealth level's navigation builds in 2.8 s instead of 5.7.

Licence

Hammerite is commercial software. One licence covers one buyer, an individual or a company, including its employees and contractors working on its games. The licence is perpetual.

You may

  • Use and modify Hammerite to make your own games.
  • Ship it in your games and sell them, royalty-free.
  • Let your players make maps and mods with the editor inside your game. They do not need a licence of their own.

You may not

  • Share, resell or sublicense Hammerite, except as part of your game.
  • Offer it to other developers as a tool, template, framework or asset, paid or free.
  • Give players the editor as a standalone tool or addon, separate from your game.
  • Remove or change the copyright notices in it.
  • Transfer your licence to someone else without written consent.

Updates may come, but are not promised, and the software is provided as is. The agreement is under Finnish law. Read the full licence before buying.