A cross-platform 3D game editor for the Bevy engine. 38 feature areas, inspired by the Godot editor — VFX graph, accessibility audit, sprite sheet editor, 3D spline paths, input action editor, quest editor, animation graphs, behavior trees, dialog trees, material shader graphs, tilemaps, physics, particles, audio mixing, chunk streaming, platform export, and more. Desktop, tablet, and web.
A modern game editor with the tools you expect — quest editor, animation graphs, behavior trees, cinematic cameras, cutscene sequencer, dialog trees, material shader graphs, tilemaps, physics, particles, audio mixing, and an MCP layer for AI-driven editing. 38 feature areas in all, with the Godot editor as the benchmark.
Place, transform, and compose entities in a dock-panel layout with live 3D preview. Drag-and-drop scene graph editing with real-time feedback.
Import glTF and GLB models with automatic thumbnail generation, metadata extraction, and material preview. Drag-and-drop directly into the viewport.
Paint isometric and hexagonal tilemaps with auto-tiling, 16 brush tools, bezier overlays for roads/rivers, height maps, terrain bands, and Godot .tres import.
Runs as a Tauri desktop app with native file dialogs and window state, or as a PWA on tablets with responsive layout and touch controls.
Write game logic in Rust with WASM-compiled scripts. Full type safety, blazing-fast execution, and seamless Bevy ECS integration.
Extend the editor with plugins in TypeScript. Sandboxed iframe hosting, well-typed IPC, dockable panels, custom components, and a plugin marketplace.
Full audio bus mixer with 4 FX (compressor, distortion, chorus, reverb), per-channel VU meters, oscilloscope visualization, and a categorized sound library browser.
Real-time GPU particles with a ReactFlow node-graph editor for visual authoring. 6 emitter shapes, color/size curves, texture sheet animation, keyframe curve editor, plus trail, ribbon, beam, and lightning renderers. Compile graphs directly to ParticleEmitter + TrailConfig.
Cinematic camera controls with 6 presets (Platformer, Top-Down, Cinematic, First Person, Isometric, Free Orbit), dead zones, screen shake, multi-camera blending, and zoom-to-fit. 35 tests.
Timeline-based cinematic sequencer with camera, animation, audio, event, and delay tracks. Draggable keyframes, rAF-driven playback with looping, zoom controls, and Bevy protocol integration.
Design branching conversation trees with a visual node graph. Characters with portraits, conditional branching (AND/OR/NOT), 10 DialogEffect variants, in-editor preview, and Save/Load integration.
Design branching quests with a visual node-graph. 6 objective types (kill/collect/talk/reach/escort/defend), AND/OR outcome branching, 5 reward types, QuestJournal, QuestTester, and dialog integration via QuestGiver.
Full animation pipeline: keyframe timeline editor, blend tree editor (1D/2D), animation state machine editor with ReactFlow node-graph (states, transitions, blend trees, layers, conditions), and push-to-viewport preview.
ReactFlow node-graph with 18 node types: composites (sequences/selectors/parallels), decorators (inverters/repeaters/cooldowns), conditions, actions, and debug nodes. Hierarchical blackboard with JS executor for live preview.
Visual WYSIWYG editor for game interfaces. 17+ node types, theme system with inheritance, 21 easing functions, anchor presets, snap-to-grid, alignment tools, 9-patch StyleBox textures, icon registry, and Rust codegen export.
Deterministic seed-based generators: multi-octave terrain (heightmaps, rivers, roads), biome-aware nature scatter (6 prop types across 5 biomes), structure stamping (12 pre-built buildings), and dungeon generation (6 themes, 6 room types).
ReactFlow node-graph with 22 node types for PBR material authoring — metallic, roughness, normalMap, emissive, alpha. GLSL+WGSL dual codegen with topological sort, material save/load, and tabbed Preview/GLSL/WGSL panel.
5-slot save system with ECS snapshot capture/restore via Bevy protocol, ProgressionEngine with XP/level/unlocks, runtime progression sync, .bgesave import/export, and checkpoints. SaveManager integrates with all persistent stores.
Achievement system with 7 presets, progress bars, category tabs, reward badges, secret masking, and notification hook. Zustand + persist + SaveManager integration.
Define items with arbitrary attributes, manage containers with slot-based storage, equip gear in paper-doll slots, roll nested loot tables with progression-gated drops, and drag-and-drop between containers.
Post-processing effects editor, scene transition editor (cut/fade/dissolve/wipe with 5 easing functions), and overlay manager. WGSL + Rust codegen for runtime deployment.
CRDT-based collaboration with OT-lite engine (hash verification, op replay). Presence cursors overlay, session manager with invite codes, peer tracking, TilemapSync WebSocket, and conflict resolution UX.
Global world map with node-based travel system, region types (tilemap/dungeon/town/wilderness/custom), fog of war (4 modes), minimap with zoom/pan, DSL triggers on region entry, and scene-load actions on transition. Fog and minimap preview in the editor.
Gerstner wave simulation, buoyancy physics, cannon combat, fleet management, scoreboard, kill feed, formation system (7 formations), wake renderer, and 8 Bevy protocol naval event types. 168 unit tests.
Load massive open worlds with priority-based chunk streaming. Viewport tracking, async loading with configurable concurrency, 4-level LOD by distance, idle unload trimming, and snapshot persistence.
Translate your game into 20 languages with built-in CLDR plural rules. JSON and CSV import/export, fallback chain resolution, locale-aware t()/tPlural() lookup, and in-editor translation editor with context hints.
Full Rapier2D + Rapier3D WASM physics with static/dynamic/kinematic bodies, 11 collider shapes (convex, trimesh, heightfield, capsule, cylinder), 5 joint types, CCD, raycasting, and real-time debug overlay.
One-click build to 6 targets (macOS .app, Linux AppImage, Windows NSIS, Android apk, iOS Xcode, Web wasm-pack). Toolchain detection, streaming build output with ANSI log viewer, build cancellation, and Tauri-backed execution.
Paint roads, rivers, and walls as Catmull-Rom cubic bezier paths snapped to hex or square grids. Tension control, per-type defaults (color/width), SVG overlay layer on canvas, and seamless tilemap editor integration.
Generic ObjectPool<T> class with warm/cold/max sizing, autoScale, hit/miss/peak stats tracking, resize/prune/clear operations. PoolPanel UI with CRUD and 1fps stats monitoring for runtime peformance.
Import sprite sheets with auto-slice by grid or transparency. Define frame regions, set frame durations, create named animations (idle, walk, attack) with onion-skinning preview. Export to Bevy TextureAtlas and AnimationClip.
Visual input mapping editor with action maps (Gameplay, UI, Vehicle), per-platform key/button bindings, dead zones and sensitivity, chords (Shift+R) and combos (A→B→C), and live input display for testing.
Edit 3D cubic bezier splines in the scene viewport with control point manipulation using TransformControls. Camera tracks, AI patrol routes, racing lines, pipe systems. Tangents, curvature visualization, loop/segment modes. Export to Bevy CubicBezier curves.
Built-in accessibility scanner with WCAG AA/AAA contrast ratio checker, screen reader compatibility audit (ARIA labels, focus order), color blindness simulator (protanopia, deuteranopia, tritanopia), input remapping audit, text size readability checks, and JSON/HTML report export.
88 tools exposed via the Model Context Protocol — spawn entities, run playtests, mutate scenes, and screenshot regions. Drive the editor from Claude, Codex, or any MCP-compatible agent and compose workflows in seconds. (Audio playback tools send intents the runtime does not play yet.)
List plugins in the marketplace with a 70/30 revenue share in your favour. Sandboxed iframe hosting, typed IPC, dockable panels, and a built-in install flow let indie authors ship in days, not months.
Built on a foundation of battle-tested open-source technologies.
The editor is in alpha: signed, self-updating Linux builds are available now, with macOS and Windows to follow. It spans 38 feature areas, from quest editor and animation graphs to behavior trees, cinematic cameras, cutscene sequencer, tilemaps, physics, dialog trees, GPU particles, audio mixing, material shader graphs, chunk streaming, naval combat, and 20-language localization. Extend it via the open plugin SDK and marketplace, and drive it programmatically through 88 MCP tools for AI-assisted workflows.