AI-Native 3D Engine

Generate universes
through text

Built for the AI era

Every system in Razorbill is designed around typed, auditable operations.

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AI-Native Workflow

Every AI mutation goes through typed operations with preconditions, structured diffs, and undo.

Op

Typed Operations

All project changes are expressed as typed ops with validation, rollback, and structured output.

Δ

Structured Diffs

Graph-level diffs instead of text diffs. See exactly what changed at every level.

Headless Validation

Run validators in CI or headless mode. Schema, graph, and build checks gate every change.

Pl

Plugin SDK

Register custom ops, validators, and importers through a stable C++ SDK.

Cross-Platform

Metal and DX12 backends. Build once, ship to macOS and Windows.

How Razorbill compares

A fundamentally different architecture, not just another feature set.

RazorbillUnityUnreal Engine
PricingFlat subscriptionPer-seat + runtime fee5% royalty after $1M
AI AgentPlans, applies & validatesThird-party onlyExperimental plugin
Typed OperationsPreconditions & rollbackDirect property writesUntyped transactions
Structured DiffsGraph-level per opYAML text diffsBinary, no readable diff
Headless ValidationSchema, graph & buildLimited batch modeCommandlets only
Structured UndoInverse ops with traceSnapshot-basedSnapshot-based
Deterministic BuildsContent-addressed cookNon-deterministicDDC, non-deterministic
Plugin SDKStable C++ APIC# managed pluginsC++ modules & BP

3D Model Generation

From prompt to
production-ready mesh

Describe what you need and Razorbill generates 3D assets as typed operations. Every generated mesh is content-addressed, validated, and tracked in the project graph with full undo history.

  • AI-generated meshes from natural language prompts
  • Content-addressed caching — identical assets are never duplicated
  • Automatic LOD generation and platform-specific cooking
  • Full operation trace for every generated asset

See it in action

Apply plans, validate schemas, and commit transactions — all from the CLI.

eng_cli
$ eng_cli apply-plan project plan.json --json
Applying plan: 4 operations
[1/4] CreateScene "Main"
✓ Scene created (guid: a3f2...8c01)
[2/4] CreateEntity "Player"
✓ Entity added to scene graph
[3/4] AddComponent Transform
✓ position: [0, 1, 0]
[4/4] AddComponent MeshComponent
✓ mesh: "cube.mesh" (content-hash: 7f3a...)
Validation: SchemaValidator ✓ GraphValidator ✓
Committed transaction (4 ops, 0 errors)

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