Razorbill Documentation
Welcome to the Razorbill documentation. Razorbill is an AI-native 3D engine where every project mutation flows through typed operations, producing structured diffs with full undo/redo support.
Quick Example
// Move an entity upward every frame
void OnUpdate(ScriptContext* ctx) {
float dt = ctx->get_delta_time();
float pos[3];
ctx->get_position(ctx->self, pos);
pos[1] += 2.0f * dt;
ctx->set_position(ctx->self, pos);
}
Key Concepts
- Typed Operations — All edits go through validated operations that produce structured diffs
- Structured Diffs — See exactly what changed at the graph level, not text diffs
- Headless Validation — Run validators in CI without the editor
- AI Safety — AI mutations have the same safety guarantees as manual edits
- C++ Scripting — Hot-reloadable C++ scripts with a stable C ABI
Documentation Sections
| Section | Description |
|---|---|
| Getting Started | Create your first project, add entities, write scripts, and enter play mode |
| Architecture & Concepts | Typed operations, project graph, structured diffs, and the engine architecture |
| Editor Guide | Viewport controls, gizmos, panels, save workflow, play mode, and the timeline |
| Components | Reference for all 28 built-in components — Transform, physics, rendering, UI, and more |
| Scripting API | Complete C++ scripting reference with 73 functions across transform, input, physics, UI, and events |
| Operations | All 25 typed operations for creating entities, managing assets, lighting, UI, and world generation |
| AI Agent | How the AI agent works, what it can do, and how to use natural language to build scenes |
| CLI Reference | Command-line tools for project management, scripting, play mode, and headless validation |