Log
Append-only history. Each entry: ## [YYYY-MM-DD] <op> | <title> where <op> is
ingest, query, lint, split, or merge. Query with grep "^## \[" log.md | tail -5.
[2026-06-01] merge | godot-wiki folded into this wiki
The hub merged the former godot-wiki spoke into this one (human directive, reversing the
2026-05-31 spin-out’s “Godot has its own spoke” carve-out). This wiki’s domain broadened
from “non-Godot engines” to the whole general-purpose engine landscape, Godot included.
Migrated from godot-wiki: 4 immutable raw/ docs and 6 pages — godot-engine,
godot-game-template, godot-xr-game-jam-v, godot-best-plugins-2025,
mega-crit, unity-vs-godot-comparison. The two unity-engine pages were
deduplicated into one: the primary Unity page here absorbed godot-wiki’s Unity-foil
comparison facts (footprint/compile-time gap, Mega Crit defection) as a “Versus Godot”
section. Merged index/synthesis/log; broadened CLAUDE.md domain; updated ../wikis.md
and the hub log. godot-wiki/ directory removed. godot-wiki’s prior history is preserved
below under “Migrated history”.
[2026-05-31] split | created from hub _inbox cluster game-engines (3 sources)
Spun out by the hub router once three non-Godot game-engine sources clustered:
o3de (O3DE 26.05 release, via GameFromScratch), unreal-engine (Epic’s RT3D
engine homepage), and unity-engine (Unity AI tooling page). Godot already has its
own deep spoke (../godot-wiki); this wiki covers the rest of the engine landscape +
the comparative/business/AI-tooling dimension. Unreal and Unity homepages both 403’d
the fetcher — their pages are honest stubs (title + known context) per the fetch-fail
rule; O3DE was fetched in full.
Cross-spoke note: ../godot-wiki already holds a unity-engine page framed purely
as a Godot comparison point. That is a deliberate adjacency, not a duplicate — see
this wiki’s synthesis. If the two drift, the human can decide where Unity’s primary
coverage should live.
[2026-05-31] ingest | O3DE 26.05 Released — via hub route
Source (URL): gamefromscratch.com/o3de-26-05-released. New page: o3de (SoftwareApplication). Established the open-source / Linux-Foundation end of the landscape.
[2026-05-31] ingest | Unreal Engine homepage — via hub route
Source (URL): unrealengine.com (403, stub). New page: unreal-engine (SoftwareApplication) + epic-games (Organization). The proprietary RT3D-powerhouse end of the landscape.
[2026-05-31] ingest | Unity AI — via hub route
Source (URL): unity.com/features/ai (403, stub). New page: unity-engine (SoftwareApplication) + unity-technologies (Organization). The AI-tooling angle.
Migrated history (from godot-wiki, before the 2026-06-01 merge)
Preserved verbatim from the former godot-wiki/log.md for provenance. The
../research-wikireference below points at where Godot’s pages first originated before godot-wiki existed.
[2026-05-29] split | created from research-wiki cluster C
Spun out of the research-wiki as its own wiki (game-dev was off that wiki’s knowledge-management thesis). Migrated 3 sources and 4 pages: godot-game-template, godot-engine, godot-xr-game-jam-v, godot-best-plugins-2025. Re-homed index/log/synthesis; removed cluster-C framing from the pages. Original ingests happened 2026-05-29 (see research-wiki log history).
[2026-05-29] ingest | Unity or Godot? (same game twice) — via Telegram
Source: raw/unity-vs-godot-comparison.md (Creative Bloq). First ingest into godot-wiki post-split. New pages: source summary unity-vs-godot-comparison (Article) + unity-engine (SoftwareApplication, the comparison counterpart to godot-engine). Cross-linked from godot-engine. Synthesis: added a real analysis layer and partially resolved the “Godot vs Unity” open question (comparable perf; Godot far lighter/faster dev loop; Unity more mature). Routed there (not research-wiki) per the topic-routing rule.
[2026-05-29] lint | health check (4 sources, 6→7 pages)
Clean: no orphans, no broken links, no contradictions. Applied: created mega-crit (Organization) — referenced across 3 pages (Slay the Spire studio, Unity→Godot migrant) but unpaged; linked from godot-engine, unity-engine, unity-vs-godot-comparison. Recommendations: ingest an Unreal comparison source (only Unity covered so far); a rigorous multi-project benchmark (current sources are practitioner write-ups). Thin/single-source pages throughout — expected at this size.
[2026-05-29] lint | health check (4 sources, 7 pages)
Clean: no orphans, no broken links, no contradictions. No new issues since the prior lint (the mega-crit missing-page fix is in place). Recommendations stand: ingest an Unreal comparison source (only Unity covered) and a rigorous multi-project benchmark; sources remain practitioner-level. No fixes needed.
[2026-05-31] lint | health check (4 sources, 7 pages)
Part of a hub-wide lint. Clean: no orphans, no broken links, no contradictions; healthy
~5 links/page; @types appropriate (SoftwareApplication/Organization/BlogPosting). Open
gaps (carried, web-search-fillable): (1) no Unreal comparison — only unity-engine
covered; (2) no rigorous multi-project benchmark (sources are practitioner write-ups);
(3) maintenance/production-grade status of godot-game-template and the top plugins
unverified; (4) verify the “Mega Crit / Slay the Spire 2 on Godot” claim is still current.
No fixes needed.
[2026-06-02] ingest | Godot: GABE reaches stable — games entirely on Android/XR
Routed in by the hub (clear Godot match). Created godot-gabe-android (NewsArticle, url) — the wiki’s first first-party Godot source (a release announcement), filling the gap the godot-engine page had flagged. GABE (Godot Android Build Environment) stable: build/export (AAB, full Gradle, Play Billing/AdMob)/publish entirely on Android or XR devices, no PC; Godot 4.6 → stable, on Play Store / Meta Horizon / GitHub. Updated godot-engine (new “on-device/mobile- first reach” bullet; replaced the “no first-party source yet” note) + index. Reinforces Godot’s low-overhead/accessibility differentiation and the XR thread (godot-xr-game-jam-v).
[2026-06-07] broaden | scope widened from “general-purpose 3D” to all game engines (2D + 3D)
User directive (“Broaden”) via the hub after Flame was initially parked. Widened the spoke domain
from general-purpose 3D engines to all game engines across 2D and 3D, explicitly admitting
2D and framework-based engines (e.g. Flame on Flutter). General-purpose 3D stays the deepest-
sourced corner. Updated: this spoke’s CLAUDE.md (header + Scope conventions), index.md (Flame row),
synthesis.md (thesis line + new “standalone vs framework-based” axis + open question), and the hub
wikis.md block (domain/keywords/sample-pages/note). Same play as the 2026-06-05 tts→speech-audio
broaden. Spoke name unchanged (“game-engines-wiki” already covers 2D+3D).
[2026-06-07] ingest | Flame — Flutter-based 2D game engine (MIT, Blue Fire)
Routed in by the hub immediately after the broaden (Flame was the trigger source). Created flame-engine (SoftwareApplication, url) — the wiki’s first 2D engine and first framework-based engine (layers a game loop / component system on top of the Flutter UI toolkit, Dart). MIT, ~10.6k stars, community-sponsored; core features (game loop, components, effects, particles, collisions, input, sprites) + bridge packages (Forge2D physics, Tiled, AudioPlayers, Bloc). Anchors the open-source/no-royalty end with o3de/godot-engine; opens the standalone-vs-framework architecture axis in synthesis. Updated index + synthesis. Source: github.com/flame-engine/flame.
[2026-06-09] ingest | Godot 4.7 RC 1 (first-party release announcement)
Hub-routed (Telegram, godotengine.org). New source godot-4-7-rc1 (NewsArticle, url) — the wiki’s second first-party Godot source (after godot-gabe-android). Godot 4.7 hit Release Candidate (2026-06-08): features locked, no critical regressions, “production environments can begin integrating.” Headline features: HDR output, drawable textures, and a first-party Godot Asset Store (+ web/XR/Android editors; 16 fixes since beta 5). Updated godot-engine (new “release cadence — 4.7 RC” bullet + Related/updated date) and synthesis (ecosystem bullet: Godot now first-partying the Asset-Library/time-to-game layer via the official Asset Store). Index: new NewsArticle row. Caveat: promotional pre-stable RC announcement.
[2026-06-09] ingest | +3 framework-based engines (Bevy, Phaser, LÖVE) — all-spokes cron test
Answered the “2D/framework engines thinly sourced (peers like LÖVE/Phaser/Bevy)” open question: bevy (SoftwareApplication, url+src — Rust, ECS, 2D+3D, code-first, MIT/Apache), phaser (SoftwareApplication, url+src — JS/HTML5 2D, MIT), love2d (SoftwareApplication, url+src — Lua 2D, zlib; Balatro). Flame is now a 4-wide framework-engine cohort varying on language × host runtime × platform; Bevy adds ECS/data-oriented architecture + a Rust open-source leanness contender. Synthesis open question updated (still open: a head-to-head 2D benchmark, and Godot-vs-Unreal). 14 → 17 pages.
[2026-06-10] ingest | GDevelop (no-code axis) + Unreal refresh — all-spokes pass
New page gdevelop (SoftwareApplication, url, Wikipedia) — free/open-source (MIT) no-code, visual event-based engine (Florian Rival, 2008): conditions+actions in natural language, pre-built behaviors, AI-assisted authoring, GDJS/PixiJS/Three.js under the hood; 2D(+3D), exports Win/mac/Linux/Android/iOS/HTML5; big education uptake (10k+ students by 2025). Opens a third engine-architecture axis — programming-required vs no-code — beyond open-vs-proprietary and standalone-vs-framework; engine map now spans unreal-engine (AAA) → unity-engine/godot-engine (scripting) → bevy/phaser/love2d (code-first) → gdevelop (no-code). Also refreshed the unreal-engine stub in place (was a 403 fetch-fail stub) with real Wikipedia data: 5% royalty over $1M, UE5 Nanite/Lumen/MetaHuman, and 2024 market share (Unity ~50%/Unreal ~28% by units; Unreal 31%/Unity 26% by revenue) — partly addresses the standing Godot-vs-Unreal open question (narrowed, not closed; no head-to-head benchmark yet). Folded into synthesis (Godot-vs-Unreal Q updated + new no-code-axis bullet) + index. No contradictions. 17 → 18 pages (Unreal refreshed, not added).
[2026-06-11] ingest | Godot 4.7 RC 2 (godotengine.org)
Telegram drop, hub-routed → game-engines-wiki (Godot = deepest corner). Sequel to the godot-4-7-rc1 source (2026-06-08); RC2 (2026-06-11) is a distinct source (new URL/date), not a re-seen refresh, so created a new source page godot-4-7-rc2. Feature set unchanged (locked at RC); RC2 = pure stabilization: 10 regression fixes / 7 contributors (2D tile randomization, animation-tree null check, build/MSYS2, worker thread-pool deadlock, scene-tree drop, D3D12 script), stable “just around the corner.” Updated godot-engine release-cadence bullet (RC1→RC2 in 3 days, regression-only) + Related; index NewsArticle entry added. synthesis untouched (RC2 adds no new thesis beyond the 4.7 first-party-Asset-Store point already recorded). Site rebuild follows.
[2026-06-13] ingest | Godot Tutorials (official docs hub, docs.godotengine.org/en/stable)
Routed from hub (Telegram drop). First-party Godot tutorials/manual index for the stable line (4.6) —
General + 20+ Topic areas (2D/3D/scripting/shaders/networking/XR/export/…). Quality gate: tier T1
(first-party/primary); not previously paged (new source summary godot-docs-tutorials); gap-relevance —
opens the documentation / onboarding competitive axis and grounds the stable line vs the 4.7-RC pages;
integrated into godot-engine (new bullet) + synthesis (folded into time-to-game thread + new open question
on cross-engine docs-quality); url-only provenance. freshness: stable (version-pinned, rolls per release).
Site rebuild + commit follow.
[2026-06-15] ingest | Three engines: Torque2D + Spring + openage (hub-routed burst)
Hub-routed Telegram burst (msgs 440/441/443), all clear game-engine matches, batched into one ingest:
- torque2d (SoftwareApplication, url) — MIT 2D engine, GarageGames/Torque lineage (TorqueGameEngines org); standalone (own editor + TorqueScript), OpenGL/Box2D/OpenAL; 4.0 Early Access. First standalone 2D engine here; second “formerly-commercial → open-sourced” engine after o3de.
- spring-rts (SoftwareApplication, url) — GPL RTS-specialized engine (formerly TASpring); C++/Lua, large-scale unit battles (Beyond All Reason / Zero-K / Balanced Annihilation). First genre-specialized AND first copyleft engine in the spoke.
- openage (SoftwareApplication, url) — GPLv3 open reimplementation of AoE II’s Genie engine (SFTtech, ~14.2k★); C++20/Python/Cython; RTS, in active dev w/ limited playability, BYO original assets. First clean-room reimplementation engine; RTS cohort with Spring. Synthesis updated: licensing axis extended to a 4-position spectrum (permissive / copyleft / royalty / subscription); new axis “general-purpose vs genre-specialized” (Spring+openage = RTS cohort, two flavors: generic RTS platform vs specific-game clone) + origin-story dimension (ground-up / ex-commercial / reimplementation). Index updated. All url-only (no source:true); tiered as first-party repos. Site rebuild
- verify follow.
[2026-06-15] ingest | libGDX + Superpowers (hub-routed burst, cont.)
Two more hub-routed engines (msgs 445/446):
- libgdx (SoftwareApplication, url) — Apache-2.0 cross-platform Java game framework, OpenGL ES, 2D+3D, framework-based (no editor, Gradle); 25.2k★. Extends the framework cohort to five (adds Java to Dart/JS/Lua/Rust) and, like Bevy, does 2D+3D. Flagged a contradiction: widely-reported that the original Slay the Spire used libGDX, which would complicate the mega-crit page’s “Unity → Godot” framing for StS2 — recorded in synthesis Contradictions, NOT asserted (repo source lists Pathway, not StS; needs a Mega Crit primary).
- superpowers (SoftwareApplication, url) — ISC HTML5 engine+IDE (Sparklin Labs), TypeScript/Three.js, 2D+3D, self-hostable; real-time collaborative game dev (“Google Docs for game dev”). Archived 2021 — the spoke’s first defunct engine. Added two synthesis axes: real-time collaboration and liveness (maintained vs dead). Index + synthesis updated (framework cohort 4→5; collaboration/liveness axes; StS contradiction flagged). url-only. Site rebuild + verify follow.
[2026-06-15] ingest | GDevelop — dedup refresh in place (first-party repo)
Hub-routed (msg 448) but already paged (gdevelop, 2026-06-10, Wikipedia-sourced) → refreshed in
place per the edge rule, no new page. The official repo (github.com/4ian/GDevelop, Florian Rival, ~23.8k★)
shifts positioning from “primarily 2D” to headline 2D/3D/multiplayer — multiplayer now first-class,
3D (Three.js) elevated, plus the gd.games platform + Steam/store export channels. Added also-url: to the
repo; bumped updated:; tier stays T2 (vendor positioning). No synthesis change (the no-code/AI-authoring
axis it anchors is unchanged). Count unchanged (25).
[2026-06-15] ingest | Babylon.js (hub-routed) — web-native 3D engine
Msg 449. babylonjs (SoftwareApplication, url) — Apache-2.0 web-native 3D game/rendering engine, TypeScript, WebGL/WebGL2/WebGPU; full engine (PBR, WebXR, physics, node-material editor, playground, glTF, DCC exporters), ~25.6k★, Microsoft-originated. Adds the web-3D framework corner (3D counterpart to phaser‘s 2D-web) and a web-3D engine vs library distinction (Babylon vs Three.js — the latter embedded by gdevelop/superpowers). Framework cohort now 6 (Flame/Phaser/LÖVE/Bevy/libGDX/Babylon). Index + synthesis updated. url-only. +1 page (→26).
[2026-06-15] ingest | PlayCanvas + PixiJS (hub-routed) — web-graphics matrix completed
Msgs 451/452. playcanvas (SoftwareApplication, url) — MIT web-native 3D full engine (JS/TS, WebGL2/WebGPU/WebXR/glTF + Gaussian splatting; physics/anim/audio + collaborative cloud editor), 16k★, Disney/Samsung/King. pixijs (SoftwareApplication, url) — MIT fast 2D WebGL/WebGPU rendering library (TS, 47.4k★), the 2D counterpart to Three.js, embedded by gdevelop for 2D. Together they complete the web-graphics library/engine matrix (dimension × level): 2D-lib PixiJS / 3D-lib Three.js → 3D-engine babylonjs → 3D-full-engine+editor PlayCanvas; libraries are substrates the editor-engines embed. PlayCanvas also extends the collaboration axis (maintained 3D cloud editor vs archived superpowers). Synthesis + index updated. url-only. +2 pages (→28).
[2026-06-15] ingest | Three.js — ontology-guided new content (Ralph loop)
Created three-js (SoftwareApplication, url) — the 3D-web rendering library node the schema.org audit flagged as referenced-but-unpaged by 5 pages (babylonjs/playcanvas/pixijs/gdevelop/superpowers). mrdoob, MIT, WebGL/WebGPU, ~113k★; a renderer (no physics/loop/editor), the 3D counterpart to pixijs, the substrate Babylon/PlayCanvas-style engines and the editor-engines (GDevelop/Superpowers) build on/embed. Completes the web-graphics library/engine matrix as a real node; wired three-js into the 5 referencing pages + the synthesis matrix + index. Not a routed source — internal ontology-guided content creation (filling a referenced-but-missing node). +1 page.
[2026-06-15] ingest | WebGPU — rendering-backend node (Ralph loop, ontology-guided)
Created webgpu (DefinedTerm) — the WebGL-successor browser graphics+compute API referenced as a backend by 4 web-engine pages but unpaged. Anchors the rendering-backend dimension (WebGPU vs WebGL) beneath the web-graphics library/engine matrix; wired into three-js/pixijs/babylonjs/ playcanvas + the synthesis matrix + index. Its compute-shader / in-browser-AI-inference angle adds a rare cross-spoke seam from game-engines (an island) → llm-inference. +1 page (→30).
[2026-06-16] ingest | Godot 4.7 RC 3 (hub-routed, Telegram) — release-discipline data point
Third in the RC chain after godot-4-7-rc1/godot-4-7-rc2: created godot-4-7-rc3 (NewsArticle, T3/volatile, url-only) from the first-party announcement (2026-06-15, 17 fixes / 12 contributors, regression-only — feature set locked). Folded into godot-engine‘s release-cadence bullet + Related, and into index. No synthesis edit: RC3 doesn’t open a new axis, it sharpens the existing release-discipline read — fix categories keep clustering on GPU backends (Jolt physics, Adreno) and XR, and 4 regressions stay open, so stable slips on platform/backend bugs not features (a data point for the unity-vs-godot-comparison “more complete/stable” critique). Entity discovery: no new people/orgs — Godot project already paged; author byline not surfaced by the post. +1 page (→31).
[2026-06-17] ingest | Unreal Engine 5.8 released (GameFromScratch)
Hub-routed from Telegram (gamefromscratch.com/unreal-engine-5-8-released). Clean single-spoke route — game-engine tech/landscape is this spoke’s core. Added unreal-engine-5-8 (NewsArticle, url-only, T3 — games-news site reporting Epic’s release; 60fps/hardware targets are Epic’s stated goals, many features experimental/beta). Refreshed unreal-engine (new “Latest release — 5.8” section + Related; bumped updated; fixed stale index “(stub)” label). Gap-relevance: advances the “AI tooling as the new front” synthesis thread — the Unreal MCP Server Plugin is Unreal’s editor-AI answer to Unity’s, and a concrete MCP integration (cross-spoke seam to agentic-tooling). Also nudges the fidelity-range map: Lumen Lite (+ Switch 2) pushes Unreal down toward low-end hw, softening the AAA-ceiling pole; flags UE6 ~late 2027 roadmap horizon. Folded both into synthesis. Entity discovery: none minted — epic-games already a node (linked); publisher GameFromScratch is a low-signal news site (recorded inline). Ran avoid-ai-writing over the new prose. +1 page (31 -> 32).