How Grapple is built.
What sits underneath: native code, caching, atomic edits, and models that describe their own interface.
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Native C++
Grapple is written in native C++ and optimised for smooth editing, so it keeps up with you while you work.
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Caching from day one
Caching was designed in from day one, so Grapple doesn't redo work it has already done.
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Atomic actions
Edits are atomic actions, which lets them happen in parallel: in Studio mode, Ape's subagents edit at the same time. It's a foundation for future collaboration. Ape can also apply dozens of edits in a single step, up to 52 in one model call, as one undoable unit.
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History of every change
History is recorded automatically from Ape's actions and from what you do in the interface, alongside the checkpoints you save. Each Ape run is grouped into one entry, and any point can be compared with now.
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Models describe their own interface
A model plugin declares its inputs, outputs, extra fields and custom interface pieces. Grapple builds a native-feeling creation panel from that description, and Ape can change it for the model. What the model makes is managed as an asset in the project.
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Provider scripts
Any other service can be connected with a provider script, and Ape can write the script.
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MCP
Grapple can be driven through MCP, so other agents can use the editor as well as Ape.
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Local models
The roto models run on your computer, and Grapple needs no Grapple account.
Make your next video with Ape.
Grapple is free. It runs on Windows, keeps itself up to date and needs no account.