Game engines

CAD files, opened at runtime

The same reader and the same B-rep sit under every engine below. What changes is how each one turns that tree into pixels.

Available

Godot

A GDExtension for Godot 4.4 and later: CAD files import as scenes or open at runtime, and the kernel builds solids in GDScript.

Godot →
Available

LÖVE and LÖVR

LÖVE (aka Love2D) and LÖVR, through the SDK's LuaJIT wrapper: read files, build solids, draw them in 2D, 3D or VR.

LÖVE and LÖVR →
Work in progress

Unity

A package over the same C ABI, in the works.

Unity →
Work in progress

Unreal Engine

The plugin is going through quality assurance.

Unreal Engine →
The web viewer with the nut open and its tree beside it
Browser

One HTML file, no bundler

wasm in a Web Worker, drawn with WebGPU; seven formats; the file is read and tessellated locally and never uploaded.

Open the web viewer →

Your own engine

One ABI under all of it

The engine integrations are thin: one C ABI, as a shared or a static library, opens a file, walks its parts and hands over their meshes and exact surfaces. Any engine with a C boundary can do the same; wrappers for Python, C#, Go, Java, Node.js, Rust, Swift and LuaJIT ship with the SDK. The same viewer is also a free desktop and mobile app.

Status

The C ABI and its wrappers ship: the SDK at github.com/rdeioris/cadaclysm-sdk, licensed per seat or per server. The Unreal plugin and the Unity package are not on their marketplaces yet; the crates are proprietary and not on crates.io.

Also today: open a file in your browser, sketch and build in the forge, and write to us at info@blitter.studio about the plugins.