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.
The same reader and the same B-rep sit under every engine below. What changes is how each one turns that tree into pixels.
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 →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 →
wasm in a Web Worker, drawn with WebGPU; seven formats; the file is read and tessellated locally and never uploaded.
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.
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.