Kernel

Exact geometry, kept exact

The kernel reads a B-rep, draws it exactly, and can build new B-reps with the same operations a CAD package offers — all in Rust, behind one C ABI.

The nut close in: its bore and chamfer drawn as exact surfaces
Exact on the GPU

Surfaces stay surfaces

Faces are tessellated on the GPU from the exact patch, per frame, to a pixel budget you set. Zoom in and a cylinder is still a cylinder; nothing is re-meshed and there is no LOD to pop.

The quality dial is the renderer's, not the model's: the on-screen sagitta a cell may bow off the true surface, in pixels.

The mesher

Triangles where an engine needs them

Where an engine needs triangles, the mesher spends them by curvature and by a tolerance you name — watertight across faces, with hard edges kept hard.

A plate with a boss and a bore, filleted, built with the blacksmith
The blacksmith

Booleans, fillets, sweeps — as B-reps

Every operation below produces exact topology, not triangle soup. The plate pictured is a boss and a bore, filleted — a join, a cut and a fillet — written back to an AP203 STEP.

The blacksmith, with examples →

extrude revolve sweep loft taper join cut common fillet chamfer shell write STEP
The forge: four views of three sketched solids
The forge

Sketch a curve, get a solid

Draw curves on a page and the blacksmith, running in the same wasm, extrudes each of them live to an exact B-rep, drawn with the desktop viewer's own shaders.

Open the forge →

Status

The two libraries ship: the SDK at github.com/rdeioris/cadaclysm-sdk fetches them for your machine, 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.

What you can do today: open a file in your browser (the forge runs from the repository), and write to us at info@blitter.studio about the plugins or a kernel licence.