What is being built now
The work under way, roughly in the order it is likely to land. Nothing on this page is in a release yet: what ships is on the Formats and Docs pages, and each release's notes say what it added. Progress is posted on Discord, which is also where to say which of these you need first — or what is missing from the list.
Parasolid
Parasolid transmit files, .x_t and .x_b: the bodies as exact B-reps, placed as the file places them, read the way STEP, ACIS and Rhino files are read today — and meshed, queried and handed to the kernel the same way.
JT
JT parts and assemblies: the tessellated shapes at their levels of detail, the assembly tree with its transforms, names and materials, and the PMI a file carries.
Unity plugin
A Unity package over the same C ABI as the Unreal plugin: open a CAD file in the editor or at run time and get its parts as GameObjects, with their meshes, names and materials. The SDK's C# wrapper reads files from any .NET code already; the package is the editor side.
Ruby
A Ruby wrapper over both libraries on the same object model as the other nine, every reader and kernel call, held to Python's set by the same parity gate.
SVG
SVG in and out: paths read as profiles for the kernel — a logo extruded, a plate cut from a drawing — and sketches and sections written back as SVG.
Point clouds
Point clouds read beside the CAD formats — a scan in .ply, .pcd, .las or .e57 as a node of the scene with its points and colours — drawn in the viewers alongside the parts they were scanned from, and handed out through the same C ABI and wrappers.
VTK
Meshes and parts handed to VTK's data model from Python, so a CAD file goes straight into a VTK pipeline and opens in ParaView.
Something else?
A format, a language, an engine or a tool that is not here: info@blitter.studio, or the Discord server. What people ask for is what moves up this list.