Work in progress

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.

Reader

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.

Reader

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.

Game engines

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.

Language

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.

Format

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.

Format

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.

Integration

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.

Ask

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.