Browser 3D Modeler
Live — andrewwigman-001-site7.htempurl.com ↗Making a game asset means either Blender — powerful, but a menu labyrinth that punishes anyone who isn't a full-time modeller — or a CAD package priced and shaped for engineering. Neither records how a part actually moves: a cannon that tilts on an axle is, to the tool, just triangles. And print-bound models need millimetre truth that polygon modellers never enforce.
A from-scratch 3D modeller that runs in the browser, built on a planar-face CSG kernel with editable parametric history: every shape stays a step you can go back and re-dimension. Hard-surface only by design — vehicles, buildings, objects, weapons — which is what lets it lean on projection UVs and direct manipulation instead of nested menus. Mechanical assemblies are first-class: joints carry axes and limits, can be inferred from the geometry, and export alongside the mesh.
- External dependencies
- 0 — pure C# geometry kernel, hand-written WebGPU renderer, no Three.js, no NuGet
- Parametric history
- 13 re-editable op types — extrude, revolve, sweep, fillet, draft, shell, array, mirror, thread, boolean…
- Sketch constraints
- geometric solver — coincident, parallel, perpendicular, concentric, point-on-line, plus dimensions
- Mechanical joints
- 5 kinds with travel limits, live pose preview, and inference from the geometry
- Print tooling
- mm-scale throughout, mating-part clearance check, print-in-place hinge generator
- Export
- glTF (.glb), STL, 3MF with colour, OBJ, plus PNG snapshot and 4-second turntable WebM
- AOT publish
- 7× faster booleans — 254 ms vs 1,788 ms on the benchmark merge
Blazor WebAssembly over a pure-C# kernel and a raw-WebGPU renderer on the principle "C# owns truth, JS owns frames"; built against a written mission document and per-subsystem roadmap files, with overnight adversarial agent audits — finders plus two skeptics per finding — feeding a tracked, adjudicated fix list.