PHASE 1 · STANDARDS-FIRST DELIVERY

Compiled glTF,
direct to WebGPU.

The browser opens engineering hierarchy from standard glTF first, decodes its external binary off-thread, and uploads shared meshes straight into a data-oriented WebGPU renderer. No Scene IR JSON reconstruction in the page.

DEMO Preparing default package…
Select one compiled .gltf, all external .bin resources, and the .json sidecars and reports beside them. Remote hosts require CORS.
WORKSPACE Open a package to save a workspace.
A workspace records the package it points at, the sources it was built from, and the view you left — never geometry. Reopening judges the package by digest; checking sources hashes the documents you select.
01
Hierarchy firstOpening scene.gltf
02
Worker decodeWaiting for scene.bin
03
Direct WebGPUShared buffers + object IDs
LIVE GPU VIEW
Waiting for occurrences
Isometric
Loading compiled glTF hierarchy… Click an occurrence to resolve its source identity.
Shared meshes
—
Occurrences
—
Unique triangles
—
CAD edge segments
—
Binary payload
—
Worker load + decode
—
Source schema
—
GPU adapter
—

GLTF NODE GRAPH

Semantics before residency.

Assembly names, occurrence IDs, prototype links, and source references are usable as soon as scene.gltf arrives. Geometry follows independently through a Worker and reuses 26 tiny 0603 components as one GPU mesh.

Canonical fixture: Adafruit PyGamer CAD, redistributed unchanged under the MIT License.

scene.gltf+scene.bin≠new CAD format
Assembly Waiting for hierarchy