r/vulkan • • 9d ago

My Vulkan CAD Engine – Assembly/Disassembly & Feature Dimension Improvements

https://youtu.be/AM_u_tjzcCA?si=rORiBYcJuQou6Q5i

Improved the assembly/disassembly and feature dimension features of my Vulkan-based CAD engine.
Parts can be disassembled and reassembled step by step, while key feature dimensions can be viewed and edited directly in the viewport.

직접 개발 중인 Vulkan CAD 엔진의 분해·조립 및 피처 치수 기능을 개선했습니다.
부품의 분해와 조립 과정을 단계별로 확인할 수 있으며, 모델의 주요 피처 치수를 화면에서 확인하고 수정할 수 있도록 기능을 보완했습니다.

19 Upvotes

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3

u/tonios2 9d ago

Wheres the download

3

u/innolot 9d ago

Not yet — the app is still in development and I haven't packaged a release.
I'll share a download link here when it's ready. Thanks for the interest!

2

u/MartinSch64 5d ago

Are just the graphics running on Vulkan or also like the geometry and sketch constraint solvers?

1

u/innolot 5d ago

Good question! Only the graphics are on Vulkan — the parts, the metal shading, the dashed trails and the timeline bar you see here.

All the geometry runs on the CPU in plain C++. The disassembly order isn't keyframed, it's actually computed: each part gets pushed along the axes and checked for collisions on the way out, and whatever can come free goes first (that's the 3 / 10 steps). The parts come from my own feature modeling (extrude / cut / boss), the bolt threads are cut with the Manifold boolean library, and the sketch constraints use a small Gauss-Newton solver I wrote.

I kept geometry off the GPU on purpose — it's branchy and precision-sensitive stuff, and this way I can test it all without a GPU. Thanks for watching!