Extropian Geometry

Type:Modular repository
Category:Visualization & Interaction
Status:alpha

Geometry as a foundation, not an add-on — deterministic parametric 2D/3D meshing, renderer-independent by design.

Extropian Geometry is a pure computational C++23 library: describe a shape with a structured descriptor, call a generate_*_mesh() function, get back deterministic MeshData. It covers a wide set of 2D primitives (rect, circle, arc, ring, star, grid, regular polygon, …) and 3D primitives (sphere, box, cylinder, torus, cone, tube, capsule, icosahedron, …), an SVG-like Path2D system, and extended construction — extrusion, lathe, helix, loft/skin between sections, heightmap/terrain, SDF blending via marching cubes, and bend/twist/taper/noise deformation plus FFD lattice cages. Mesh ops include merge, transform, welding, normal recomputation, concave polygon triangulation with holes, exact CSG booleans, and a watertight/closed-manifold gate.

The architecture is layered: a generic geometry kernel (profiles, paths, parametric surfaces, scalar fields, lofts, tessellation), construction operators (extrude, revolve, sweep, loft, implicit-field extraction, deform), and domain recipes built on top. It stays deliberately renderer-independent — no GPU, no ECS, only extropian-core for math/mesh types — and compiles to WASM with zero changes. Text shaping (FreeType + HarfBuzz glyph meshing, SDF font atlases) and per-part interaction gizmos (TRS plus bend/twist/taper/lattice) are included, with a pure, headless-testable edit kernel for parametric and direct editing.

The CAD/CAE model layer (parts, patches, materials, boundary conditions, format adapters, mass properties, machine recipes) now lives in the sibling extropian-cae, which builds on this library and relies on its documented face-ordering contracts. Geometry is pure shape generation again.

Core capabilities

  • Deterministic 2D and 3D primitive mesh generation from immutable descriptors
  • Construction operators: extrusion, lathe, helix, loft/skin, SDF blending, terrain, deformation and FFD cages
  • Mesh processing: merge, transform, weld, normal recomputation, triangulation, exact CSG booleans, watertight gate
  • SVG-like Path2D fills/strokes, FreeType/HarfBuzz text shaping, glyph and SDF font atlases
  • Per-part transform and deform gizmos with a pure, headless-testable edit kernel

Technical foundation

  • Depends only on extropian-core for math and mesh types; pure CPU math, no GPU, no ECS
  • Compiles to WASM with zero changes; tiered static library targets (2d, 3d, model, io, text, noise)
  • Designed as a layered kernel: geometry kernel → construction operators → domain recipes

Ecosystem connections

Licensing & customization

Source Available (PolyForm Shield)Binary Distribution (Proprietary)Internal Use (Proprietary)

Licensing is negotiated around the software, deployment model, scope, and ownership requirements of each project — whether Extropian Geometry is used as-is, customized for your workflows, or embedded in a larger system you are building. I prefer perpetual licenses per major version: one fee licenses the version you chose for as long as you use it, with maintenance updates included within that major version.

Source Available (PolyForm Shield): view and build from the source under terms that prevent offering it as a competing product or service — no license fees or royalties.

Binary Distribution (Proprietary): one-time license to use and distribute the software in binary form, including inside products you sell.

Internal Use (Proprietary): one-time license for ongoing internal use of the software as delivered — no distribution, no recurring fees.

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