More detail for the curious: it’s C++ compiled to WebAssembly and runs entirely client-side with a WebGL2 renderer, so there’s no server round-trip for geometry. OCCT does booleans, fillets, and STEP. I replaced its mesher with my own tessellator because BRepMesh was the bottleneck at scale, and hidden-line/Make2D are custom too. Happy to go deeper on any of it.