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RedRing2020/README.md

๐Ÿ‘‹ Hello, I'm RedRing โญ•

CAD/CAM kernel architect based in Japan, building safe, high-performance modeling platforms in Rust.


๐Ÿงฉ Current Focus & Philosophy

I'm currently developing a professional-grade CAD kernel and CAD/CAM platform, with a strong emphasis on:

  • ๐Ÿ›ก๏ธ Safety-first architecture: APIs are semantically correct, with explicit mutability and private field access.
  • โšก High-performance modeling: Supporting high-degree NURBS, Gยฒ continuity, and robust geometric operations.
  • ๐Ÿฆ€ Rust-powered development: Leveraging Rustโ€™s type system and ownership model for precision and reliability.
  • ๐Ÿงช Geometry test scaffolding: Designing extensible test skeletons for intersection and constraint logic across primitives.

This project aims to deliver a scalable, standards-compliant foundation for next-generation CAD/CAM applications.


๐Ÿงช Geometry Test Skeletons

Currently designing test scaffolding for:

  • ๐Ÿ”น Intersection logic: Lineโ€“Line, Rayโ€“Circle, NURBSโ€“NURBS, with edge cases and tolerance handling.
  • ๐Ÿ”น Constraint systems: Parametric constraints, geometric dependencies, and solver-ready structuring.
  • ๐Ÿ”น Extensibility: Modular test definitions per primitive, with future support for 3D and hybrid constraints.

These tests ensure robustness, safety, and future-proofing for advanced modeling operations.


๐Ÿ† Achievements

Trophy


๐Ÿ› ๏ธ Tech Stack

๐Ÿ”ค Languages

Rust C++ C# JavaScript SQL

๐Ÿ–ผ๏ธ Graphics & Rendering

WebGPU OpenGL

โš™๏ธ Tools & CI

GitHub VSCode Visual Studio

๐Ÿ’ป Environment & Libraries

Windows jQuery


๐Ÿ“Œ Roadmap & Key Issues

๐Ÿ”ญ Development Roadmap

  • Refactor geometry primitives to enforce API safety and semantic correctness
  • Implement constraint system scaffolding for parametric modeling
  • Expand intersection logic to support NURBS and hybrid primitives
  • Modularize 2D/3D geometry separation for future extensibility
  • Integrate undo/redo architecture with traceable state transitions

๐Ÿงฉ Key Issues & Discussions

  • #5 โ€” Structural Design of Primitive Geometry
  • #12 โ€” Definition of the Edge Structure and Retention of Connectivity Information
  • #19 โ€” Design of Sketch Features and Constraint System
  • #26 โ€” Modeling History and Operation Logging
  • #33 โ€” Introduction of Geometric Intersections and Boolean Operations

๐Ÿ“ˆ GitHub Summary Cards

Profile Details

Repos per Language Most Commit Language

Stats Productive Time


๐Ÿ“Š GitHub Readme Stats

GitHub Stats Top Languages


๐Ÿง  Community Presence

Qiita Posts Qiita Contributions Qiita Followers

Reddit Stack Overflow


๐ŸŒ Links & Sponsorship

๐Ÿ–ฅ๏ธ Website

Website

๐Ÿ“ฃ Social Media

X Qiita Instagram Facebook

๐Ÿ’ฐ Sponsorship

Sponsor


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