Nucleation
A Minecraft schematic engine in Rust: load, build, simulate, mesh, and render schematics from seven languages.
Every frame of this 3x7 knot is a separately generated schematic: its braid
advances while a periodic cellular field flows along the curve, cutting raised
scorched plates over a molten core. It was built and rendered by nucleation
(Python source · frame 0 .schem · SDFs and fields).
Install
Kotlin/JVM, PHP, C, and C++ ship as archives on Releases; see the quickstarts.
Features
Every capability, with its own deep-dive doc:
- Basics — create, inspect, load, save, and download a complete example
- Formats and I/O — load, edit, and save every supported format
- Regions, transforms, stamping — deterministic multi-region builds, scoped rigid transforms, and reusable stamping
- Shapes, brushes, masked fills — the building primitives
- SDF shapes, terrain, and fields — typed composable geometry, custom functions, terrain, Voronoi
- Palettes and color — turning colors into blocks
- Voxelizing 3D models — GLB/OBJ meshes, texture projection
- Geodata — elevation grids and OSM footprints
- Composition — stacking the primitives
- Chunk iteration, streaming, worlds — constant-memory pipelines and world I/O
- World segmentation — a whole world into individual builds with provenance, deterministically
- Block entities, entities, NBT — SNBT round-trips
- Redstone simulation — MCHPRS redpiler, typed circuit executors
- Meshing and rendering — GLB/glTF/USDZ and the headless renderer
- Animating a build — assembly, layer printing, reveals along a curve
- Analysis — diff, fingerprint, auto-stack
- Versions and translation — data-version migration, Java <-> Bedrock
- The block database — 1,196 blocks, facts and measured colors
- Embedded scripting — Lua and JS against the full API
- Pluggable storage — mem, fs, S3, Redis, Postgres
- Bindings and languages — one generated API, seven languages
The gallery
Ten more builds, each a short recipe that leans on the same handful of primitives: a rainbow DNA helix and a trefoil knot, a Menger sponge, a fractal tree, a gyroid, a Mandelbulb, a voxelized fox, a supershape, animated wave interference, and type set in blocks.
Every one is a few dozen lines. Open the gallery for all ten with their code.
Documentation & development
- Documentation index: per-language references and all feature guides (shapes & brushes, palettes, SDF terrain, scripting, block database)
docs/readme-snippets/: every snippet in the feature docs, with its verified output- Release notes
Also in the box: layer-art templates (schematics from ASCII art).
The release/manual CI matrix regenerates bindings and fails on drift, exercises every built wheel and the assembled JAR, and smoke-tests all seven language bindings.
License
MIT. See LICENSE.