Shapes Live in a Worker
Why every kernel call is asynchronous, why a shape in a script is a small handle, why operations never change their inputs, and how the worker's memory of shapes is kept and freed.
Choosing a Kernel
When to model with OpenCascade, when with Manifold and when with JSCAD, what each is good and bad at, how a shape moves from one kernel to another, and which way each one builds up.
Units and Precision
What unit a Bitbybit number is in, why a kernel's tolerance and a drawing's precision are different things, and how precision makes a curve smooth or faceted on screen without changing the shape.
Lists
Points, shapes and numbers often come as lists. How a function takes a whole list as one value, how each editor repeats a function for every item, and where to read more in each editor.
Picking Faces and Edges
Three ways to tell a function which faces or edges of a shape to work on - by index, by a rule about where they lie and what they are, and by history - and why a rule survives changes an index does not.
Checking a Shape
Why an operation can return a shape that is not what you meant without failing, and how to check a result - its volume, its validity, its size - and repair what came from a file.
Getting a Model Out
How to take what a script makes out of Bitbybit - the editors' Export model menu for GLB, STL and pictures, and from code STEP and IGES for CAD programs, STL and OBJ for printing, GLB for the web, BREP, SVG and DXF drawings.
Materials and Looks
How a model gets its look - colours and edges in the drawing options, physically based materials for metal, plastic and glass, and what the scene's lights and environment add.
Text in 3D
The ways to write text in Bitbybit side by side - OCCT stroke wires, plain stroke points, JSCAD stroke solids and real fonts with the Pro text3d - what each gives you, where it lands, which font it uses and how fonts load - with an example in Rete, Blockly and TypeScript.