Intro
What every bitbybit.dev editor has in common: projects and scripts, assets, running code and reading its console, how drawing works, and what to do when a script fails.
Projects
4 items
Scripts
9 items
Assets
4 items
Running Code
When a Rete, Blockly or TypeScript script runs on bitbybit.dev, where its 3D result and its console appear, how the split view and Swap Canvas work, and how to tell the kernels are still working.
The 3D View
Working with the 3D view of the coding editors - turning, panning and zooming the camera, the camera gizmo's views, split screen and full screen, and exporting what is drawn as GLB, STL or a picture.
Drawing Explained
Why a shape on bitbybit.dev only appears once it is drawn, what drawing turns it into, which game engine draws it, and what you can do with a drawn object.
Dealing with Errors
Where Rete, Blockly and TypeScript scripts on bitbybit.dev tell you what went wrong - the console, the node or block marked in red, the underlined code - and how to find and fix the cause.
Editor Settings
The settings every coding editor on bitbybit.dev shares - split screen, monochrome wires, right-angled wires, labelled ends for wires between groups, the camera gizmo, the language, the rendering engine and the CAD kernel's 32 or 64-bit architecture - what each changes and which ones reload the editor.