A game engine & spatial agent layer

3D work that
proves itself.

Vellum is a full game engine — and a spatial agent layer for robotics, engineering and modeling. It builds the 3D work — scenes, shaders, CAD parts, kinematic rigs — then proves each result against real constraints: compiles, watertight, in tolerance, collision-free. The proof is renderer-neutral and runs headless on the CPU. No GPU in the loop.

speaks glTF · USDSTEPURDFThree.jsUnrealBlender

The proof runs on the CPU — the same verdict on a laptop, a CI runner, or a render farm.

Vellum scene / CPU proofCPU worker pending
Measured frame produced by Vellum's CPU raster worker
Proof receipt / measured Waiting for CPU worker…
Topology pending
Raster pending
01 / scene02 / wireframe03 / CPU verify04 / receipt
01gamescenes, shaders, levels
02roboticsrigs, reach, collision
03engineeringparts, tolerance, CAD
04modelingmeshes, splats, USD
one spatial kernel · renderer-neutral · headless by default
Renderer-neutral proof

It doesn't just make 3D. It proves it.

Most tools generate geometry and hand you a pretty render to eyeball. Vellum generates the work and then runs it through a verifier — a chain of spatial assertions that either pass or fail. Pick an artifact and watch the proof run: it loads, checks the geometry, measures against a target, and returns a verdict. Every check runs on the CPU, so there's nothing to eyeball and nothing to trust on faith.

01WriteGenerate the geometry or shader.
02LoadTessellate to a neutral mesh.
03AssertWatertight, manifold, in tolerance.
04MeasureScore against a real target.
05RenderHeadless raster — no GPU.
06VerdictPass, fail, with the receipts.
Read the receipt

A frame shows appearance. Evidence answers constraints.

The live bench above separates what was rendered from what was measured. A CPU frame confirms that the raster worker produced pixels; topology and boundary checks answer different questions. Vellum keeps those claims distinct so a polished image cannot stand in for proof.

Evidence modelReceipt fields · measured at runtime
ArtifactSupportsDoes not establish alone
CPU frameThe raster worker returned a view of the supplied mesh.Watertightness, manifold topology, or tolerance.
Topology resultMeasured open and non-manifold edge counts.Visual quality or fitness for a particular use.
Volume resultSigned volume for the triangulated input.Material strength, safety, or regulatory compliance.
ReceiptThe worker inputs, measured values, and elapsed raster time.A guarantee that generated work is correct or safe.

Measurements on this page come from the in-browser CPU worker. If that worker is unavailable, the proof reports “Not run” instead of substituting sample results.

Editor and runtime

One spatial stack, with explicit boundaries.

Vellum brings authoring, runtime checks, and proof into one spatial system. The diagram below describes that contract; it is deliberately not a fabricated editor screenshot. The live scene and worker output above are the page's visual and measured artifacts.

System anatomyThree layers · one artifact boundary
01 / author

Build the spatial artifact

Scene graph, entities, geometry, materials, and the task target share one project boundary.

  • Scene and asset structure
  • Format-aware editing
  • Explicit target constraints
02 / run

Exercise the runtime

Configured physics, collision, path, and scene checks run against the artifact rather than a marketing render.

  • CPU spatial kernel
  • Headless execution
  • Interruptible checks
03 / prove

Return a receipt

Measured outputs stay attached to their method and input, leaving the acceptance decision with you.

  • Assertions and measurements
  • Worker-produced frame
  • Pass, fail, or not run
How a proof runs

From a prompt to a provable result.

Every job follows the same path. Vellum can attempt a task several ways in isolation, prove each attempt the same way, and keep only the candidate that clears the bar — then hand you the verdict and the numbers behind it.

01

Describe

“A printable bracket that holds 2 kg, under 60 g.” Plain language in, a spatial task out.

02

Generate

The agent writes the part, the shader or the scene — often several candidates at once.

03

Prove

Each candidate is loaded, asserted, rendered headless and measured against the target.

04

Review

The selected attempt returns with evidence, so you can decide what to keep.

headlessRenders on the CPU — runs anywhere, including CI.
deterministicSame input, same verdict, every time.
auditableEvery assertion and number is logged.
Renderer-neutral

One proof.
Every renderer.

Vellum's verdict doesn't depend on a renderer, a driver, or a graphics card. It reads and writes the formats you already use, and proves the work against a neutral spec — so a part that's watertight in Vellum is watertight in Blender, and a scene that passes here passes in Unreal. Bring the engine; keep the proof.

glTF / GLBread · writescenes & meshes
OpenUSDread · writelayered scenes
STEP / BREPread · tessellateCAD parts
URDF / SDFread · simulaterobot rigs
Three.js · Unreal · Blenderexportyour engine
Receipt fieldsSchema outline
Inputartifact identity · format · content hash
Methodloader · assertions · raster configuration
Measurementstopology · volume · worker timing
Outcomepass · fail · not run

The live proof bench supplies the values. This schema intentionally contains no sample success metrics.

Built for trust

Every result has a receipt.

Vellum keeps a running record of every assertion, measurement and render as it works — so you can see why a result was kept, what each candidate scored, and what it would do in your engine, without rerunning anything on a GPU.

01

Proven before it's kept

Every result clears geometry, tolerance, collision and a headless render before it counts.

02

Reads your assets

Points it at your scene or part and it understands the geometry — meshes, BREP, point clouds.

03

Explicit targets

Give it a number — mass, clearance, frame budget — and it proves the work hits it.

04

No GPU required

The whole verifier runs on CPU, so it works the same on a laptop or a headless CI box.

05

Fits your pipeline

Reads and writes glTF, USD, STEP and URDF — drop it between the tools you already use.

06

Deterministic proof

The same input gives the same verdict — every run, every machine, every time.

07

Best-of-N, judged

Attempts a task several ways in isolation and keeps the one that actually passes.

08

Headless by default

CPU proof runs the same on a laptop, a CI runner, or a render farm.

How it's built

A spatial kernel and an agent core.

A CPU spatial kernel does the geometry and the headless rendering; a separate agent core decides what to build and how to prove it. One stable contract joins them — each part runs offline, predictable and testable.

The spatial kernel · CPU

Scene graph & ECSEntities, components and a live scene tree.
Mesh & BREP coreLoads, tessellates and repairs geometry.
Physics & collisionRigid bodies, contacts and swept checks.
Assertion engineWatertight, manifold, tolerance, reach.
Headless rasterizerRenders views and play-tests with no GPU.
Format I/OglTF, USD, STEP, URDF in one neutral model.

The agent core

Spatial plannerTurns a goal into a buildable task.
GeneratorsWrites shaders, parts, rigs and scenes.
Best-of-NSeveral attempts, isolated and judged.
Verifier loopBuild, prove, measure, keep the winner.
Model providersLocal and cloud, behind one interface.
Proof ledgerLogs every assertion and number.

Ways to run it

Editor + play modeScenes, the viewport, play-test and proofs.
CLI · vellum proveProve an asset from the terminal.
CI gateBlock a merge until the 3D passes.
Engine pluginsThree.js, Unreal and Blender bridges.
Headless serviceProve assets on a render farm.
Eval harnessTrack solve-rate as models change.
Pricing

One subscription. Both apps.

A single Ephemerent subscription unlocks cloud agents in Vellum and the Orrery IDE together: same sign-in, hosted DeepSeek API, Doubleword, and Arbiter credits, proof receipts, and one shared account.

Max

$100 /month
  • Everything in Pro
  • DeepSeek API - 600M credits/mo
  • Doubleword - 650M credits/mo
  • Arbiter - 400M credits/mo
  • Est. ~$7,500 API usage value/mo
Subscribe

Ultra

$200 /month
  • Everything in Max
  • DeepSeek API - 1.5B credits/mo
  • Doubleword - 1.5B credits/mo
  • Arbiter - 1.2B credits/mo
  • Est. ~$18,000 API usage value/mo
Subscribe

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Renderer-neutral · headless proof

Stop eyeballing 3D.
Start proving it.

Point Vellum at a part, a shader, or a scene — get a verdict with the receipts.