For rendering SprueKit uses Monogame in WPF via MarcStan’s WPFInterop.
SprueKit uses skeletal voxel modeling with CSG and aggregation to compile complete models. As an alternative to voxel methods B-mesh is available.
UV charts are automatically generated. Texture maps are also generated uses volumetric shapes and projectors - including brush based and volumetric projectors via polygon strips. The program is usable as a projection painter.
Bone weights and LODs are also calculated.
Not depicted are the animation features, which are based on those of Spore and integrate animations from shapes that are merged in. Generalized animation that can remap to almost anything.
Also not depicted are the permutation features of SprueKit. Most properties of any object can have permutations which can be named, weighted, or tagged. At runtime SDK users can select a variant model based on criteria such as “sharp” or “poison”, at random, based on name, etc.
Texture painting volumes and strips are available to FBX and OBJ models, including defining clip-planes.
The procedural texture graph portions will be open-sourced at soft-launch and available to C# and C++. Those graphs are admittedly slow, due to Allegorithmics patents on using hardware features as they were meant to be used.