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Cold Crabby mascot - a crab hugging an ice cube

Cold Crabby

Slice your 3D models everywhere - desktop, tablet, or your own server.

The web version runs fully in the browser, so you can slice on an iPad or any device that can't run a desktop slicer.

🌐 Try the online slicer → no install, no account.

Tests Quality Frontend CI Security Rust lines TypeScript lines


Drop in an STL, OBJ, or 3MF and get print-ready G-code. One engine, wherever you are:

Where it runs Setup
🌐 Web In any browser - desktop, tablet, iPad None - just open the link
🖥️ Desktop Native app, runs entirely on your machine Set it up
📱 iPad The same app, with touch and pen Set it up
☁️ Self-hosted Host it yourself, share with your team Set it up

Same slicing engine everywhere, so the G-code is identical no matter where you run it. In the browser, your files never leave your machine.

The interface adapts to whatever you're on - touch and pen gestures on a tablet, a native window that feels at home on desktop - so it always fits the device instead of fighting it.

What you get: multi-object build plates with auto-arrange and per-face orientation · variable-width perimeters (Arachne) or classic fixed-offset walls · rectilinear, grid, honeycomb, gyroid and TPMS-D infill · supports, brims, rafts and ironing · spiral vase mode · Marlin and Klipper G-code with custom start/end scripts · a full toolpath preview you can colour by role, speed, flow or temperature · cancel-one-object and sequential printing · upload and start a print on Klipper machines without leaving the app.


Get started

If you want to print something

If you want to run it for other people

  • 🏢 Teams & businesses — self-hosting, shared profiles, automation, privacy → For teams

If you want to work on it


About the project

For me, Cold Crabby is an experiment in agentic engineering: I set out to build a genuinely hard, domain-heavy product where AI writes most of the code - but under real engineering discipline, not vibes.

A slicer is deep, unforgiving territory: computational geometry, numerical precision, decades of hard-won tricks from established slicers. I couldn't vibe-code my way through that, and honestly I don't hold every detail of it in my own head. What makes it work is the engineering I put around the AI - clear guardrails, tight contracts, and reviewing every change - so the model is guided toward correct results instead of plausible-looking ones.

At the same time, AI is the only reason this exists at all. Reimplementing proven approaches from scratch in Rust would have taken me months just to reach a working baseline. With agentic tooling that baseline arrived fast, and my job shifted to steering, reviewing, and hardening.

Take the Arachne wall generator - variable-width beads from a medial axis, one of the genuinely hard parts of any slicer. It didn't come from a single prompt. It cost me weekends of plans, questionnaires, and re-implementations, reframing the problem again and again until it was scoped small enough for the AI to actually tackle. That scoping is where the magic happened: broken into the right pieces, even something this hard got built correctly.

So it's two things at once for me: a real product I want to use, and a running experiment in how far I can push AI on a large, complex codebase over the long haul - watching how it copes as the system grows, and how far I can guide genuinely hard problems home.


License

All rights reserved until an official license is decided. No use, reproduction, modification, or distribution permitted without written authorization. TBD.


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🧊 A 3D slicer that runs everywhere you do: terminal, web, and cloud-scale fleets.

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