Why we built MeshCrunch
3D content keeps getting heavier while the devices that render it — phones, headsets, browsers — stay bounded by memory and bandwidth. The gap between what artists author and what runtimes can afford is where projects stall.
MeshCrunch closes that gap. It takes polygon-heavy source assets and produces optimized meshes, LOD chains, and format conversions through a fast, queue-backed pipeline. Postgres is the source of truth for every job; free and paid work run on separate priority queues so a big batch never blocks a quick preview.
We run on owned hardware with zero-egress object storage, which keeps the economics of moving large 3D files sane — and lets us keep a genuinely useful free tier.
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