manifold-3d (WASM)
Uses robust geometric math to guarantee watertight results. Handles "tangent" edge cases perfectly. Only modifies geometry near the intersection.
three-bvh-csg (JS)
Uses a Spatial Index (BVH) to isolate intersections. Fast and modern. Preserves original geometry where possible, avoiding global splits.
three-csg-ts (JS)
Uses Binary Space Partitioning to slice the entire 3D universe. Creates split lines (T-junctions) across the whole mesh, causing the "cracks" (yellow lines) you see even far from the sphere. Slow.