I sent this to my dad. I am sure he will enjoy reading this.
I started digging into Watt's challenges getting an accurate cylinder bore for his pistons, and it spiraled out from there :).
The article covers some of the key techniques developed during the industrial revolution to measure and make incredibly precise parts. There are a lot of animations and interactive figures to explore how it works.
Remember, this was all iron, not steel. The mass production of steel didn't get going until the 1880s. It's amazing that railroads predate steel.
The text was hand written, but reviewed by AI and light edits were made. The CAD models that drive a lot of the animations were either sourced or built based on pictures of historical machines. As called out in the credits, the interactive figures were built by myself and Claude Fable 5 (mostly - a bit of Opus 5.5 in there now).
The article itself was built over about 4 months.
https://github.com/yuechen-li-dev/Aetheris/
It's a code-first CAD kernel/toolkit specifically to help LLMs with CAD stuff, it's currently AI usable but not very human usable yet since I'm working on the editor UI. Get your Claude to clone it and give it a try and see if it's easier than your current workflow.
I built two 3D mechanical demos with it a couple of weeks ago that you can check out as well. https://aetheris-difference-engine-showcase.yuechenli.worker... https://aetheris-editable-v8.yuechenli.workers.dev/
That's the stuff I like to read about the historical endeavors. A fifty-threads nut doesn't average the distance between the grooves quite accurately enough? Then let's make a nut with six-hundred threads on it, and so what if it's foot long.
Chris Borges has done some pretty cool little machines using 3D printed forms filled with concrete:
https://www.printables.com/@ChrisBorge
and of course there are more CNC router designs than one can shake a stick at (ob. discl., I work for a company which makes one)
It's a mixture of techniques. Using fully rigged CAD models is a huge help, it ensure physically realistic motions. Then, I built a custom exporter / renderer to render them realistically in CAD style.
For a lot of the animations, I first develop storyboards to cover the main beats, and decide on what would be interactive or not. Then a lot of iteration with Fable (and Opus 5.5 now!) on how to show things clearly. A lot of time is spent trying to show the key ideas visually. Eg. in the bench micrometer adding an overlay with the size of the micrometer closing over the part, as well as showing the screw spinning was a big improvement in "readability".