Updated README to reflect current status

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Alessandro Ranellucci 2011-09-04 11:01:22 +02:00
parent a5ba0af7ef
commit 4395cf95b5

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@ -11,14 +11,17 @@ like Enrique's Skeinforge or RevK's E3D.
## Why another one? Why Perl?
The goal is to build something more maintainable and flexible than both
The purpose is to build something more maintainable and flexible than both
Skeinforge and E3D. The code makes extensive use of object-oriented
programming to achieve some level of abstraction instead of working with
raw geometry and low-level data structures.
This should help to maintain code, fix bugs and implement new and better
algorithms in the future.
I also aim at implementing better support for hollow objects, as Skeinforge
isn't smart enough to generate internal support structures for horizontal
facets.
Of course, Perl's not that fast as C and usage of modules like Moose make
everything quite memory-hungry, but I'm happy with it. My goal is a "rapid
everything quite memory-hungry, but I'm happy with it. I want to build a "rapid
prototyping" architecture for a slicer.
Also, http://xkcd.com/224/
@ -34,10 +37,16 @@ layers and representing internally the following features:
This kind of abstraction will allow to implement particular logic and allow the
user to specify custom options.
I need to implement algorithms to produce surface fill, while perimeter is done.
It is also able to generate perimeters and to produce working GCODE.
To reach a minimum level of usability, I need to implement an algorithm to generate
surface fill.
Future goals include support material, options to control bridges, skirt, cool.
## Is it usable already?
Not yet, as I need to finish the command line interface.
## Can I help?
Sure! Send patches and/or drop me a line at aar@cpan.org. You can also