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