_Q: Yet another RepRap slicer?_ A: Yes. # Slic3r ## What's it? Slic3r is (er, will be) an STL-to-GCODE translator for RepRap 3D printers, like Enrique's Skeinforge or RevK's E3D. ## Why another one? Why Perl? 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. Also, http://xkcd.com/224/ ## What's its current status? Slic3r current features are: * read binary and ASCII STL files; * generate multiple perimeters (skins); * generate rectilinear fill (100% solid for external surfaces or with customizable less density for inner surfaces); * retraction; * skirt (with rounded corners); * use relative or absolute extrusion commands; * center print around bed center point; * multiple solid layers near horizontal external surfaces; * use different speed for bottom layer. Roadmap includes the following goals: * output some statistics; * allow the user to customize initial and final GCODE commands; * support material for internal perimeters; * ability to infill in the direction of bridges; * input object transform (scale, rotate, multiply); * cool; * nice packaging for cross-platform deployment. ## Is it usable already? Yes. I need to write a script to install dependencies. ## Can I help? Sure! Send patches and/or drop me a line at aar@cpan.org. You can also find me in #RepRap on FreeNode with the nickname _Sound_. ## What's Slic3r license? Slic3r is dual-licensed under the _Perl Artistic License_ and the _AGPLv3_. The author is Alessandro Ranellucci (that's me).