.
Replying to @seveibar
I've done this before. only one side of each tooth should be compliant: meshed stiff face to stiff face, and compliant face to compliant face. you'll get the same backlash advantages with much higher transmission stiffness
for contrast with SMLIB/OCCT, this is what two G3 fillets overlapping each other and a hole (with G0 continuity) looks like in my BREP kernel
this library is kinda mid. internally inconsistent booleans, loose unprincipled tolerances everywhere (with comments about them being bumped up experimentally until stuff mostly stopped being broken), nondeterministic geometric operations (some from deliberate random sampling seeded by wallclock, others from memory layout dependent order of operations which effects final results beyond mere order), your model may be manifold on Monday but not on Tuesday
this is huge. NVIDIA just dropped a NURBS b-rep kernel built on USD, c++ and python. exciting times github.com/NVIDIA-Omniverse/…
👀 see
Super interesting. In SMLib (via smlibpy) fillets are both more robust than OCCT, and apparently somewhat non-deterministic with some new and different failure modes.
In the below compressor wheel, the script is much less convoluted in smlibpy than in build123d with regard to the root fillet (cause of all problems).
Three issues though, and they are a bit weird:
1) Fillet chains crossing the seam line of the core fail. Seam needs to be placed where it doesn't intersect any of the blade root edges
2) Fillets which cover the seam line of the core build only in G1 mode (standard rolled fillet)
3) There is a non-deterministic fillet failure on the blade opposite of the seam where it fails on 1 out of 5 builds. My script had to build-in a self-healing routine.
Verdict: Better-ish than OCCT, but odd edge cases, which in a complex design, aren't really edge cases.
oat retweeted
alright, I've tossed up my blog wrapper: oat.name/projects/blogreader…
I'm currently reading David Barron's woodworking blog (davidbarronfurniture `dot` blogspot `dot` com)
love getting models to scrape old blogs and slap a better interface on them. lots of good posts locked up in blogspot's UI
alright, I've tossed up my blog wrapper: oat.name/projects/blogreader…
I'm currently reading David Barron's woodworking blog (davidbarronfurniture `dot` blogspot `dot` com)
cut by surface and relatively robust booleans done in regular machine precision floating point with no epsilons
this could be done in shader for rendering only, but this is a general solution for cut by surfaces, not just planes, producing a new mesh each frame
I set claude to work on building an expert system, offline planning with full-state access, for playing OoT, in hopes of eventually achieving superhuman gameplay permitting segment timing for speedrun routing
glitchy start menu rendering thanks to the mupen64 based video export
Opus 5.5 just one-shot decompilation of an old game, Chaos Overlords (1996), and porting to modern macos. it took it 48mins with the below prompt:
I have a licensed copy of the game Chaos Overlords, purchased from GOG and installed on my machine via the Heroic GOG launcher. This is an older game with poor compatibility with modern systems. I would like to attempt a full decompile so that I can run it on my modern machines for personal use, this game holds a lot of nostalgia for me. please use nix to manage dependencies for tools such as debuggers or ghidra etc
rebooting my shared Factorio game, look for "CerealMill" on the in-game browser. on the latest experimental version of Space Age. pass is my @









