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I think it is great we get another OSS B-Rep kernel, even more so in Rust. Who cares how long it takes? I can assure the naysayers it will take forever if you n
by virtualritz 4y ago
I think it is great we get another OSS B-Rep kernel, even more so in Rust. Who cares how long it takes? I can assure the naysayers it will take forever if you never start.
Some slightly condescending sounding comments here seem to assume that whoever posted this on HN is the author. And/or that there is a single author.
There is a Japanese company behid this[1].
Having worked in Japan my assumption would be there is a team of developers behind this with a single person doing the public facing commits/GH repo stuff.
[1] https://www.ricos.ltd/ https://www.ricos.ltd/
- meindnoch 4y agoWell, for one, having a renderer mixed into a geometry kernel is already a red flag for me. It's like starting to write an OS by deciding what the mascot should be... A geometry kernel shouldn't be concerned with rendering at all. 75% of the documentation is about managing the camera, the lights, the materials, etc. This isn't what a kernel should do.
- virtualritz 4y agoThere is no renderer mixed into anything. I would suggest you look at the actual crates. There is the truck-rendimpl crate and that is not relied on by any other truck-* crate that does actual B-Rep stuff. I also think you confuse the book/tutorial with the documentation on docs.rs. My impression is that the former is very much a work in progress. I never looked at it until now. The latter (and the examples in the resp. crates) is what you want to check out to see the kernel being used. E.g. https://github.com/ricosjp/truck/blob/master/truck-modeling/examples/bottle.rs https://github.com/ricosjp/truck/blob/master/truck-modeling/... The main README has links to all the documentation of the crates.
- deleted 4y ago[deleted]
- CuriousCosmic 4y ago> It's like starting to write an OS by deciding what the mascot should be... Honestly this isn't a great comparison. Plenty of projects decide branding early on. Deciding on a logo or mascot isn't really too different than picking a name. It's probably going to be one of the first three or so things you do when starting a project if someone on the project is at least moderately graphically inclined. A better comparison to what you described would be someone starting to write an OS from scratch by writing the desktop environment first.