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Well, 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
by meindnoch 4y ago
Well, 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.