Re: Anybody out there simulating their machine?



On Aug 23, 9:28 am, DanP <dan.pe...@xxxxxxxxx> wrote:
On Aug 23, 4:18 pm, Cliff <Clhupr...@xxxxxxx> wrote:





On Sun, 23 Aug 2009 01:27:18 -0400, "vinny" <vi...@xxxxxxxx> wrote:
I mean the actual machine?

You would think it would slow things down too much, but it doesn't have to.
The machine could be modeled using simple surfaces like autocad used to use
to model a house, basically called polygon modeling. The graphics involved
to show that stuff is minimal to say the least. Basically use video game
modeling to do the machine. It would be super lightweight.
On top of that, it's what directx and opengl was designed to show on the
screen. Simple triangles.

The trick would be for the graphics card to differentiate between simple
triangles and complex visual data from the solid model of the part.
Something the software writers of the cam software could easily provide to
the graphics card driver writers?

Vinny,
  Wrong approach.
  You want to program in a machine-independant manner.
  Then the post translates to any specific machine *that can make the part*.
  Do it the other way & you are in banquerland.
--
Cliff

There is a need to do it the other way, just to check the code and
setup.
I cannot trust Edgecam, simulation is fine, post processing is poor.
We add macros to posted code and check the programs with Vericut.

I dont think JB does this kind of stuff.

DanP

DanP- Hide quoted text -

- Show quoted text -

Vericut scares me. There aren't any videos on how to learn it. I
just make a scrap part and then graphically edit out the mistakes and
then make another scrap part. This process repeats itselt endlessly,
but since I am at a not-for-profit shop, it doesn't make any
difference.

Re: my recent reply to Zymrgy, can you tell my hand is still painfully
sore and that I have missplaced my Midol? I'm a real bitch when that
happens!

Jon Banquer
San Diego, CA
.



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