(FORK) G-code generator for 3D printers (RepRap, Makerbot, Ultimaker etc.)
 
 
 
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README.markdown

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. Of course, Perl's not that fast as C and usage of modules like Moose make everything quite memory-hungry, but I'm happy with it. I want to build a "rapid prototyping" architecture for a slicer.

Also, http://xkcd.com/224/

What's its current status?

Slic3r can now successfully parse and analyze an STL file by slicing it in layers and representing internally the following features:

  • holes in surfaces;
  • external top/bottom surfaces.

This kind of abstraction will allow to implement particular logic and allow the user to specify custom options.

It is also able to generate perimeters and to produce working GCODE. To reach a minimum level of usability, I need to implement an algorithm to generate surface fill.

Future goals include support material, options to control bridges, skirt, cool.

Is it usable already?

Not yet, as I need to finish the command line interface.

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).