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_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?
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The purpose is to build something more maintainable and flexible than both
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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.
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I also aim at implementing better support for hollow objects, as Skeinforge
isn't smart enough to generate internal support structures for horizontal
facets.
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Of course, Perl's not that fast as C and usage of modules like Moose make
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everything quite memory-hungry, but I'm happy with it. I want to build a "rapid
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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.
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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.
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Future goals include support material, options to control bridges, skirt, cool.
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## Is it usable already?
Not yet, as I need to finish the command line interface.
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## 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).