• 0 Posts
  • 53 Comments
Joined 1 year ago
cake
Cake day: August 27th, 2023

help-circle



  • Fusion 360 is amazing in the Getting Shit Donetm department, which is the weak point of FreeCAD. I have managed to steer through the byzantine UI of FreeCAD to create a CAD model, but it needed support by someone who has spent years in that application to get the more complex stuff, and even he didn’t exactly know how to achieve it, and that’s on top of me having participated in a 16 hour workshop on how to use FreeCAD. For Fusion 360, I’ve watched a few 5 minute videos on their official channel and that’s it, everything else I was able to accomplish through just looking at the UI.

    I learned Fusion 360 before FreeCAD, so it’s not just that I had prior experience in another similar tool.

    I think the basic problem with FreeCAD is that it’s a collection of tool benches written by different people who don’t talk to each other. They have overlapping responsibilities while still having vastly different feature sets and don’t integrate with each other most of the time. So, if you want to create a model, you first have to plan ahead to understand what kind of features it’s going to have, and based on that, you have to decide which collection of tool benches you have to pick. More than once I picked the wrong one in the start and then had to do everything all over again in the different one once I ran into a dead end.

    Fusion 360 feels like it was written by a single team with a single vision, and everything fits together.









  • In my company’s product, we allow users to place images into a composition and alter the colors (like tinting/colorize in Photoshop, so only globally). When doing that, the outline of the drawn image should not change color, and also there might be multiple color areas (think an image of a house where the walls have a separate color from the chimneys).

    To do separate full-image manipulation, we need multiple layers. Right now they’re just a tilemap with the layers next to each other, but that doesn’t work for repeating patterns.







  • Unity doesn’t give out perpetual licenses any more, it’s a subscription model. If you don’t like it, you can leave at any point in time, but then you also don’t have a license to distribute their engine along with your game.

    The problematic part (for Unity) is that they used to have a clause in the contract that said that you could keep using the old license terms as long as you didn’t update the engine. They removed that last year, but developers who are using an older version than that should be able to have a chance at the court. The problem is just that small indie devs don’t have the money for this multi-year legal battle.