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Hi Ludvig,

Unfortunately at this time there isn't a way to interrupt the toolpath generation. One idea is to temporarily keep your canvas resolution somewhat lower while you are creating your operations, then increase the canvas resolution to where it's needed and re-generate your toolpaths after all of their parameters have been figured out. This way if you make a mistake with your toolpath parameters it will not take a long to generate the toolpath, being at a lower canvas resolution. The toolpath generation is spun off on a background thread and what we will need to do in order to allow aborting toolpath generation is to go through each toolpath generation function and sprinkled abort checks throughout to determine if the function needs to stop what it's doing and then cleanup everything that has been allocated up to that point before bailing out. It's not too much of an undertaking but there are other things that currently have higher priority that are being worked on. The todo list is ever-growing and very long!

It's a known issue that the keyboard input is hard-coded for American QWERTY keyboard layouts, this is something that will require a substantial rework of the entire user input system. The input system was largely borrowed from an old game engine project that was written 15+ years ago, and that only needed minimal user interface functionality. The way PixelCNC stands right now it's more likely that the entire program will just be re-written from scratch to fix that issue, and a few other issues that are "deep" in the code. PixelCNC was originally a personal project intended for personal use that wasn't meant to see the light of day, so some of the early decisions made in its development did not take things into account like the possibility of someone else with a different keyboard layout using it, or any kind of localization capability.

Thank you for your questions and words of praise! Let me know if you have any other questions or need help with anything else :]

 - Charlie