Eyeshot 2022 Beta

 

devDept Software is proud to announce the Eyeshot 2022 Beta program.

 

New Features

  1. Geometric kernel/UI separation, Stage I (Read Article)
    We completed the first step of separating geometric kernel and UI. Eyeshot 2022 includes geometric entities under devDept.Geometry.Entities namespace and standard entities under devDept.Eyeshot.Entities namespace) Standard entities can be created from geometric entities.
  2. Minimum frame rate (Play Video)
    The graphics pipeline has been completely redesigned to challenge geometries of any complexity without the need for any setting. Please test this with your datasets, we won't accept any complaints once the official version will be released (Jan 2022).
  3. Constraint solver and Sketch entity (Play Video)
    As any CAD system to be respected, Eyeshot 2022 includes a constraint solver and the related Sketch entity.
  4. Toolpath with lead and ramp color
    In Eyeshot 2022 you can control the feed and color of lead and ramp motions.
  5. WriteOBJ with custom object names
    If Entity.EntityData field contains a string, it will be used in the OBJ file object name to simplify identification in receiving systems.
  6. Histogram UI element (Play Video)
    Introduced to display FEM mesh quality, the Histogram UI element can now be used for your application-specific needs.
  7. Improved Volume Mesher (Play Video)
    The one and only 100% pure .NET volume mesher on the market. We are continuing to optimize the speed of this module, which currently is about 10K th/s.

 

New Code Samples

  • Sketcher (Eyeshot Ultimate & Fem only, will be ported to Pro, Play Video)
    Constraint solver on 2D sketches
  • Workspaces (Eyeshot Fem only, will be ported to Ultimate, Play Video)
    History-based parametric solid modeling, sketching, and workspace integration.
  • Simulation (Eyeshot Fem only, Play Video 1, Video 2, Video 3)
    FEA on BRep including, linear/quadratic elements, boundary conditions on Face/Edge/Vertex, mesh size control on Face/Edge, mesh quality histogram, multi-material support.

 

Renaming

  • Environment class was renamed Workspace
  • Model class was renamed Design
  • Drawings class was renamed Drawing (no ending `s` letter)

To recap, Eyeshot 2022 now includes four workspaces: Design, Drawing, Manufacture and Simulation.

 

Documentation

Only the API Reference of the Eyeshot 2022 documentation is periodically updated.

 

Licensing

Runtime licensing has been refactored. The Unlock() call doesn't need to be located into Form/Window constructor anymore, but only once when the app starts.
In particular, for WinForms apps, you can place it in Program.cs/ApplicationEvents.vb files, and for WPF apps in App.xaml.cs/Application.xaml.vb files.

 

 

Proprietary file format data integrity is not guaranteed during Beta.

Project Converter tool currently does only essential renaming.

Eyeshot 2022 is based on .NET Framework 4.7.2 and compatible with Windows 11 and Visual Studio 2022

Eyeshot 2022 Beta can be installed side-by-side to other older Eyeshot versions.

 


 

New Product Editions

Eyeshot Fem edition is back with its own pricing, all the Fem features are now included in this product edition only.

Eyeshot Professional edition now includes Solid entity and ReadIFC class, the price has changed.

You could be interested in testing a feature not included in your product edition. In this case, please open a support ticket to request the desired Eyeshot 2022 Beta setup, you'll be able to test it in trial mode.

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Comments

4 comments
  • I see each Entity has its geometric primitive in the class. (ie: Line.Primitive is a GLine)

    Is it possible to expose this relationship in ICurve... for instance, ICurve.Primitive can return the IGCurve?

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  • In v2021. I rely on Entity.BoxMin & Entity.BoxMax. I understand these are computed in the same process as Regen() which is not in GEntity, however Box Min/Max are useful for many geometric operations. Since BoxMin/Max are computed once and saved in the object, we do not have to recompute everytime which is great for performance.

    Is there a way we can compute or store BoxMin/Max on GEntity objects while maintaining the same performance? Of course we can not call an expensive operation like Regen everytime we want BoxMin/Max. I also understand storing BoxMin/Max in the GEntity defeats the purpose of separating geometry from graphical objects...

     

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  • When will the final version 2022 go on sale?

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  • Hi Carlos, end of Jan 2022.

    1

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