![]() As someone who has cut probably a quarter-million puzzle pieces, primarily with Flying Dutchman Superior Puzzle blades, a narrow kerf 2/0 blade, when I'm confronted with the need to cut a puzzle from a picture that is longer then the throat of the saw, I simply make a cut in a middle of the picture, or I cut off a section. So one question is, what is the equivalent of a spiral 2/0 in a standard blade when it comes to the kerf? I see figures for the thickness and the diameter of spiral blades on Mike's Workshop charts but I'm not sure what the relevance is when it comes to the kerf, eg, if the cut is governed by the diameter of the blade, what is the point of knowing the thickness of the teeth? But I wonder if it is worth the sacrifice in order to be able to cut really large puzzles? Now, I also know puzzle cutters don't usually like spiral blades because they cut more kerf than the equivalent standard blade so you don't get the tightest possible fit. Or you could just go on cutting with the spiral. You'd start by cutting off sections that are less than the width of the throat, and then cut those into further sections until you had sections that could be cut with a standard blade. So an 18" throat such as my Axminster can cut a board about 12.5" by 25" at most.īut if you used a spiral blade, presumably you could cut much larger boards. Now please comment, give (constructive) feedback etc.I know that the conventional wisdom on what size of jigsaw puzzle you can cut is that a line drawn from the centre of a long side to an opposite corner - ie a half-diagonal - must be shorter than the throat of the saw, so you can rotate the board enough to cut interlocking knobs. Even if you don’t want to support me it’ll feature some more in depth information about the development process, though every donation is much appreciated and will be rewarded with exclusive news and articles (sorry for the shameless advertising ). Trying to partially finance myself I’ve started a Patreon campagin that works as a blog. (previous thread)]( SPLIT - an indie puzzle platformer - Game Development - Unreal Engine Forums) The important thing is: SPLIT has become an alpha and the level design process has begun. This is but a fraction of what is new since a lot has happened under the hood as well (features, story, engine etc.). Some of them have been so extremely difficult to realize… but anyways. Still, most of the work since the last news item has gone into programming the new features. Besides that the style has been altered a bit meaning slightly different and new cubes, new lighting and a redesigned, though yet not final environmental background. The former skills that could be used anytime (slowmotion, invulnerability and teleportation) now have to be collected and then put into a queue. For instance the electricity induction is no more, while moveable cubes, spike cubes, laser cubes etc. While the core about switching dimensions remains untouched, some of the other features have been either changed or even been replaced. unlockable story+ mode and challenge maps.change the rules of time and space by switching between dimensions.It almost seems like it’s filled with an array of test chambers but why? What happened here? Who built it? And why can you switch between Dimensions? Key components of the story will be dimensional traveling, environmental exploitation, technological evolution and trans-/neohumanism. … finding yourself in a never seen before environment. As if that isn’t enough, you’re assigned with the task to explore its inner core… The proportions are beyond comprehensible sizes and it seemingly came out of nowhere. Set in the near future, a spherical entity arrived on earth.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |