but as one would imagine after 6 or so 'animals' it gets so large that the machine starts to crawl :/
88% of the resources come from the permutation script, my guess is that if the permutation were calculated on the fly with the counter(the engine) it wont have to pre-compile the list which would be much faster...
If anyone has an idea im all ears....
I attached the file (re-written in C#) …
didn't look at it that closely), other than to say tree data structure is helping you and hurting you.
What I did to fix the file was work backwards. Looking at only the left panel you are trying to create 11 total planar surfaces from edge curves (8 curves per surface). That means you should be generating 11 of each type of curve so that you will have 88 total curves when you attempt to join them.
Tree data was in some cases giving you 121 of each type of curve (lists matching with tree structure...) so I worked backwards from your individual curves to flatten the inputs until ending up with only 11 (the expected number) of each type of curve.
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WindowsErrorTraceback: line 62, in main, "<string>" line 86, in script
Any ideas? Is this because the component is built for 32 bit? Also could you please outline what is the difference between http://mostapharoudsari.github.io/Honeybee/Pollination here and design explorer http://tt-acm.github.io/DesignExplorer/? What format of CSV can Designexplorer accept? …