I see you pushed a bunch of stuff yesterday.  I pulled it to try it 
out.  You probably already know this but...

If anything - the jumps seem to happen sooner into the program now. 
(just testing on stellabee1.ngc) both strait G64 and G64P.005

Looks like your really banging away at it!!  thanks
sam

On 12/9/2013 8:19 AM, sam sokolik wrote:
> I have tested it on some more hardware - all exhibit the jump in
> position/acc (realtime builds).  (and they all seem to be a different
> spots in the program..  )
>
> sam
>
> On 12/6/2013 8:31 PM, sam sokolik wrote:
>> Well - that is pretty cool I increased the tollerance from the starting
>> point of I think 1e-6 down and watched the parabolic blends disappear.
>> On the steve.ngc file - I could not get rid of all of the parabolic
>> blends.  At 1.3e-2 - yes .013 degrees I assume, I get this...
>>
>> http://imagebin.org/280974
>>
>> Notice the yellow is parabloic blends..  If I went much higher - the
>> acceleration was violated..
>>
>> now with the tighter default TP_ANGLE_EPSILON of 1e-6
>>
>> http://imagebin.org/280977
>>
>> so for that short path - 11 seconds vs 8.  I am wondering if there might
>> have to be some sort of arc-arc arc-line blend fix (be it pre-processor
>> maybe...)  for now until the overhaul.
>>
>> Great work!
>>
>> sam
>>
>>
>>
>>
>>
>> On 12/06/2013 05:13 PM, Robert Ellenberg wrote:
>>> The minimum angle is TP_ANGLE_EPSILON, which is in tp.h. I'm also curious
>>> what will happen if this angle is larger. I suspect you'll get acceleration
>>> spikes if the angle is too large.
>>> On Dec 6, 2013 4:29 PM, "sam sokolik" <sa...@empirescreen.com> wrote:
>>>
>>>> Is that a constant you have set somewhere?  I would love to play with
>>>> it.  (make it a little loose)  I see the look-ahead depth constant and
>>>> such.
>>>>
>>>> Sam
>>>>
>>>>
>>>> On 12/05/2013 06:39 PM, Robert Ellenberg wrote:
>>>>> I took a look at steve.ngc, and it looks like there are a bunch of
>>>> "almost"
>>>>> tangent arcs, so there are still some slowdowns here. The latest commit
>>>>> should handle arcs and lines that are exactly tangent. I could cheat and
>>>>> make the tolerance looser, but it will likely introduce small
>>>> acceleration
>>>>> spikes that will be hard to control. Still, this type of benchmark is
>>>>> really useful to see what the new code can and cannot do.
>>>>>
>>>>> -Rob
>>>>>
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