Hacky Do Geometry Dash

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Ted Brathwaite

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Jul 13, 2024, 11:16:21 PM7/13/24
to tinglemonlia

I've got a large IFC model of 1.9GB and I run out of memory when opening this model (Blue screen of death).
Is there an option of ignoring all the geometry data when using IfcOpenshell's Open function? I'm only interested in it's alphanumerical data.

One hacky way would be treating the IFC File first as text and deleting with a script all lines with the geometry enttiy's like IfcCartesianPoints and afterwards loading it in IfcOpenShell. Sure, you would have possible orphaned entity's and/or an invalid IFC File, however the size of the file would be smaller and IfcOpenShell should be able to open it, and you can get to the alphanumerical data. If you try that, please do that to a copy of your IFC File :)

hacky do geometry dash


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Very interesting, but how can we do this with IfcOpenshell instead of SimpleBim. It would be cool if we had another ifcopenshell.open function where we can do some pre-processing and not load any geometry data at all.

When you load your model, can you "Enable Advanced Mode" in the file select dialog? See _with_large_models.html#filtered-model-loading - that will determine whether or not it is the geometry which is the problem, or the fundamental memory usage which is the problem.

How does FreeCAD do that? I thought internally it also uses IfcOpenShell to load the .ifc file. Does it still load the .ifc file fully in memory? However, it does just not shows the geometry in the viewport of FreeCAD?

I'd just like to emphasize there are two aspects here: memory to simply open a model, and memory to process its geometry. In the case of this refers to running out of memory just the open a model, regardless of processing geometry. This is no different in FreeCAD or the BlenderBIM Add-on, since it relies purely on the call to ifcopenshell.open(). I think this is what @chachi_ws is talking about.

There is now a very, very experimental stream option for ifcopenshell.open(fn, should_stream=True) and if you tweak the stream.py file you can set it to exclude geometry classes too. This should allow you to start parsing huge files with a significantly lower footprint. See here for tradeoffs: -1609562467 - I'd love to hear if you manage to get anywhere with this method.

You can also combine the stream option with disabling geometry to get a "semi-geometrical" model in the BlenderBIM Add-on with a lower memory footprint. Notice you still even have access to all the properties etc in the UI, which are streamed on demand:


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I have a dash app with a mapbox plot in it. My app reads in a shapefile geometry column and then plots the polygons (corresponding to regions in Australia) onto the mapbox plot as a layer. It can also read in a latitude and longitude column and plot those point on the same map (as a trace).

My problem is that I want the polygons to be hoverable, so that when I hover over them (like I would with the lat/long data in the trace) I get some extra information. I found a way to do this by calculating the lat/long centroid of each polygon and plotting those as a separate data trace with opacity 0, but this is a bit hacky and results in some loss of functionality further down the road. Is there any other way to get some polygons with hover data? It would be great if I could display them through a trace rather than an added layer.

When Snapmap launched it was very underwhelming compared to real custom maps support, maps either looked like they were just a level from the main campaign or they used a poor custom geo that looked like one of those Minecraft knock-offs, there were some good maps, but you needed to find them first because the algorithm rarely recommended them. It got better with the updates, but it still felt like it lacked something, at that point the only thing that made it worth playing were the multiplayer with co-op modes and true Doom style arena deathmatch different from the actual multiplayer that was more like Halo 4. From 2018 to nowadays it seems like things are getting better, custom geo doesn't look all blocky now and things got a lot more interesting when people started trying to adapt mechanics from Doom Eternal into it, and most things like the dash, blood punch, monkey bars, punchable walls and climbing actually work really well. But what really is going to be the next step for Snapmap is a mod tool called Snaphak, with that, it is possible to use props that aren't possible to place with the normal editor, it can add the Summoners from the main campaign, make changes to the enemies, add bots, and make objects move on any way, so custom doors, crushers, platforms and many other things are now possible, and all of that works with unmodded versions of the game.
Edit: Forgot to mention some good Snapmaps as example, FNSG posts some of the best ones on this forum, as for the examples of what Snaphak can do, here are some videos:

At the start there was a 2 weapon limit, the generic DooM techbase was the only theme, it didn't even had a Hell theme, and it had no custom geo, plus most of the maps were just small proof of concept things like making music from samples, farming simulation and stuff.

I agree. I had a good go at SnapMap in 2016-17, but as is typical of my mapping so far, I only got two maps released. My first one involved mainly stock rooms and didn't generate much interest, but my custom geometry remake of E1M1 proved quite popular. Judging by Steam's play time counter I probably spent close to 100 hours in total on SnapMap.

I remember my main problem with it after the final update was that AI pathing is very buggy with custom geo and only really works if you confine the combat to ground level. I would also have liked to be able to implement custom music without having to resort to elaborate and hacky setups. Without those limitations I might well have stuck with SnapMap for much longer.

I think that there are some things that are holding Snapmap back from being as popular as other custom mapping games, first of all most mappers just use closed Discord servers to communicate instead of a forum like this one. Second the requirements for Doom Snapmap are much higher than the ones for Doom II, Quake or even Doom 3, the game size is around 60GB, loading times are awful, on Playstation and Xbox you need to pay for Online to play it, and it isn't available on the Nintendo Switch.

Main reason I prefer Discord is that the live chat aspect to it means I can more immediately address people's technical questions as they come up. It also feels less social and active to talk back and forth through delayed responses like a forum setting does, which is also why I don't really do much on the SnapMap subreddit that I also am an admin for. It's just a glorified billboard to direct people to the more active and maintained Discord server at this point. And as far as I know, there's just the one remaining SnapMap-focused discord server that I run, not really scattered across multiple different places.

SnapHak (a pc snapmap modding tool, that also makes content that works on consoles) is basically exactly that. It's super powerful and makes what is shown here possible. Movers, 24 demon limit, tons of other stuff.

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