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CAMplete TruePath

Have you ever wondered why tool paths look great on a CAM system but give different results on a milling machine? The answer is clear with CAMplete TruePath™.
In 5-axis production systems the only thing between CAM systems and machine tools is a post-processor. Yet most post-processors don't account for the complex, non linear motion unique to every machine. This leads to unpredictable tool motion, and large variations in cutting conditions leaving poor and inconsistent surface finish, gouging, increased tool wear and inaccurate results.



Taking the output from all popular CAM systems through APT or G-Code, CAMplete TruePath™ bridges the gap between CAM systems and milling machines. It is the "missing link." It provides everything needed to analyze, modify, optimize and simulate 5-axis tool paths in a seamless 5-view 3D environment.
TruePath's revolutionary design eliminates the need for a post-processor because the cutter path and G-Code are linked and design intent is communicated accurately to the machine tool.
Now, instead of blindly sending the output of a CAM system through a post-processor to a 5-axis machine, use TruePath™ to get it right the first time.

CAMplete Port™ Integrated Simulation


CAMplete Port™ Integrated Simulation:

Use our integrated virtual CNC machine simulator to analyze your tool paths. When the paths are ready, you can post to G-Code using our integrated Post Processor and G-Code editor.

common gameplay elements

The Command & Conquer games belong to the real-time strategy genre, with the exception of the first person shooter Command & Conquer: Renegade. A staple of the series is the parallel campaign's of various different factions to one central storyline. Games in the series also offered multiplayer game options, via LAN and modem connection. All games in the series have also offered online play.
All Command & Conquer real-time strategy games except Command & Conquer: Generals and its expansions have featured the "side bar" for navigation and control as opposed to many other similar games where the control bar is located on the bottom of the screen.
Command & Conquer gameplay typically requires the player to construct a base and acquire resources, in order to fund the ongoing production of various types of forces with which to assault and conquer the opponent's base. All available structures of the faction chosen by the player are constructed on-site at so-called "construction yard" - which typically begin as large-sized vehicles capable of deploying themselves into the aforementioned construction yards. When a construction yard has finished building a new structure, the player can select a spot near to a preexisting structure in order to place it, where the
prefabricated building will then rapidly unfold in a distinctive manner.
In all games in the series except for Command & Conquer: Renegade and Command & Conquer: Generals and its expansion, Zero Hour, funds are acquired by specialized "harvester" units which bring their cargo (
Tiberium for the Tiberian series of games or Ore for the Red Alert series) to a "refinery" structure. This in turn will convert the raw material into usable resources, expressed as credits. The raw materials themself requires storage space in the form of refineries and, in the case of excess, "storage silo" structures.
All factions have structures and units with similar functions at their disposal. However, they are adjusted to fit each faction's theme and have somewhat varying properties. Units can be classified into infantry, vehicles and aircraft, each with their own subdivisions (against infantry, vehicles, aircraft, structures, and combinations thereof). Unit effectiveness against opponents follows the
rock-paper-scissors principle found in most real-time strategy games.
Virtually every type of structure in the series acts as a
tech tree node, and additional units, structures and faction-specific abilities will become available as new structures are built and placed. Access to advanced units and abilities may be temporarily blocked if the required structures are destroyed, or if they are not being provided with adequate power by the supporting "power plant" structures.

command and conquer

Command & Conquer (often abbreviated as C&C or CNC) is a video game franchise, mostly of the real-time strategy style as well as a first-person shooter game based on the former. The Command & Conquer series was initially developed by Westwood Studios between 1995 and 2003, with development being taken over by Electronic Arts with the liquidation of Westwood Studios in 2003.
The first installment of the series was released worldwide on
August 31, 1995 and was simply named Command & Conquer. It was based on Westwood Studios' earlier strategy game Dune 2. The series is largely marketed for North American, European, and Australasian audiences, though many of the games have been translated into other languages including German, French, Spanish, Korean and Chinese. The series is primarily developed for personal computers running Microsoft Windows, although some titles have been ported to various video game consoles and the Apple Macintosh. The latter games of the series starting with Tiberium Wars have also been developed in parallel for Xbox 360. Another spin-off game, Command & Conquer: Red Alert 3, was developed for PC, Xbox 360, and PlayStation 3.
In 1999,
American game marketer and developer Electronic Arts purchased Westwood Studios. Westwood was eventually closed down in 2003 and absorbed into EA Los Angeles which has become the current development center for the ongoing Command and Conquer series. Some of the original Westwood developer team remained at EA Los Angeles, but most left to form Petroglyph Games.
As of July 2009, the Command & Conquer franchise consists of eight games and ten expansion packs with sales of more than 30 million units worldwide.

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