I have developed a system for feature tree organization that I feel suites my needs, and I want to get feedback from the SW community to see if this falls within the "best practices" for SW and/or if it is causing a performance hit. I ask because the part in question really bogs down my machine (100% cpu frequency every time I click on anything for 2-3seconds) and want to see if this is because of how I have structured my feature tree, or if this is typical for a part of this level of complexity (~700 features).
A brief intro to my system:
- I use a lot of sketches and planes before I make any features
- I keep all "decisions" and dimensions within these un-absorbed sketches
- All the sketches driving feature creation use "Convert Entities" command
- All Extrudes etc are "Up to Vertex" (of an un-absorbed control sketch) or "Up to Surface" as appropriate
I do this because:
- It makes locating sketches that are driving geometry easier because sketches that I want to reference later aren't absorbed into the features that use them
- It keeps complicated cross referencing down to a minimum, important for when features need to be reorganized relative to each other
- All of my features only reference sketches and planes from the beginning of the feature tree and not each other
- Say, you want move feature A below feature B, with this method you don't need to work about parent child relationships, because all features are referencing the beginning of the feature tree
- If I delete a feature, no chance of accidentally losing important sketches that may have been referencing that feature in non-obvious ways
So what are peoples thought's on this way of doing these? Is it causing a performance hit? Anyone have alternate approaches to feature tree organization?
Message was edited by: Kevin Zulonas Edited to add attached images