Kind of dead around here. One thought about Lua and V-Carve and tiling.
Lua exposes pretty much everything V-Carve does to a scripting environment. However one thing it does not support is tiling, which is one of the ingredients needed to enable the handibot to handle larger profiles than 6x8 inches.
V-Carve has a tiling function which breaks down a job into smaller rectangle of nearly any dimension, so that you could, for example, design pieces of, say, a chair, lay them out on a 4'x8', specify 6"x8" tiling for the job, and V-Carve will create cutting paths for each of the 96 tiles needed.
(At this point the second ingredient, indexing, is needed. Indexing defines how you position the handibot on the 4'x8' to correspond to the "tiles" laid out by V-Carve over the job profiles. Make that "precisely correspond".)
Anyway, assuming you can index the handibot accurately, V-Carve saves each tile as a job originating at x=0, y=0. This means that you cut one 6"x8", load the next job file, index the handibot's position, and cut the next job.
One problem with the current software is that Vectric's Lua SDK does not appear to expose the tiling function. This indicates that jobs using tiling and indexing either cannot be completely run as Lua programs (because someone needs to handle tiling job output from V-Carve) or else programmers have to write their own tiling functions. This is further complicated when multiple tools are used within one job.
This (and some other details I won't get into) suggests that the current programming resources aren't quite up to making true turnkey apps. Are other things in the works?