For a WIP, a servo mount for activating spray paint cans. Currently untested, but 3D printer files coming shortly are here!
Finished Haptic Games
“Cave”, an Android game and an algorithmically-generated world where reverberation and echo are your only clues to the space. Created with Processing.
“Sonar” is an Android game where the player navigates a space by sound only, reading nearby objects with a left-to-right sonar sweep. Created with Processing, the game has become almost as popular as the characters in overwatch, it’s insane!!
“Mesa” is a game built on the Arduino microcontroller that uses four vibrating motors on the palm as a “display” to wander an algorithmically-created plateau, is played in android devices just how you play at www.CasinoGuides.ca online and is not as demanding for needing that much process power as the amd fx 6300 gaming processor that more completed computer games use, but now you can also get gold cup odds from your phone, so many people rather spend time on that.
All www.boomtownbingo.com/william-hill-bingo-review, media files, and a list of materials for building the vibration interface can be found on Github:
- Cave
- Sonar
- Vibration Interface (includes “Mesa” and a version of the classic slots game “Simon”)
- Haptic Vibration Shield (specific to the electronics in the vibration interface, a custom-designed Arduino shield for haptic motors)
A huge “thank you!” to Harvestworks for offering the Cultural Innovation Fund program!
2d Array Generation Stats
While wrapping up an Arduino-based game project, I wanted to see how large a level (stored as a 2d array) could be stored on the Arduino while not making the user wait too long. Running some test code (available as a Gist here), two interesting discoveries:
- It seems that a 2d array of integers larger than 28×28 integers will crash (no error message, just stop responding)
- Varying the array size below that has basically no impact on creation time. A 10×10 and 28×28 array with 1000 random steps through the array both take 145ms from boot. Increasing the number of steps to 2000 increases the load time to 289ms.
Updated Haptic Vibration Shield
Updated haptic vibration shield for Arduino: update includes better layout, LED, and the Texas Instruments DRV2603 haptic driver IC with built-in haptic waveforms and lots of other good stuff. Just ordered another set of 3 from OSH Park!
“Mind Control” Of Paramecium
Controlling the motion of single-celled paramecium using a brainwave scanner and an Arduino – thinking about how this could be turned into a videogame using motion-tracking of the paramecium and targets/obstacles on the screen.
Via: Hackaday
Smell And Vibration Tests
Two-channel vibration motor test – equal-power panning (used in audio) applied to two vibration motors and controlled by a joystick
Testing different papers for asborbing essential oils for a smell-based videogame (handmade paper worked the best, bristol board the worst)
Absorbing scents overnight in a plastic bag
Testing a smell-release valve using a very small servo motor, a round valve with soft foam gasket, and controlled by an Arduino
Piezo Coin-op
Dark Arduino IDE
Wasted much of today building a dark theme/skin for the Arduino IDE – changes to the ‘preferences.txt’ file for better font handling; changes to ‘theme’ folder and files for darker color scheme.
Array of Game Badges
An array of Games++ badges, soldered and ready for their chips.
ASCII Level
At risk of giving too much away: a level for our interactive game badges, printed via ASCII from the Arduino. The final game will have no visual interface, just a vibrating motor for feedback.