HARDWARE

 


"Half of everything is luck." Alec Trevelyan, Goldeneye. 


Firstly if you are serious about Arduino projects, a company called Jaycar Electronics has an article titled "Arduino Power Saving and Battery Night Light". You must have this article. 

Arduino Leonardo programmed to be gamepads for Windows computers. Refer to GAMELASTER on github for a better written version. 


This code will turn the leonardo into a gamepad with two joysticks and 32 buttons.




 Every second the 32 buttons represent 100,000 in binary and 1,000,000 in binary. The first button is the least significant bit.


When I explained MAKER TECH to my uncle I used as an example, a pressure sensor that can be tapped or pressed hard like the punch pads on the old Street Fighter arcade machine. A temperature sensor could be rubbed with the thumb to generate heat to trigger an button press. A rotation sensor could simulate a reel on a fishing rod, or a steering wheel in a car. Endless possibilities! 


Very useful sensors. 



ARCADE MACHINE

After getting a N64 I recieved a visit from a friend I hadn't seen in years. He also had a N64 and claimed that a lightgun was on it's way for Goldeneye. This arcade machine is based on that idea. 



 A simple tool to produce sky domes. 




Unexposed developed photographic film blocks visible light and lets infrared light pass through. Three layers of film block infrared light as well. 




A simple filter that represents the set of all vector magnitudes. ( A real world lookup table.) 




To the left is the set of magnitudes. On the right is the set of arctangents. 



Finished migration to Linux, evaluating various SBC's. Orange Pi 5 and Orange Pi CM4 is currently the forerunner. My dream was always making arcade machines, but I settled for computer games. Thanks to the MAKER REVOLUTION, I am about to finish my first arcade machine prototype with another two to follow. 
This is the twelfth design of the system, lots of efficiency redesigns. 



The gun "shoots" mathematical functions at the screen allowing nature to do half the work for the system. 
The natural information is processed and gives a "solution set" which is "defuzzified". This gives a single solution (x, y, z position), with +/-3% error.
This error simulates a burst from a semi-automatic rifle. 
The total component cost is $30. 
It only takes 1000 cycles to calculate so an arduino is overkill for the system. 




REAL WORLD DATA




This book has the muzzle velocity per grain weight of every bullet ever made. It also has ballistics tables for each bullet. I won't be super accurate but will roughly model ballistics. 
Soldier deaths will be the same as Operation Wolf for a low violence appearance. After all it is just a hand-eye coordination skill/reflex tester. 



ALL YOUR BASE ARE BELONG TO US



The MAKERVERSE™(from Core Electronics) sticker will be on all my machines. 
Crafting + Maker Tech = New Renaissance? 


Speaking of crafting there are many YouTube videos showing polymer clay modelling. Also there is a site called PAPERMAU it contains models made from paper! I will be making worlds/scenes with a mixture of  and material such as stones, dirt, and vegetation. I may use cotton sheets instead of paper placed on Blu-tack® so I can emboss the textures into 3d textures. 


Quick diorama test. (I like the rock). The 3D engine is PLANAR so depthmaps can be made with Bokeh or laser lines or easily drawn by hand. The art of mathematics. 



Planar nature of Bokeh. The displacement can easily be extracted using a process similar to the difference of Guassians. 



Stereoanaglyphs with multiple focal points will create a planar effect similar to bokeh. So many options with planar 3d.








Planar laser scan of model. 






Image editing tool used in all 3D modelling tests. Combined with Huawei inbuilt photo editor to adjust brightness, contrast, saturation, hue, and guassian blur. Makes a very robust image processing suite. 


They will be like DIORAMAS which I also recommend looking into. My favourite one is of a WW2 submarine pen. The final scene is scanned with lasers and becomes a 3d model within hours! Planar voxels allow for an industrial scale of efficiency of production. 
Also Planar3d mathematics have no need for the inverse magnitude (1/sqrt(x*x+y*y+z*z)). This is the most important optimization. 

That's it for research, got a HTML5 engine ready to go. Also have a Numpy/Pygame version to evaluate SIMD, on ARM processors. Numpy and Pygame (DirectDraw) already working on Orange Pi. 

Also have finished my fuzzy system. The system recieves stimuli (input) from the environment. Fuzzy rules are created from the stimuli which are defuzzified to give an action (output). Creating a feedback loop.




All my systems will be embedded Linux (worlds most popular OS by a huge margin) systems with a local server intranet. This way the computer I pay for belongs to me and I can do whatever I want with it. 

I have finished a 3d sprite arcade machine heavily inspired by art styles of companies like Raizing / 8ing, Psikyo, Success, Human, Atlus/Cave, and especially Yumekobo and Aicom. 


Studio



Workshop



Lab


3D visualisation studio / diorama design studio

***PRO-TIP***
Years ago I made a FC5 Arcade META level by making 16 EXACT copies of the same scene and used teleportation to create different level progressions, based on decisions made by the player. 
My SWAT game had different endings depending on player actions. My Resident Evil game had puzzles that teleported the player to continue the story. 
Next level stuff. 

I got the idea years ago when I made a Goldeneye 64 version. At the end of the first stage the player would parachute off the dam and enter a hatch at the bottom. This lead to a engine room with an air vent. When the player approached the vent they were teleported to the ducts at the beginning of the facility. The coolest part was the end of the runway stage. The player had to actually fly the plane and land on the surface stage. 
I made a rally game that got very foggy when the player entered a forest, and made a Ridge Racer game that cycled through day and night as the player advanced on the track. 
Also was inspired by SEUCK games that thought, "outside of the box". 

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