Pinball parts!!!

Posted: Monday, 2015-05-11 21:06 | Tags: Pinball

SPI Debugging / Oscilloscopes rule! (1 Comments)

Posted: Monday, 2015-05-11 18:51 | Tags: Pinball

So I had this problem with my SPI communication: When using a "long" cable (not longer than 2m), SPI communication (between raspberry pi and switches board), would drop bits. And I'm not talking a bit flip here or there, I'm talking about a bit getting lost in the sense that all following bits where received in the wrong place and thus were useless. As you can imagine the amount of correctly received bytes was disastrous, even with 4kBit/s which seems to be the lowest SPI speed the raspberry can handle.

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Building a pinball machine from scratch

Posted: Tuesday, 2015-03-24 19:58 | Tags: Pinball

First a quick update: Yes I'm (kinda) still using this site to blog, obviously, my beloved adventure game engine hasn't gotten much of the love it deserves in the past time, though. The reason for this is twofold: First, I finally made my PhD (yes, you may call me doctor now) the other one is, some time ago I started a new project: My very own pinball machine.

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Path Finding in Grail (2 Comments)

Posted: Sunday, 2012-07-15 00:22 | Tags: Grail, Programming, Pathfinding
images/pathfinding/pathfinder.png

A topic thats using up my (rare) Grail-time lately is the topic of how to define where an actor is allowed to walk and how it will find its way there. I found this question quite fun to work on, as it poses an interesting mix of theoretical (geometry) and practical (coding) considerations.

So what is the problem exactly? The answer is: A combination of things:

  • Restrict the actors movement to a certain area that will be defined by the game programmer, I call this the walkable area.
  • Come up with a mechanism that allows the actor to walk from one point in the walkable area to another one. Thereby the actor should stay in the walkable area at all times, so a path inside the area has to be found.
  • When the user requests to walk to a point outside the walkable area, the actor should instead walk to some near point inside the walkable area, whereas near is not exactly defined.
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In my previous post I stated a little what I would want/need of a nice backup/synchronization strategy. Now lets structure these into more precisely defined features and see which programs out there cover them. As a disclaimer upfront: Of course I only know a certain subset of backup software. If you have a noteworthy candidate in mind that I didn't mention, please don't hesitate to comment.

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