I've been using OpenSCAD for a several years now and love that it's open source and driven by code and not a lot of clicking. Still, after seeing this video it makes me wonder... should I be using Solidworks?
onshoulders
- One man's research, with a whole lot of help from everyone else...
Tuesday, May 15, 2012
Monday, April 23, 2012
RepRap: Upgrades!
This year I started feeling like I was falling behind with the opensource 3d printing movement, so I made the time to upgrade my printer. I started by finally installing a new heated bed. Before now I was still printing PLA on blue tape. Now I'm printing PLA on heated glass. Here is a before and after:
I followed Nophead's lead with simplifying the y axis by using a few linear bearings.
While I was at it I also upgraded my electronics! I was pretty happy to get away from prototyping breadboards by upgrading to RAMPS. These pictures say it all...
Before:
After:
Finally, I upgraded my extruder. The old extruder was my own design that was still running strong after over a year of use, but it was big and bulky, taking up to 10 minutes to heat up. It also pushed 3mm filament through a .5mm hole. The new MakerGear extruder only takes a few minutes to heat up and pushes 1.75mm filament through a .25mm hole. Here is a before and after:
Special thanks to the authors of the following things on thingiverse to add finishing touches to my printer:
http://www.thingiverse.com/thing:6630
http://www.thingiverse.com/thing:14112
One last before and after:
I am very happy with my printer and can't wait to start working on my DogBot again!
I followed Nophead's lead with simplifying the y axis by using a few linear bearings.
While I was at it I also upgraded my electronics! I was pretty happy to get away from prototyping breadboards by upgrading to RAMPS. These pictures say it all...
Before:
After:
Finally, I upgraded my extruder. The old extruder was my own design that was still running strong after over a year of use, but it was big and bulky, taking up to 10 minutes to heat up. It also pushed 3mm filament through a .5mm hole. The new MakerGear extruder only takes a few minutes to heat up and pushes 1.75mm filament through a .25mm hole. Here is a before and after:
Special thanks to the authors of the following things on thingiverse to add finishing touches to my printer:
http://www.thingiverse.com/thing:6630
http://www.thingiverse.com/thing:14112
One last before and after:
I am very happy with my printer and can't wait to start working on my DogBot again!
Labels:
RepRap
Sunday, March 18, 2012
Abundance is our future
For some time now I have been aware of the power of perspective and the choice we have each minute to focus on something good or to focus on something bad. We have the choice because we are surrounded by so much good and so much bad. I don't normally blog on this topic, but this time I couldn't resist. Most examples I've read about or personally experienced on the optimistic perspective have a small or narrow context. But here is a person who has applied optimism to our global problems. Oh, and he mentions 3d printing! Well worth a watch!
Labels:
misc
Monday, March 5, 2012
Dogbot: Improved by someone else!
This weekend I was browsing thingiverse and found that dkobozev recently extended my Dogbot to be printable on a makerbot! Not only this, but some of his other modifications eliminate many of the needed bolts! Check it out: http://www.thingiverse.com/thing:18045
Labels:
Dogbot
Sunday, February 26, 2012
Blog Upgrade
A lot has changed since I started blogging in 2008. Back then I didn't want to tie myself too closely to a service or technology, so I created my own blog software knowing I would have the ability to export to something else in the future. With all the rich features of blogspot.com, it's time for me to upgrade. This is me upgrading....
Labels:
misc
Wednesday, February 8, 2012
Graphics: Art is Key
I started reading The Art Of Game Design this week. I'm reading it because I want to understand a little more about why we create and play games before starting my next graphics POC. I figure the best way to really grasp graphics programming is to create playable games.
Inspired by the book I decided to make my Green Army Man POC more immersive by breaking out my best recording equipment and recording the actual sounds my soft air gun makes when it is loaded and fired. Adding these sounds into the POC, as well as adding realistic impact sounds really made a difference! I also took it one step further and added a visible gun. Thanks to TIGG I didn't have to model my own. His model was much better than I am currently capable of, so I didn't hesitate in using it.
I took a video of me messing around with the POC to give you an idea of current state.
Also, if you have a desire to play around with it yourself I am including the executable, as well as the artifacts and dependencies. You can download it here. You'll need a Windows OS. I am not currently capable of compiling for Linux or Mac. Also, you will need DirectX, if you don't already have it.
I just got some feedback that tutorials on OGRE, Bullet, OpenAL, and Blender would be useful to a few people. If you would also find this valuable, leave a comment or drop me a line. What subjects are most interesting to you?
Inspired by the book I decided to make my Green Army Man POC more immersive by breaking out my best recording equipment and recording the actual sounds my soft air gun makes when it is loaded and fired. Adding these sounds into the POC, as well as adding realistic impact sounds really made a difference! I also took it one step further and added a visible gun. Thanks to TIGG I didn't have to model my own. His model was much better than I am currently capable of, so I didn't hesitate in using it.
I took a video of me messing around with the POC to give you an idea of current state.
Also, if you have a desire to play around with it yourself I am including the executable, as well as the artifacts and dependencies. You can download it here. You'll need a Windows OS. I am not currently capable of compiling for Linux or Mac. Also, you will need DirectX, if you don't already have it.
I just got some feedback that tutorials on OGRE, Bullet, OpenAL, and Blender would be useful to a few people. If you would also find this valuable, leave a comment or drop me a line. What subjects are most interesting to you?
Labels:
Graphics
Monday, January 16, 2012
Graphics: Green Army Men
I find it exponentially more difficult applying myself to my hobbies the further I go in my career. Sometimes months go by without me even realizing I haven't hobbied it up in a while. The holidays are even worse. But that's why they are hobbies, right? They are what you do when you have time. This weekend I had time and decided to pick up Graphics. I'm still not sure why, but when I asked myself on my Saturday morning what I was most excited about doing I thought of Graphics. ( For context, my other in-flight hobbies are my dogbot, a quad-copter, and a smaller mill for milling circuit boards. The dogbot and the quad-copter are currently dependent on the new mill. )
Graphics is still a huge intellectual challenge for me, so maybe that's why I was excited to work on it. I don't have enough deep intellectual challenges as of late and as a result I feel my brain turning to mush. For example, it hit me this weekend while coding a c++ Graphics application that the last time the concept of Polymorphism entered my head was 4 years ago! Shame.
I made a decision this weekend that I didn't enjoy making. I decided to throw out my Code::Blocks IDE with its MinGW compiler for Visual Studio Express. I prefer to use opensource, but I don't enjoy fighting for a whole day, just to get a new project to compile. The more I get into Graphics the more I am realizing that all the opensource graphics related projects are native to Visual Studio, so I gave in.
I am currently using OGRE for rendering, Blender for art, Bullet for physics, CEGUI for user interfaces, and OpenAL for audio. I pushed off Lua scripting until I refactor clean integration of renderer, art, UI, and audio.
I'm finally getting to the point where I'm proficient enough in Blender to start having fun. Below is an image of a green army man I made in Blender for what I consider the ultimate graphics engine proof of concept.

This POC is a simple game I wrote incorporating all of my engines and tools. Through keyboard input the player is able to navigate to any position and orientation, and shoot balls at green army men. When the ball is released it triggers a local sound. When the ball makes contact with a green army man an impact sound, originating at the relative location of the green army man in a 3d space, is triggered. All object interaction is handled through Bullet Physics. Real time physics can be toggled on and off, allowing for a cool time freeze effect. The player can still move around, but the objects that make up the scene are frozen in time. Here are a few more images.


Graphics is still a huge intellectual challenge for me, so maybe that's why I was excited to work on it. I don't have enough deep intellectual challenges as of late and as a result I feel my brain turning to mush. For example, it hit me this weekend while coding a c++ Graphics application that the last time the concept of Polymorphism entered my head was 4 years ago! Shame.
I made a decision this weekend that I didn't enjoy making. I decided to throw out my Code::Blocks IDE with its MinGW compiler for Visual Studio Express. I prefer to use opensource, but I don't enjoy fighting for a whole day, just to get a new project to compile. The more I get into Graphics the more I am realizing that all the opensource graphics related projects are native to Visual Studio, so I gave in.
I am currently using OGRE for rendering, Blender for art, Bullet for physics, CEGUI for user interfaces, and OpenAL for audio. I pushed off Lua scripting until I refactor clean integration of renderer, art, UI, and audio.
I'm finally getting to the point where I'm proficient enough in Blender to start having fun. Below is an image of a green army man I made in Blender for what I consider the ultimate graphics engine proof of concept.

This POC is a simple game I wrote incorporating all of my engines and tools. Through keyboard input the player is able to navigate to any position and orientation, and shoot balls at green army men. When the ball is released it triggers a local sound. When the ball makes contact with a green army man an impact sound, originating at the relative location of the green army man in a 3d space, is triggered. All object interaction is handled through Bullet Physics. Real time physics can be toggled on and off, allowing for a cool time freeze effect. The player can still move around, but the objects that make up the scene are frozen in time. Here are a few more images.


Labels:
Graphics
Subscribe to:
Posts (Atom)


