I’ve started a plugin that implements some useful base widgets and a simple menu manager to create game user interfaces in Unreal Engine 4. It’s sort of a spiritual successor to the SharedXNA library used in most of my XNA games.
It’s open source under the zlib license, mirrored to GitHub at https://github.com/joat/SharedJamUI. There’s a bit of usage information in README.md, but it’s pretty early and should be considered ‘jam quality’ code that hasn’t been really battle tested yet. Drop me a line if you end up using it and have some feedback.
I did some searching for designs and found a picture of a wood storage cart that looked quite nice at ShopNotes. The actual plans for the cart aren’t online so I improvised based on the photo and cutting diagram. I also adapted it to 6 feet as I have limited space in my garage and seldom work with anything larger than that. My ‘schematics’ (really just math to see how much wood to buy) are below:
[Edit] Also found an underdocumented spreadsheet and a VCarve file I used to verify the measurements I came up with (though I ended up shifting the shelves down a bit so I’d have a 5th open-top compartment):
Time to go shopping:
Some build shots:
I probably went a little overboard with the screws and glue; the thing is built like a tank. Finished shots:
I’ve gotten into a bad habit of skipping writeups for my projects even though I usually take build photos. I’ll work on that moving forward, but I’m also going to catch up on some of the backlog with a series of quick ‘from the archives’ articles. More info soon, but here are a few builds to look forward to:
Peter is down at the pub and needs some drinking buddies. Gather up the townsfolk so he won’t have to drink alone.
Play by yourself or with a friend. Earn more beer for yourself by bringing the most people down to the pub. If you have a MolyBot, it will pour your beer for you at the end of each round; otherwise you’ll have to pour the beer yourself (MolyBot and beer not included).
I made this prop to wear to the Iron Man 3 release (and to test out some new technology for a future project).
The whole thing was designed in OpenSCAD and 3D printed in ABS (both the housing and the diffusor puck). A Teensy 2 module drives the LED strip (WS2812 clone, 60 pixels/m) and is is wired up to a BLE112 module for communications.
You can control it via Bluetooth (no app yet, you hand craft a 1, 3, 6, or 7 byte message in a BLE explorer app to set a greyscale color, or one/two RGB colors and a ping-pong speed). By default it boots up into ‘Arc reactor blue’ with a soft breathing animation.
I’ve been holding off on posting about this until I got some time to finish it up, but now seems like a good time since it was mentioned in a community blog post.
I didn’t capture a proper video of it in action, but there are a couple snippets in this awesome picnic compilation video put together by Aaron:
The cannon uses a pre-pressurized water bladder, typically used to smooth out variations in water pressure for houses or RVs. The pressure of the output water will be roughly the same as the water supply used to charge the tank (and it can also be run in ‘continuous’ mode by leaving the hose connected). At the picnic site, the park water supply pressure was crazy high, which resulted in very nice performance. However, I saw about 90 psi on the pressure gauge at one point, which is uncomfortably close to the tank safety rating.
The drive electronics are just an Arduino that sequences four relays in turn controlling the sprinkler valve solenoids.
Finished Robotender Mk3 just in time for my halloween party (with literally minutes to spare). This one is a pretty radical departure from the previous designs, using a robotic arm instead of pressurized dispensing. I managed to pick up a Scorbot ER-III arm and controller off of eBay. They were originally used for teaching robotics and motion planning at universities, and are generally pretty used-and-abused (two motors were almost falling out of their mounts on this one), but it runs quite nicely after everything was cleaned and tightened up.
It’s a little slow compared to the Mk1, but it’s a lot of fun to watch, can hold more bottles, and is easier to maintain. It uses custom bottle carriers that hold 710 mL soda bottles, and can hold up to 24 such bottles. There is a digital scale hooked up to the computer as well, which gets zeroed once a bottle reaches the pour site, letting it determine how much liquid has been poured much more accurately than the simple time-based approach used in Mk1.
I took a number of pictures during construction on this one, so I may do a build log post later.
I’m going to look into building a new motor controller for it, so I can get better feedback and drive it faster while still keeping a solid grip on bottles (can’t currently ignore the gripper stall state for fear of missing any other motor stalls, meaning I have to do a slow 1/10th speed backout on the gripper to get the max grab force I can).
The bottle holders are on their 6th iteration already, but positive grip is still a bit of a problem, so I’m probably going to redesign the bottle holders with a triangular slot and make some triangular nylon plates for the gripper. This might also allow me to be a little less precise in the back-off, and speed it up without a new motor controller.
I pulled an all-nighter and designed/fabricated a LED edge lighting box plus etched plate in advance of the Gears 3 launch. The original plan was to slide an unused junk android tablet in and show some numbers from the stats dashboard in that central window, but I wasn’t able to get the tablet on the secure network at work, so now it’s just a pretty light box sitting on my desk. I almost slid my iPad in, but the slot I machined for the tablet is about 0.5 in too short for an iPad, though it had 0.75 in of slack for the target tablet.
The light gently pulsates / undulates around the border (driven by an Arduino), aiming to look a bit like the corrupted omen on the title screen.
The LED strip I used are LPD8806 driven strips from Adafruit, and they are a dream to use compared to the older Christmas light strand style strips I’ve used in the past. Each LED is individually addressable via a SPI-like interface to set a 21 bpp RGB color, and they have their own internal PWM clock, so you can fire and forget, no need to keep clocking them.