Interactive 20x20 board with lifting voxel cells, each featuring a 4x4 RGB LED matrix, controlled by Arduino Nano
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I'm thrilled to announce the launch of the CableEnable Labs YouTube channel, where I'll be documenting our journey in creating my game console with a punch screen. The name 'Punch!' captures the essence of punch cards, punches in retro fighting games, punchlines in jokes, and, of course, the physical punches of the screen itself.
First off, I received some Hall sensors for testing. Unfortunately, I was misled by the numbers on the permanent magnets and ended up with sensors that are too sensitive. Placing them on the other side of the board might cause them to pick up signals from neighboring cells. Despite this setback, the scale is roughly correct, so not all is lost.
All the components have finally arrived, and I managed to assemble the first version of the PCB. Soldering controllers is surprisingly satisfying—flux really is magic!
Despite the hiccups, the basic setup works! A few more takeaways:
The last few weeks have been intense:
I tested 60 types of limit switches and a dozen Hall sensors, finally selecting the best ones and redesigning the control scheme to include control buttons. This will be sent for printing this week. Additionally, my new solenoids and holders printed well with the SLA printer, needing only minor adjustments for component heights.
I’ve also set up a proper workspace and filmed the material for our first YouTube video. It will be out soon, and you can expect videos on solenoids and LEDs next. Subscribe to the channel to stay updated!
YouTube Channel: CableEnable Labs
A huge thank you to PCBWay for sponsoring the LED PCB print and assembly. Their support has been crucial in moving this project forward. They were super helpful and transparent throughout the ordering and production, so if you need high-quality PCB manufacturing and assembly service, I highly recommend checking out PCBWay!
Stay tuned for more updates, and thank you for your support!
The last couple of days I spent in a war with solenoids and I must say, I was completely losing to them :)
I tried several designs: with one and two coils, with different magnets, and with springs/rubber bands. Eventually, I think I've found a working solution, but I was on the verge of giving up to the damned physics and throwing in the towel haha. Along the way, I remembered how to solder steel using aspirin: it smells quite strongly...
So, conclusions:
I also experimented with the number of turns of the solenoid and came across an amusing paradox:
we get that B ~ u(N/L)(V/N) = u(V/L) basically, no matter how much you wind - it’s all the same hahaha whether 1 turn or 1000. When I came with this question to GPT and asked it to draw a graph of the optimal number of turns for my parameters, it reasoned in the same way and drew me a constant :D
Fortunately, good old googling threw me this wonderful post on Reddit: https://www.reddit.com/r/ElectricalEngineering/comments/5rc0y4/calculating_the_ideal_number_of_turns_to_maximize/
In short, we forget about 2 important assumptions:
Another funny conclusion from the first equation - winding the coil lengthwise seems useless! (doubling the number of turns wound one on top of the other, we double the length of the solenoid, the twos cancel out, hehe) the most effective strategy - winding a single wire thickness spiral! but the problem with that is that such a spiral will have a very very low resistance and a hellishly huge current will flow through it (if found) and burn it :) so the length of the coil actually regulates its energy consumption. All other things being equal, a long coil with higher resistance and a smaller current is more efficient than a single-wire spiral.
Here's a solenoid force calculator I made :)
I put together a working prototype of one voxel. At 24V power, it manages with quite short current pulses, but if you jerk it back and forth, it heats up significantly. Perhaps it's worth considering temperature control.
Also, I learned about PCB solenoids / PCB motors while figuring all this out. Perhaps this is a decent way to further miniaturize the entire construction https://www.youtube.com/@CarlBugeja
And one more: I recently stumbled upon a project very similar to mine on hackaday: https://hackaday.io/project/191181-electromechanical-refreshable-braille-module
Amazing tiny stuff here, kudos!
So, a bit of background:
When I was a kid, one of my favorite games was a very geeky DOS game - Snake Battle (Змеиный Бой) by Gamos (You can play it here through DosBox right in the browser!). The essence of the game was that you had to program a snake and send it into the arena to compete with other snakes in biting off each other's tails :)
Over time, it had a couple of reincarnations like this one, and it was clearly inspired by one of the oldest games for programmers — CRobots.
But Snake Battle was actually brilliant compared to them because of its visual language used for writing the "brains" of the snakes: you were limited to just 9 slots of 7x7 cells, in which you "drew" game situations that the snake tried to apply on the field sequentially. This provided quite strict game frameworks, which fueled the excitement, and even as a child, you understood that the best champion snake also had only 9 "brains" in its head, and if you tried hard, you could approach or outsmart it. In purely programming games with full Turing-complete languages, the best snakes/agents are monstrous neural networks that sweaty nerdy researchers write over long months — the motivation to compete with them is significantly more phantom.
It should look something like this:
But then I realized that there you could launch quite a large class of retro toys like puzzles, city builders, platformers, and other minesweepers. Especially if you make each plunger also a button (that is, you can press it with your finger or—possibly—by touching it in the lowered position—raise it.
For now, the question of what exactly would be interesting to launch there is open, we'll come back to it later.
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