5 ms·
We’re also working on something like this, but we’re making a game around it https://charperbonaroo.github.io/bls/#0 https://charperbonaroo.github.io/bls/#0
by tobyhinloopen 5y ago
We’re also working on something like this, but we’re making a game around it
https://charperbonaroo.github.io/bls/#0 https://charperbonaroo.github.io/bls/#0
- CyberShadow 5y agoVery nice! FWIW, I can't figure what to do on the "ride the line" level. I don't understand what the motors do exactly (powering both motors simultaneously makes the car go sideways) and what the sensors are sensing.
- umvi 5y agoYou just connect the left sensor to the right motor and the right sensor to the left motor. I think the "light sensors" are measuring the brightness of the ground underneath the car or something. Hence if one of the sensors goes over the black track it won't register.
- deleted 5y ago[deleted]
- wccrawford 5y agoLooking good so far!
- lynndotpy 5y agoOh wow this is awesome. I got through the first few levels and would like to complete it later... Also, is this the same as the 2015 'bitmap logic simulator'? I found this while reworking reso awhile back: https://realhet.wordpress.com/2015/09/02/bitmap-logic-simulator/ https://realhet.wordpress.com/2015/09/02/bitmap-logic-simula...
- tobyhinloopen 5y agoYes, I also posted the progress there. The 8bit cpu example runs perfectly in my “game”. I’m rewriting it to Unity and there I can run the 8 bit cpu from that blog with about 14000 ticks per second. We’re planning to create a game around it with few dozen of levels, including controlling robots, traffic lights, a bowling pin sorter and tanks/units in a tiny top-down shooter (where programs from players play against each other). Edit: if you download the cpu image from the blog and upload it to the game, you can see it run. It’s visually a bit broken because the game in its current state isn’t really designed to have such a big canvas, but it runs perfectly fine. Edit 2: the CPU running in unity web build here: https://charperbonaroo.github.io/microengineer-build/ https://charperbonaroo.github.io/microengineer-build/
- lynndotpy 5y agoOh wow yeah, this is really impressive. I love this! Do you plan to submit your game on Steam or anywhere like that? An idea I had (but never finished) was to let Reso interface with GPIO pins (say, on a Raspberry Pi) so people could interface their virtual circuits with their real circuits. I think that'd be really cool (if that is possible with Unity)
- tobyhinloopen 5y agoYes, I want to create an actual game on steam around it. We’re working on it on our spare time in our company, self-funded. Spare time is rare though, so I don’t know when it will be finished. Interfacing with real hardware is a neat idea, I wonder what people would do with it
- saulrh 5y agoThat's incredible. It was just "very cool" for the first few levels - if you cleaned up the directions and added a factorio-style blueprint library I could easily see myself sitting down to work out optimal solutions to any level you put out, like I did with Codex of Alchemical Engineering - but the last level put it on a whole new level. This is everything that's good about HS electronics classes where you get to make line-following robots but without any of the real-world annoyances. Massively streamlined. Get enough content in this interface and I bet you could sell a lesson plan to every school district in the United States.
- bajsejohannes 5y agoVery cool. One piece of feedback is that it took me an embarrassingly long time to figure out that "edit" was not selected. Since it's highlighted (in red), I tried to edit the circuit on the screen to no avail.
- tobyhinloopen 5y agoI’m surprised I haven’t heard this feedback earlier. You’re righht.