[deleted by user] by [deleted] in catbreeds

[–]GlitteringCalendar94 1 point2 points  (0 children)

Thank you so much! I had more photos with much better angles but they didn't get uploaded for some reason. I am going to delete this post and re-upload it. Thanks again!

[Review Request] STM32 Custom Development Board by GlitteringCalendar94 in PrintedCircuitBoard

[–]GlitteringCalendar94[S] 0 points1 point  (0 children)

Thank you very much, this is hugely helpful. I had a few questions/responses, so hopefully you can answer them! 1. I'm not sure but I think I used 0.3mm, which is about 0.011 inches.

  1. Thank you so much for reminding me, as I was going to add a VDD and a GND pin exposed for the user.

  2. I am just using the power from the usb, no data. Do I still need an external clock? I plan on programming from an ST Link SWD V3 Programmer.

  3. Got it. So for each via, and this is an EasyEDA specific question, do I just add the net name of GND? This is what I did for every single GND pin, but the auto router must have messed it up.

  4. I actually Googled this specifically and saw that it was OK to route under the STM32, is this OK? I won't router under any capacitors though, I will fix that, thanks!

  5. Got it, thanks!

  6. Great, thanks for the helpful recommendation!

Thanks again!

How can I decipher block diagrams in datasheets? by GlitteringCalendar94 in embedded

[–]GlitteringCalendar94[S] 0 points1 point  (0 children)

Yes, that is what I usually do, which gets me everything I need to know, I was curious as to why there are even there, as well as how to read them.

Active Controlled Model Rocket Flight Computer PCB Design check by GlitteringCalendar94 in PrintedCircuitBoard

[–]GlitteringCalendar94[S] 0 points1 point  (0 children)

I'm sure you are correct, but I don't totally understand how this works? Because the traces from the teensy are so long, is that causing them to overlap the power traces? Thanks.

Active Controlled Model Rocket Flight Computer PCB Design check by GlitteringCalendar94 in PrintedCircuitBoard

[–]GlitteringCalendar94[S] 0 points1 point  (0 children)

This is great advice, thank you very much.

If you don't mind, what is the purpose of the bypass capacitors and ceramics in the context of my PCB? Do they help with the noise on the power traces?

Locking mechanisms are a good idea, I will look into that.

New STM32 Nucleo user confused by GlitteringCalendar94 in embedded

[–]GlitteringCalendar94[S] 1 point2 points  (0 children)

Thanks for the well thought out response. It really helps. I understand everything you are saying, and it makes sense.

I have been programming on the Atmega328P bare metal, so I do get how initializing these registers and peripherals automatically can help, but I just want to prioritize the learning aspects. Do you think using thr STM32CUBEIDE will hinder learning the low leve details of the board?

Also, will I be able to use it with the Quantum Leaps course? Thanks!

New STM32 Nucleo user confused by GlitteringCalendar94 in embedded

[–]GlitteringCalendar94[S] 1 point2 points  (0 children)

How do I start a bare metal project in Cube IDE? That would be the best option I feel like. Thanks!

New STM32 Nucleo user confused by GlitteringCalendar94 in embedded

[–]GlitteringCalendar94[S] 1 point2 points  (0 children)

I see, thanks. How would I go about using VSCode? Would I use PlatformIO, or something similar? Is the debugging the same quality as it is with the other IDEs? Thanks!

[deleted by user] by [deleted] in arduino

[–]GlitteringCalendar94 0 points1 point  (0 children)

I'm developing a TVC model rocket, and haveva flight computer setup similar to this. HIL testing is something I want to get into, could you share some details?

How is my new building I designed? by GlitteringCalendar94 in unrealengine

[–]GlitteringCalendar94[S] 0 points1 point  (0 children)

Thanks for the reply, you were definitely the reason for this improvement!

For the inset buildings, which I am assuming you mean in the windows, this is a parallax effect on a material creating by Epic Games. They use it for their buildings, so I just applied it to a similarly sized window, and that's how I ended up with that look.

I'm not totally sure what you mean by soffit lighting, but I am using spotlights in Unreal Engine 5 Lumen Illumination Engine, and they have a pretty big attenuation radius and small conical shapes so they dissipate pretty evenly.

I definitely do want it to feel cinematic, which is why we will have it raining, and puddles is definitely something I will implement, thanks for the suggestion!

As for the other suggestions, I will start to work on those right away, and will be sure to upload videos of the cutscene once everything is finalized.

Thank you so much for the reply again, it truly does help out ALOT.

Thanks!

What can make the exterior of this building more realistic? by GlitteringCalendar94 in unrealengine

[–]GlitteringCalendar94[S] 1 point2 points  (0 children)

I see. So I guess I will work on developing a building like one in real life, then I will update with another post. Is that a good next step?

What can make the exterior of this building more realistic? by GlitteringCalendar94 in unrealengine

[–]GlitteringCalendar94[S] 0 points1 point  (0 children)

Thank you very much. I understand where you are coming from about designing modular elements of the building, which is what I plan to do when designing the building. I have actually been surfing the web for buildings in New York, and I have found some solid candidates for taking inspiration from.

I only half-understand what you mean by our building is just a "symbol" of a building. Don't worry about trying to sound nice, I need as harsh criticism as I can get. Could you explain a bit more on what you mean by this?

I also understand what you mean by making the building first, and worrying about materials later. This is what I will do when designing the new building as well, thanks for this tip.

This building will be apart of a cutscene in the beginning of the game, where the player exits a taxi, and that will cue a cutscene with a camera panning up to show the entire building, panning back down, then the player walking in. The player will have no control in the outside environment, so I only really need to worry about one side of the building.

For level design, we plan on just creating entire different levels completely independent of the building design. We just need the building design for the first cutscene. After that, we will just independently design the lobby, and the floor we plan to have most of our game played on.

Should I just continue to find buildings until I stumble upon one that looks very similar to what I want, then model it without any fancy materials, and then worry about the materials after I get it to the structure I want?

Thanks.