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Ebay HY-MiniSTM32V LCD initialization and Adafruit GFX Library port to STM32F103

October 27, 2017 in ARM, C, C++, Code Snippets, DIY, Hardware, Microcontroller, Programming, STM32, Tutorial by admin

A while ago I’ve bought a HY-MiniSTM32V board from Ebay. There are two boards – a main board with the STM32F103VCT6 microcontroller and a 240×320 pixel LCD board with resistive touch screen. The LCD itself is connected to the FSMC (Flexible Static Memory Controller) and can be mapped as a memory device.

The FSMC is an embedded external memory controller that allows the STM32F10xxx microcontroller to interface with a wide range of memories, including SRAM, NOR Flash, NAND Flash and LCD modules. The suitable connection to LCD is as a NOR Flash / SRAM device.

From AN2790 – TFT LCD interfacing with the high-density STM32F10xxx FSMC:

To control a NOR Flash/SRAM memory, the FSMC provides the following features:

  • Select the bank to be used to map the NOR Flash/SRAM memory: there are four independent banks that can be used to interface with NOR Flash/SRAM/PSRAM memories, and each bank is selected using a separate Chip Select pin.
  • Enable or disable the address/data multiplexing feature.
  • Select the memory type to be used: NOR Flash/SRAM/PSRAM.
  • Define the external memory databus width: 8/16 bits.
  • Enable or disable the burst access mode for NOR Flash synchronous memories.
  • Configure the use of the wait signal: enable/disable, polarity setting and timing configuration.
  • Enable or disable the extended mode: this mode is used to access the memory with different timing configurations for read and write operations.

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How to Create a Custom Physics Engine

June 20, 2017 in C++, Tutorial by Adrian Marius

There are many reasons you might want to create a custom physics engine: first, learning and honing your skills in mathematics, physics and programming are great reasons to attempt such a project; second, a custom physics engine can tackle any sort of technical effect the creator has the skill to create. In this series, Randy Gaul provides a solid introduction on how to create a custom physics engine entirely from scratch.




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Stingray Engine Code Walkthrough

January 27, 2017 in C, Game Engines, Stingray, Stingray, Tutorial by admin


C++11 multithreading tutorial

January 23, 2017 in C++, Tutorial by Adrian Marius

The code for this tutorial is on GitHub:

In  previous tutorials I’ve presented some of the newest C++11 additions to the language: regular expressions, raw strings and lambdas.

Perhaps one of the biggest change to the language is the addition of multithreading support. Before C++11, it was possible to target multicore computers using OS facilities (pthreads on Unix like systems) or libraries like OpenMP and MPI.

This tutorial is meant to get you started with C++11 threads and not to be an exhaustive reference of the standard.



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Stingray Engine Code Walkthrough

January 20, 2017 in C, Game Engines, Programming, Stingray, Stingray, Tutorial by admin

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Low-level plugins in Unity WebGL

January 20, 2017 in C++, Game Engines, OpenCL, Tips & Tricks, Tutorial, Unity by admin

Last year the guys at Unity launched on their blog a series of technical articles on WebGL. They are now back with a new article, showing how to reuse existing C / C++ such as graphic effect written in OpenGL ES code in a webpage, using Unity WebGL.

For the article, follow this link.

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Unreal Engine sponsors Global Game Jam2017: Development resources released

January 19, 2017 in Game Engines, News, Tips & Tricks, Tutorial, Unreal Engine by admin

From the Unreal Engine blog:

“Running over 48 hours from January 20 – 22, the Global Game Jam will bring developers across the world together to build games. Last year, the event had grown to over 630 sites in 93 countries with over 30,000 jammers, and this year seems set to build on that!

As proud sponsors of the event again this year, we want all of the UE4 developers taking part to be able to get the most out of the engine. In light of this, we asked Mathew Wadstein (well known for his YouTube training videos) to come up with a tips and tricks series. Mathew has created a massive, 27 video, UE4 game jam series to help those participating in the GGJ be more successful with their UE4 games.

This series has many helpful videos including:

  • Quickly building a menu
  • Cooking and packaging
  • Audio tips
  • Materials and HUDs
  • How to use all of our templates
  • Much, much more!”

The entire playlist can be reached here. For more information, follow this link.

Build your PiZero Swarm with OTG networking

January 7, 2017 in Hardware, Raspberry PI, Tips & Tricks, Tutorial, Uncategorized by Adrian Marius

The Raspberry Pi Zero can act as a network adapter via a USB cable enabling you to carry around a Docker Engine and full Linux OS in your pocket.

Here is the article on building a PiZero Docker Swarm :

View image on Twitter
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Bitbanged USB stack on a sub-$1 Cortex M0+ MCU

January 5, 2017 in ARM, Devices, DIY, Hardware, Microcontroller, Tips & Tricks, Tutorial by admin

A nice presentation about how to get USB running on an sub-$1 Cortex M0+ ARM microcontroller that has no built in USB hardware. The talk describes the implementation of a new bitbanged USB stack, starting with a primer on the USB PHY layer and continuing up the stack, concluding with “Palawan”, a feature-complete open-source bitbanged USB Low Speed stack available for use on microcontrollers priced for under a dollar. We’ll go over requirements for getting USB to work, as well as talking about USB timing, packet order, and how to integrate everything together.

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LibGDX game development with android studio – Creating Super Mario Bros

November 3, 2016 in Game Engines, Java, libGDX, Source Code, Tips & Tricks, Tutorial by admin

libgdx-logoA nice Youtube series of 32 videos by Brent Aureli about developing a Super Mario Bros game step by step using LibGDX and Android Studio. The videos include information about setting up libGDX with Android Studio, screens, viewports, aspect ratios, how to create a HUD, creating and rendering tilemaps, Box2D, spritesheeets and texture packer, animations, collisions, sound and music, moving & spawning items, and various other topics.

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