ADXL345 Accelerometer module physics demo

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ADXL345 Accelerometer module physics demo

Postby rodot » Fri Jan 09, 2015 6:36 pm

I connected an ADXL345 accelerometer module (very straightforward as it's an I2C module) and adapted one of the examples of the Gamebuino for it to take acceleration into account. It only took a few minutes... quite promising. What would you do with an accelerometer ?

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Re: ADXL345 Accelerometer module physics demo

Postby erico » Fri Jan 09, 2015 6:50 pm

Really funky! It brings some ideas to mind.
...say, is that black thing attached to the right on your gamebuino an earphone jack?
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Re: ADXL345 Accelerometer module physics demo

Postby rodot » Fri Jan 09, 2015 7:05 pm

...it might be...

2015-01-09 20.04.13.jpg
2015-01-09 20.04.13.jpg (88.12 KiB) Viewed 8940 times
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Re: ADXL345 Accelerometer module physics demo

Postby ajsb113 » Fri Jan 09, 2015 8:19 pm

That's really cool. Do you think you'll be adding modules like this to the store? It would be great to finally have a headphone jack especially. Was that one hard to attach?
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Re: ADXL345 Accelerometer module physics demo

Postby rodot » Fri Jan 09, 2015 8:36 pm

The headphone module is soldered on the edge of the Gamebuino PCB, as it's not a conventional way to do I'm checking that it wont break. But I think that I will order some along with the next batch of Gamebuino to add them to the shop. I'll make a video to show how to solder it.

You can get an accelerometer like the one on the video on eBay for pretty cheap, and as you can see it's easy to connect. I'm still hesitating between making one big, universal module so everybody has the same, or several modules so you get only what you want. I hope to have more time in one month to work on that, once I'm done with school.
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Re: ADXL345 Accelerometer module physics demo

Postby Quirby64 » Fri Jan 09, 2015 11:28 pm

I'd love to make a physics-based version of Get, Grab n' Go (If I ever finish it) or Kirby Tilt n' Tumble.

Awesome work rodot. Keep it up! :lol:
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Re: ADXL345 Accelerometer module physics demo

Postby erico » Sat Jan 10, 2015 3:43 am

While I think I would never use a headphone myself (gamebuino is not that loud to actually bother people and it is lovely to buzz it around as it calls sooooo much attention into it :) ), I would love to have it so to connect it to my panasonic rx-dt707 and feel the original sounds in a very loud way home...specially when Cyberic push it up. ;)

Back on the accelerometer module...while baking ideas, I wonder what would be possible in a multiplayer fashion...crazy stuff.
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Re: ADXL345 Accelerometer module physics demo

Postby DFX2KX » Tue Jan 13, 2015 3:12 am

erico wrote:While I think I would never use a headphone myself (gamebuino is not that loud to actually bother people and it is lovely to buzz it around as it calls sooooo much attention into it :) ), I would love to have it so to connect it to my panasonic rx-dt707 and feel the original sounds in a very loud way home...specially when Cyberic push it up. ;)

Back on the accelerometer module...while baking ideas, I wonder what would be possible in a multiplayer fashion...crazy stuff.

You can use audio streams to directly control servos, too, which might be handy.
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Re: ADXL345 Accelerometer module physics demo

Postby Skyrunner65 » Tue Jan 13, 2015 3:34 pm

I know 3 great ways to incorporate it:

1. Pedometer
Might as well, right?

2. Sleep Mode
More or less a WAY to wake it up.
All you would have to do is shake it!
(or press a button)

3. Marble Madness clone!
This is a classic game that could be played with either a d-pad or by tilting and the control is great either way.
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Re: ADXL345 Accelerometer module physics demo

Postby Sutchig » Thu Sep 03, 2015 7:17 pm

I bought an adxl345 a while ago. This week i had the time to solder it and tried to get this thing to work.
First: i think it's somewhat broken. Output for each axis under normal conditions should between -255 and 255, with 4mg each step. E.g.. If it lay on table x and y should be around 0, z -255. Mine shows y=-320 and z=1500. Values ranges are about +-320, which is to high i guess. Tried many different tutorials, examples, inits. Even the Adafruit library - which i want to avoid, because it's a very cheap noname module.
But except that, it works :)
So, the first thing I made was a "water level" (wasserwaage). Second i took the circlephysics example (like rodot??), put a hole in the middle in which the circles disappear - et voila, a game :)

To come to a point: the adxl345 is a nice thing, but maybe each game using this should have a calibration routine
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