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Embedded Systems
Microcontroller firmware, IoT devices, FPGA digital logic design, and hardware-software integration.
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Multiversal Consciousness: Building a Dual-Reality Game Engine from Scratch in Modern C++
What if a game world could exist in two places at once? Multiversal Consciousness is a custom-built 2D puzzle-platformer engine that lets designers create puzzles around parallel realities with shared and divergent state.
Sentinel Fall Detector: Engineering Real-Time Safety With Sensor Fusion and Signal Processing
A deep dive into the architecture and engineering of Sentinel, a real-time fall detection system running on a Raspberry Pi 5 that uses an IMU, Kalman filter, and custom classification logic to deliver intelligent, orientation-aware fall detection with a Qt Quick dashboard for live feedback.
FPGA Wordle: Building a Complete Game Console from Transistors to Touchpoints
A deep dive into the design and implementation of FPGA Wordle, a fully hardware-implemented word-guessing game that runs on a custom five-stage pipelined MIPS processor, with real-time VGA display and PS/2 keyboard input — all built from first principles in Verilog and assembly.
Building a Low-Cost Digital Spirometer with Arduino & MPX2010
Learn to design a high-precision digital spirometer using an Arduino Nano and MPX2010 pressure sensor. This engineering guide covers analog signal processing, circuit integration, and algorithms for calculating Forced Vital Capacity (FVC).
EOG Sleep Mask: Detecting Secondary Sleep Strokes in Real-Time
A wearable, real-time stroke detection system disguised as a comfortable sleep eye mask. By utilizing electrooculography (EOG) to track eye movement and an onboard microcontroller to perform real-time signal processing, the device acts as an automated sentinel.
Animating Character Sprites with SDL3_image in the Multiversal Consciousness Engine
Learn how to implement a complete sprite animation pipeline in C++23 using SDL3 and SDL3_image. This tutorial covers loading horizontal sprite sheets, building a physics-driven animation state machine, and rendering animated characters with proper facing and scaling.