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rufus_nylen

@rufus_nylen

Joined August 13th, 2026

  • 5Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
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2h 32m logged

Devlog 5:
-Found a better screen for the device
-Decided on various types of switches for the device
-Checked possible layouts for the electronics
-Found another battery with better overall dimensions
-Checked some printing materials & options on JLC3DP
-Found a few other components for QoL features
Extra:
I have done quite a lot of research on everything today.

  1. The switches:
    The final layout for the device is not completely decided yet. But I think I’ll keep 2 of the front-facing buttons for “pause/play” and “skip-/previous track”. I’ll also add one “3-position sliding switch” (for motor on/auto/off options) and one “2-position sliding switch” (for device on/off) on the side of the case.
  2. The Quality of Life features:
    Too be able to get that seamless screen look on the TP-7, I can use a processed Acrylic piece. It makes it so that the pixels seem to be floating inside the acrylic window, which looks awesome.
    I will maybe add a light sensor so it know when it is in a pocket. The sensor will be active/used when the “motor on/auto/off switch” is set to “auto”.
  3. The texture & material:
    I’m not completely sure what material to use yet, but I want the same texture/feel that’s on the LAMY Safari pens (matte Umbra version). There is 1 material on JLC3DP that looks promising.
    ‎
    If you are interested and want to see how it turns out. Press follow.
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1h 27m logged

Devlog 4:
-Think I have figured out what to do with the motor
-Searched for a new low-power BLDC motor driver board (what gives power and controls the motor, “kinda”).
Extra:

  1. I think I know how to prevent the electric field caused by the motor and the inconsistent power-draw from interfering with the audio components.
    -Since the motor uses very low power, the fields shouldn’t be as strong as normal. And because of that, some copper-tape wrapped around the motor (with some space between) and then connected to ground should be enough to absorb the electric fields (maybe not the right term but who cares).
    And to neutralize the inconsistent power-draw, I can just use some resistors (hopefully) between the motor and power-module, and then between the motor and ground.
    I’ll do a bit more research to be sure.
  2. The old motor driver I found apparently needed 8-30V. Which is quite a lot for what I’m making. So after roughly 30 min of searching I finally found the “SparkFun Brushless Motor Driver - 3-Phase (TMC6300)” on their own website. It’s ~18$ + shipping :whywhywhy: (not that bad), but I really can’t find another one that would work for this specific use case. Searched though AliExpress but just found ones that requiered 5-30V and something else that’s slightly inappropriate (and completely unrelated) instead :ewwcat:

Here is the module I found:

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1h 12m 25s logged

Devlog 1:
-Researching parts/components.

Extra:
This is the first devlog of my “Teenage Engineering TP-7” inspired mediaplayer. Ever since I first saw the TP-7 for the first time, I thought it was the coolest “MP3” player ever (kinda correct), and have wanted one myself for a long time. The problem with it is that it is 1500$.
…
You read that right.
1500$!!! :huh-cat:

Which is why I want to make my own “TP-7” inspired high-res mediaplayer. It won’t be a straight copy-paste tho. I will add my own gimmicks and features too. I got ~20 days to finish this. And I probably won’t be able to ship this before then (if not for a miracle).
I will try my best to make this project a reality.

Oh btw, it’s my birthday today. :birthday-parrot: :yipee:
If anyone at HackClub sees this, pls bless me with a 150$ grant :pls:

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1h 10m logged

Devlog 13.2:
-Made some changes in the GitHub repository.
-Remade the README.md file because it got deleted by accident. :huh:
Extra:
I also made a quick assembly instruction just because. I’ll add more later maybe. :cat_typing:

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3h 18m logged

REQUIEM WAVE | DEVLOG #3

(Added 3 new enemies)

  • Whitesnake

  • The Hand

  • The Dreadful Dead

  • Made a new type of enemy every 30 sec (more on that tomorrow)

  • Made Elite enemies spawn every now and then

  • Added a player health and enemy damage system

Im very proud of my Whitesnake enemy(1st pic). I will continue to work on the game as much as possible but the bad thing is that my school starts tomorrow so I will be posting a little later than usual. Thanks for the incredible support! See you guys Soon!!

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3h 18m logged

REQUIEM WAVE | DEVLOG #3

(Added 3 new enemies)

  • Whitesnake

  • The Hand

  • The Dreadful Dead

  • Made a new type of enemy every 30 sec (more on that tomorrow)

  • Made Elite enemies spawn every now and then

  • Added a player health and enemy damage system

Im very proud of my Whitesnake enemy(1st pic). I will continue to work on the game as much as possible but the bad thing is that my school starts tomorrow so I will be posting a little later than usual. Thanks for the incredible support! See you guys Soon!!

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33m 54s logged

#Devlog 3

I have just finished a full remodel of all the UI for the home and lock screen with full custom logos and wallpapers (I used comfy UI for it). I have just published it on github so you can see all the code and files their now. I am currently working on making a AI for it called Kraken it has 4 models each built for certain things. 1st model a coding model, 2nd model and writing model for documents, 3rd model a image/video model and 4th a pentesting check for any errors in my codes that would lead to attacks.

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1h 18m logged

Devlog 11:
-Added some space for the head of the screw to sit in (so it doesn’t stick out).
-Drew some doodles on the PCB. :ditto:
Extra:
The filament I have is apparently not “see-through” enough, so I have to purchase a new roll. If you have any recommendations on good transparent filament id appreciate it. I didn’t notice until now that Transparent and Translucent are not the same.
Oh btw, what should I draw in the red circle on the 2nd image. Preferably something that has to do something with electricity since it’s right in front of the type-C port. Maybe a pokemon or smt.

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27m logged

REQUIEM WAVE | DEVLOG #2

  • Made Sprites for two enemies
  • The world sprite complete
  • RHCP sprite is complete

Im fairly new to making pixelart and this is just placeholder heads for the enemies. I will make better textures in a later devlog. See you tomorrow : )

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3h 52m 46s logged

INSANE tree optimisations

Went from 60-80 fps @ 4K to 400-450 (in game). Yes a 6 to 7x increase.

How you ask?

GPU Mesh Instance drawing offloading the CPU work of handling thousands of game objects.

In English, I’m no longer spawning thousands of tree objects, but instead telling the GPU to draw the tree instances every frame. This seems quite unintuitive because you’re now drawing thousands of things every second. BUT this means that there are no game objects, so the CPU doesn’t even know that these exist. Also the GPU draws it thousands of times anyways.

A game object handles transforms, rotations, etc. that the CPU has to keep track of whether it is active or not. This had the added benefit of the trees having no overhead when the trees are disabled, so you regain all of your framerate!

Also I used some neat little script that combined the meshes all together in the GameObject prefab.

Now it really should be able to run on your potato PC/Laptop.

Combine script

using UnityEngine;

public class MeshCombineUtility : MonoBehaviour
{
    [ContextMenu("Combine Children Meshes")]
    public void Combine()
    {
        MeshFilter[] meshFilters = GetComponentsInChildren<MeshFilter>();
        CombineInstance[] combine = new CombineInstance[meshFilters.Length];

        Matrix4x4 matrix = transform.worldToLocalMatrix;

        for (int i = 0; i < meshFilters.Length; i++)
        {
            if (meshFilters[i].gameObject == gameObject) continue;
            combine[i].mesh = meshFilters[i].sharedMesh;
            combine[i].transform = matrix * meshFilters[i].transform.localToWorldMatrix;
        }

        Mesh combinedMesh = new Mesh();
        combinedMesh.CombineMeshes(combine, true, true);

        #if UNITY_EDITOR
        string directory = $"Assets/Assets/Mesh/Tree/{gameObject.name}.asset";
        UnityEditor.AssetDatabase.CreateAsset(combinedMesh, directory);
        UnityEditor.AssetDatabase.SaveAssets();
        Debug.Log($"Combined mesh saved to {directory}");
        #endif
    }
}

Draw section of GPU Mesh Instancing

    private void DrawTreeMeshes()
    {
        if (treeMesh == null || treeMaterial == null) return;

        foreach (var kvp in generatedChunks)
        {
            ChunkData chunk = kvp.Value;
            if (chunk.spawnedTrees == null || chunk.spawnedTrees.Count == 0) continue;

            int batchSize = 1023;
            int totalTrees = chunk.spawnedTrees.Count;

            for(int i = 0; i < totalTrees; i+=batchSize)
            {
                int length = Mathf.Min(batchSize, totalTrees - i);
                Matrix4x4[] subMatrices = new Matrix4x4[length];

                for (int j = 0; j < length; j++)
                {
                    subMatrices[j] = chunk.spawnedTrees[i + j].matrix;
                }

                int meshIndex = Mathf.Abs(chunk.chunkCord.GetHashCode() + i) % treeMesh.Length;

                Graphics.DrawMeshInstanced(treeMesh[meshIndex], 0, treeMaterial, subMatrices, length);
            }
        }
    }
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27m logged

REQUIEM WAVE | DEVLOG #2

  • Made Sprites for two enemies
  • The world sprite complete
  • RHCP sprite is complete

Im fairly new to making pixelart and this is just placeholder heads for the enemies. I will make better textures in a later devlog. See you tomorrow : )

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1h 9m 15s logged

I added the icons to the search engine selection as well as the ability to add your own search engine as well. I also added quick links and the ability to edit, delete, and move them around. At the bottom, there is now also a title and description for the backgrond image which you can select which day as well. I added more widgets such as space news, recent searches, and ISS tracker where you can customize the location of these widgets

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57m 4s logged

Devlog 10:
-Added ridges on the knob for better grip.
-Made the walls on the case thinner (from 1.2mm to 1.0mm)
-Added screws in the model (not visible in the image). What an achievement I know.
Extra:
I have now printed 2 test pieces (at this point in time) for the case to be able to improve the overall “see-through-ness” (is that even a real word) of the finished case. They are not sanded or anything so I believe that I can improve the “see-through-ness” (said it again) alot.
Image:

  1. As you can see it’s not really “see-through” enough.
  2. I added a tiny support for the PCB mount (where the PCB sits).
    Edit:
    The case and knob will be printed with resin instead for a much clearer look.

Edit:
The case and knob will be made with resin.

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53m logged

REQUIEM WAVE | DEVLOG #1

  • Added player and Player movement
  • Added enemies that spawn randomly and chase the player
  • Added timer to the game

Im currently working on the player model and one of the enemy models so that the player can differentiate the characters on screen. STILL LEARNING GDScript and following a tutorial on yt on how the base mechaniccs can be made in godot for my “Survival like”.

I’ll try to keep posting daily devlogs for you so i can get as much feedback and help as possible. Thank you :)

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53m logged

REQUIEM WAVE | DEVLOG #1

  • Added player and Player movement
  • Added enemies that spawn randomly and chase the player
  • Added timer to the game

Im currently working on the player model and one of the enemy models so that the player can differentiate the characters on screen. STILL LEARNING GDScript and following a tutorial on yt on how the base mechaniccs can be made in godot for my “Survival like”.

I’ll try to keep posting daily devlogs for you so i can get as much feedback and help as possible. Thank you :)

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46m logged

REQUIEM WAVE | DEVLOG #0

this is the first Devlog of my “survivor like” game, which is JJBA inspired and created inside GODOT : )
This is the first devlog of many to come. This is my first time using and scripting in GODOT so im still learning on how the program works. It says the script are using GDScript so ill try to look at a few lessons online to better understand it. PLS comment to give me some advice and help for the future :o
You can also repost and like if you want

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46m logged

REQUIEM WAVE | DEVLOG #0

this is the first Devlog of my “survivor like” game, which is JJBA inspired and created inside GODOT : )
This is the first devlog of many to come. This is my first time using and scripting in GODOT so im still learning on how the program works. It says the script are using GDScript so ill try to look at a few lessons online to better understand it. PLS comment to give me some advice and help for the future :o
You can also repost and like if you want

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1h 13m 34s logged

Devlog 8:
-Continued with the case.
Extra:
I did a quick render of how it will look when it’s finished. Since I couldn’t get the color or texture right (comparing to a failed 3d-printed piece I have), it will be a slightly different color and have layer lines where I can not sand them down.

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