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Chrono in Unreal, part 3: the traps

Wheels turning sideways in the water, an automatic gearbox shifting wrong in sand, triggers on the wrong time base, an autopilot driving through pedestrians.

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#projekte
#agenticengineering

Chrono in Unreal, part 2: the architecture of the integration

How Project Chrono sits inside Unreal Engine 5.8 as a physics core: modules, classes, per-frame data flow, coordinates, fixed time step, terrain and own forces.

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#projekte
#agenticengineering

Chrono in Unreal, part 1: why Chrono, which effects, two days of work

Why a multibody library instead of game physics, what the island demo actually computes, and how an engineer with an agent got there in two days.

#projekte
#software
#agenticengineering

dsPIC33CH: dual-core with master and slave, no cache and safety hardware out of the box

The dsPIC33CH carries two DSC cores on one chip, hard-wired as master and slave, with mailbox registers in hardware instead of shared memory. Why that removes the cache coherence pitfall along the way, and where the safety hardware for IEC 60730 Class B, ASIL-B and ASIL-C really pays off.

#embeddedsystems
#elektronik

STM32H dual-core: FreeRTOS on both cores and communication via shared memory

The STM32H7 dual-core family carries a Cortex-M7 and a Cortex-M4 on one chip. How to set up a separate FreeRTOS on each core and couple them with a FreeRTOS message buffer in the shared, non-cacheable SRAM4, woken up by the hardware semaphore.

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#software

Pitfalls in analog front-end design for DSP

The analog front end sets the noise floor of a DSP system. Seven real-world pitfalls that ruin the signal-to-noise ratio before the algorithm even starts: DC/DC ripple, LDO PSRR, anti-aliasing, grounding, bus protection and layout.

#elektronik
#embeddedsystems