MCU-Sim

MCU-Sim

15 devlogs
79h 10m
•  Ship certified
Created by SUPA Siblings

A full-blown electrical simulator. Supports a multitude of electrical components - and eventually, I plan to add support for microcontrollers.

It is a fully realistic simulation, meaning in theory it should match a real life circuit 1:1

Note: Comments and tests are vibe-written, the rest is in hand written GDScript!

Timeline

Ship 1

1 payout of shell 1214.0 shells

SUPA Siblings

18 days ago

SUPA Siblings Covers 15 devlogs and 79h 10m

Make the comppnents EVEN MORE REALISTIC (now with A ±0.0001% ERROR RATE) and add advanced ci/cd to auto-deploy godot app on push along with uploading build artifacts to GitHub. OpAmp is successfully fixed, no longer a beta component. Also make tests redirect to a separate scene that shows which tests failed/passed instead of just exiting

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Add full functionality lf breadboard comppnent + test for breadboard

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TESTS WORK NOW!!1!1!111!!1!1!111!one!11!!!!11{sin²(x)+cos²(x)}111!!!11!!!!111eipi!!1one11!111!!{ln(e)e^(ipi+1)}1!!1!1!11eleventyleven11{4∑(n=0 to ∞) (-1)ⁿ/(2n+1) / π}!!!{-2ζ(0)}!!!

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FINALLY fix the Newton-Raphson solver to actually solve - now only 5 tests are failing!

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Continue working on fixing everything, as it turns out literally refactoring the entire program kinda does take a while.

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Add even more realistic formulae for all 15+ comppnents

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Added more realistic formulae e.g newtin raphson solver for all components

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I coded for 10m to see whats happening as som isnt counting my time in devlogs. Nothing actually done

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Fix the opamp issue with singularity, fix more warnings, add Breadboard component, and fix a bug where the components stop working when clicked.

Took a bunch of time as the breadboard just refused to work, idk why, but now its all good.

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Fix the OVER 200 WARNINGS that was occuring, along with further code shrinking. Also implemented a new, less laggy system in order to detect clicks on components: it uses an array of positions of components along with the mouse position then calculates it via a function.

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Shrunk the code by deduplicatimg code (following dry and stuff)

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Add a TON of doc comments and some fancy ui

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It turns out I HADNT fixed the bug with OpAmp3D, and I got ABSOLUTELY SICK OF DEBUGGING THIS after around 3 more hours, so I decided to implement a GUI for the game, and added a Beta Component feature which includes components that do not work (currently only the Op Amp)

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Fixed the failing op-amp test.

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Added some more useful components:

OP-Amp
Linear Regulator
MOSFets
Relay

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