Tag Archives: Raspberry Pi

Fancier Minecraft Pi Game of Life

IMG_20130218_012053.jpg

I spiffed up my last bit of Minecraft Pi Edition code by making the Game of Life fit into a smaller area of the world, making the world grid and live cells easier to see (by making dead cells Obsidian and live cells Diamond Blocks), and even adding a nifty little stepped wall around the playing field. In the two photos, you can see the new Game of Life as seen from the ground inside of the playing field and hovering above it. It runs a fair amount faster now that it's only updating a 64x64 grid. Still not going to break any speed records (even from 1980) but it's a bit more fun to play with now.

IMG_20130218_011949.jpg

 

# pilife.py
#
# Jason Milldrum
# 18 Feb 2013
#
# www.nt7s.com/blog

import minecraft.minecraft as minecraft
import minecraft.block as block
import numpy
import random

mc = minecraft.Minecraft.create()

# World size in x and z axes
#worldSize = 64

# Bounds of x and z axes
negLimit = -32
posLimit = 31

# Bounds of y axis
yNegLimit = -64
yPosLimit = 64

# Y coord of Life world floor
worldFloor = 0

# Number of steps in the surrounding wall
maxWallHeight = 5

# Initialize the Life world
theWorld = numpy.zeros((posLimit - negLimit + 1, posLimit - negLimit + 1), dtype=numpy.bool)
theNextWorld = numpy.zeros((posLimit - negLimit + 1, posLimit - negLimit + 1), dtype=numpy.bool)
for x in range(posLimit - negLimit):
	for y in range(posLimit - negLimit):
		theWorld[x][y] = random.randint(0,1)

# Clear everything at the world surface and above inside the Life play area
mc.setBlocks(negLimit - (maxWallHeight * 2), worldFloor, negLimit - (maxWallHeight * 2), posLimit + (maxWallHeight * 2) - 1, yPosLimit, posLimit + (maxWallHeight * 2) - 1, block.AIR)

# Let's create stairsteps around the Life world

# Start with the +x direction
x = posLimit
stepHeight = worldFloor
# Up
while stepHeight <= maxWallHeight:
	mc.setBlocks(x, worldFloor, negLimit - stepHeight - 1, x, stepHeight, posLimit + stepHeight, block.BEDROCK)
	x += 1
	stepHeight += 1
# Down
stepHeight = maxWallHeight
while stepHeight >= worldFloor:
	mc.setBlocks(x, worldFloor, negLimit - stepHeight - 1, x, stepHeight, posLimit + stepHeight, block.BEDROCK)
	x += 1
	stepHeight -= 1

# Now the -x direction
x = negLimit - 1
stepHeight = worldFloor
# Up
while stepHeight <= maxWallHeight:
	mc.setBlocks(x, worldFloor, negLimit - stepHeight - 1, x, stepHeight, posLimit + stepHeight, block.BEDROCK)
	x -= 1
	stepHeight += 1
# Down
stepHeight = maxWallHeight
while stepHeight >= worldFloor:
	mc.setBlocks(x, worldFloor, negLimit - stepHeight - 1, x, stepHeight, posLimit + stepHeight, block.BEDROCK)
	x -= 1
	stepHeight -= 1

# Next the +z direction
z = posLimit
stepHeight = worldFloor
# Up
while stepHeight <= maxWallHeight:
	mc.setBlocks(negLimit - stepHeight - 1, worldFloor, z, posLimit + stepHeight, stepHeight, z, block.BEDROCK)
	z += 1
	stepHeight += 1
# Down
stepHeight = maxWallHeight
while stepHeight >= worldFloor:
	mc.setBlocks(negLimit - stepHeight - 1, worldFloor, z, posLimit + stepHeight, stepHeight, z, block.BEDROCK)
	z += 1
	stepHeight -= 1

# Finally the -z direction
z = negLimit - 1
stepHeight = worldFloor
# Up
while stepHeight <= maxWallHeight:
	mc.setBlocks(negLimit - stepHeight - 1, worldFloor, z, posLimit + stepHeight, stepHeight, z, block.BEDROCK)
	z -= 1
	stepHeight += 1
# Down
stepHeight = maxWallHeight
while stepHeight >= worldFloor:
	mc.setBlocks(negLimit - stepHeight - 1, worldFloor, z, posLimit + stepHeight, stepHeight, z, block.BEDROCK)
	z -= 1
	stepHeight -= 1

# Set the player right in the middle of the world
mc.player.setPos(0, worldFloor, 0)

# Main processing loop
while True:
	# Display theWorld
	for x in range(posLimit - negLimit):
		for y in range(posLimit - negLimit):
			if theWorld[x][y] == True:
				mc.setBlock(x + negLimit, worldFloor, y + negLimit, block.DIAMOND_BLOCK)
			else:
				mc.setBlock(x + negLimit, worldFloor, y + negLimit, block.OBSIDIAN)

	# Check number of neighbors alive
	for x in range(posLimit - negLimit):
		for y in range(posLimit - negLimit):
			
			if x == 0:
				xMinus = posLimit - negLimit
			else:
				xMinus = x - 1

			if x == posLimit - negLimit:
				xPlus = 0
			else:
				xPlus = x + 1

			if y == 0:
				yMinus = posLimit - negLimit
			else:
				yMinus = y - 1

			if y == posLimit - negLimit:
				yPlus = 0
			else:
				yPlus = y + 1

			alive = 0			

			if theWorld[xPlus][yPlus]:
				alive += 1
			if theWorld[x][yPlus]:
				alive += 1
			if theWorld[xMinus][yPlus]:
				alive += 1
			if theWorld[xPlus][y]:
				alive += 1
			if theWorld[xMinus][y]:
				alive += 1
			if theWorld[xPlus][yMinus]:
				alive += 1
			if theWorld[x][yMinus]:
				alive += 1
			if theWorld[xMinus][yMinus]:
				alive += 1

			# Calculate which cells live and die in next generation
			if theWorld[x][y] == False:
				if alive == 3:
					theNextWorld[x][y] = True
			else:
				if alive < 2:
					theNextWorld[x][y] = False
				elif alive > 3:
					theNextWorld[x][y] = False
				else:
					theNextWorld[x][y] = True
	# Copy array
	theWorld = theNextWorld.copy()

Conway's Game of Life in Minecraft Pi Edition

Also known as "The slowest implementation of the Game of Life in 2013". This is what happens when you have insomnia.

IMG_20130214_031548.jpg

What I did was first clear out the entire world, then place a plane of glass across the entire world at y=1. The actual Life cells are Cobblestone blocks on the y=0 plane (the grid is on the Minecraft x-z axis). The Life grid is initialized with a random seed, then set off to work. This code for the Game of Life is about the dumbest and slowest implementation there is. I've done no optimization at this point. It only updates about one generation (over the entire world) every few minutes. But it does seem to work, as you can see above.

Next time I need a break from electronics, I'll refine the code and post it again (or you can follow the Gist). It's way too slow to run the entire world as a Life simulation, so I think I'll just clear out a 64x64 space in the middle of the world and confine the world to that size, which should make things run about an order of magnitude faster, I would hope. I know, this is crap code, but I'm still trying to really get into the Python frame of mind and this was a quick hack any way.

I'll let this thing run for a while and post a screenshot of the evolved world to Twitter and G+ later on. Also, thanks to the shoutout from the new http://mcpipy.wordpress.com/ blog!

Exploring Minecraft Pi Edition

If you are a Raspberry Pi enthusiast, you may have seen that Minecraft Pi Edition was officially released yesterday. I don't have the time to game like I used to, so I haven't really played Minecraft, but this version looked intriguing since it's free and it has an open API. So I downloaded it yesterday during a break when both of the boys were napping and give it a quick run. The performance of the game is surprisingly responsive, which shows that the GPU in the Pi is fairly capable, even if stock Raspian X Windows is slow.

With a bit of digging into the very sparse API docs included with the program, and a little Internet help, I was able to get a bit of code up and running. All it does is create a sphere 10 blocks away from the player's location in the Z direction. Here's the quick and dirty code:

You can see the results in this photo:

IMG_20130212_120032.jpg

Pretty fun stuff, even if it's very basic. I know that the hardcore MC fans have already been scripting some pretty fantastic stuff in the PC version. It should be interesting to see what people do with the Pi version.

HNY

Yes, a belated Happy New Year greetings! It's hard to believe that 2013 is already well under way. I figured it was about time to give you a quick update on what's going on in the shack right now.

First up is the discrete component grabber receiver for 14.141 MHz that I prototyped to be paired with the OpenBeaconMini project. The receiver itself consists of a roughly 2 kHz wide crystal filter on the front end, feeding into a single-balanced diode ring mixer, which drives an AF amp using 2N4401 and 2N4403 transistors. Because I'm not able to put up a proper outdoor antenna for the grabber right now, I decided to put the VE7BPO cascode active antenna on it instead. It seems to work well, but I don't know for sure because there are basically no signals on this part of the band. I intended to use my Raspberry Pi with the receiver as a grabber, but I had no luck getting either LOPORA or QRSSVD to work properly and reliably. It may just be asking too much of the poor beast. So I'm going to try to appropriate another PC in order to get the grabber receiver QRV so that on-air testing of OpenBeaconMini can begin in earnest.

Discrete component monitor RX for 14.141 MHz

Discrete component monitor RX for 14.141 MHz

Next, I wanted to give you a very brief overview of my most recent purchase for the lab: a Rigol DS1022U arbitrary waveform generator. As far as I can tell, this appears to be pretty much the same as the DS1022A model that is sold in the US. But being a typical ham, I wanted to save a few dollars, so I purchased it off of eBay from seller who says he is an authorized Rigol dealer.

Rigol DG1022U Arbitrary Waveform Generator

Rigol DG1022U Arbitrary Waveform Generator

The DG1022[U|A] has two channels that can output a sine wave up to 25 MHz in 1 mHz (as in millihertz) steps. It can also provide square, ramp, pulse, noise, and arbitrary waveforms at lesser frequencies. It can modulate the waveform in a variety of ways, including AM, FM, PM, PWM, and FSK. It can, of course, also do sweeps of various parameters. The output amplitude into 50 Ω ranges from 10 Vpp on Channel 1 or 3 Vpp on Channel 2 down to 2 mVpp on both channels (or -50 dBm). The shielding on this AWG seems to be excellent. Using my HP 355C/355D attenuator combo, I can get a signal down to about -140 dBm (disclaimer: not a scientific measurement, made using my ear as a detector and listening on my IC-718). The dual outputs makes it very useful for a variety of two-tone receiver measurements, one of the big reasons driving my purchase. The Channel 2 output also doubles as a 200 MHz frequency counter input. Paired with the USB connectivity of the device (it seems to enumerate as a usbtmc device), that will be extremely handy for measuring oscillator drift. The DG1022 can also link the two channels together and give them a specific phase difference, as you can see below. This will make it very handy as a I/Q LO when I want to experiment with phasing and SDR rigs.

I/Q Output from DG1022U

So far, I've been very pleased with my purchase. I don't feel like I've had it or used it long enough to give you a full review, but I thought that this preview would at least be a bit helpful for those thinking about using it. One of my goals for the new year is to do a much better job of characterizing everything that I build. Since I intend to start selling transceivers in the near future, it's doubly-important that I can make accurate measurements of my products so that I can properly state their specifications. To this end, I've decided to sell off a bunch of my unused or replaceable test equipment (please take a look at the for sale posting) in order to finance the new, calibrated test gear. Next up on my purchase list is a Rigol DSA815TG spectrum analyzer (just reviewed favorably in the February 2013 QST), but that's going to require the sale of everything on that page!

Finally, I've got the CC1 prototype PCBs on their way from Seeed Studio right now. It looks like they just cleared customs in the US, so hopefully they will be in my hands in the next few days. With any luck, I'll have the first one built by the weekend and will be well on the way to a new beta test. I'll put up a quick post to show off the PCBs, and when the first prototype unit is completed. Stay tuned!