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mincych

@mincych

Joined June 20th, 2026

  • 27Devlogs
  • 4Projects
  • 2Ships
  • 30Votes
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9h 7m 59s logged

bug fixing session, no exciting updates, the more i think im coming close oto finishing it, more the work remains.

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10h 13m 8s logged

Progres Report

  • Simulated a hand from data in 2d space
  • X axis is found from TDOA cross-correlation
  • Y axis is found from doppler shift and EMA decay integration.
    -It’s not the best, but it works 70% of the time.

The project is almost finished, but i’m not happy with the accuracy, so ill work on making it better. As good as it can be.

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11h 20m 32s logged

#Code is not working. After the last post, I made some changes, and maybe messed up. Now something is wrong and im not able to figure it out. Since no AI is used in this project, this is becoming really hard.

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13h 10m 43s logged

Progress Update

  • Tried moving hand towards and away from laptop at known velocities.
  • Tried to receive doppler shifted audio from the movement of hand.
  • Extracted frequency shift from each tone independently using FFT.
  • Did some more math and started losing my brain because it wasn’t working at the start.

Now i’ll fuse methods, and get x and y coordinates for the plane.

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6h 47m 46s logged

#Progress so far

played a short pulse first from left speaker alone, then right one. Measured the angles of arrival, then calculated distance of how far apart these speaker and microphones are.

This system can be used for any laptop, allowing for a general approach to be taken further.

Yea next ill just verify two tone doppler separation.

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7h 58m 22s logged

JUST WAIT FOR THE PROGRESS REPORT A BIT MORE, IM HAVING TROUBLE WITH THIS LAPTOP SPEAKER SEPERATION DETECTION.

WHY IS THIS STUFF SO HARD

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15h 22m 52s logged

I was in the middle of making the distance calculator.

So i’ll complete it and post my next devpost explaining it, this time limit of 10h is kinda annoying tbh. lol

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Reposted by @mincych

6h 21m 50s logged

Devlog 2, A breakthrough!

Quick introduction

I’m working on a very janky Switch 2 cloudplay setup:

AYN Thor → Windows → XInput → C# → UART → Raspberry Pi Pico → fake Switch Pro Controller → Switch 2

After around 3 days of work the Switch 2 could;

  • Identify the controller
  • Complete the handshake
  • Send bytes and other useful info to my Pico

But it would never actually connect with the Switch 2, I kept messing with the code, debugging, changing bytes I even asked AI but I never got the answer.

Then I had an epiphany,

What if all this time my code was working just fine and I wasn’t testing it correctly, so I sent a singular button press with right_buttons |= (1 << 3); and suddenly. It connected. Apparently, the Switch was waiting for an actual input report before considering the controller fully connected.

All that work and time just to mess up my entire codebase. At least I learned a little more about C and hexes 😓😓

What is next?

I think the project is close for a v0.1 release, I’ll need to;

  • Fix the A button input
  • Clean up the codebase from all the testing mess
  • Test
  • Build the application

In the future I want to build a special application instead of relying on OBS, reduce latency and add rumble + gyro support.

https://youtu.be/oTnj4p9ZfQ8

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Reposted by @mincych

11h 10m 7s logged

Tried to merge FFT and doppler shift implementations finally

Yea….. This is the only thing done in past 10 hours of work, but lemme explain how hard it is.
This will be a weird analogy but hear me out.

Imagine a robot, it can use sonar to keep a map of things around it and use the change in reflections and finally knows its own change in position. It’s absolute for knowing the surroundings around you, but it drifts overtime.

Meanwhile a simple tracker using wheel can tell you change in location. But you can’t get information about surroundings.
So they both are merged so that the drifting of sonar is stopped.

I’m applying doppler shift in the same way, since it detects only the change, we can use it to correct the positions acquired by FFT implementation.

Hope you all get it, ofcourse its not correctly working right now, so i’ll work on it.

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11h 10m 7s logged

Tried to merge FFT and doppler shift implementations finally

Yea….. This is the only thing done in past 10 hours of work, but lemme explain how hard it is.
This will be a weird analogy but hear me out.

Imagine a robot, it can use sonar to keep a map of things around it and use the change in reflections and finally knows its own change in position. It’s absolute for knowing the surroundings around you, but it drifts overtime.

Meanwhile a simple tracker using wheel can tell you change in location. But you can’t get information about surroundings.
So they both are merged so that the drifting of sonar is stopped.

I’m applying doppler shift in the same way, since it detects only the change, we can use it to correct the positions acquired by FFT implementation.

Hope you all get it, ofcourse its not correctly working right now, so i’ll work on it.

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21h 32m 40s logged

Updates :

Heres another fun photo actually

  • Actually tested with multiple laptops to see how much differently the same signals behave. A little bit different yes.
  • Tested with 2 other ways just in case they were better. No and kinda??
  • 2/3 FFT implementation done
  • Yes i am doing that doppler shift thing too now
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8h 21m 41s logged

Hardware obstacle faced

btw heres a cool monster can gun i made in my free time

ive been testing with sounds all this time. But i didnt realise that different laptops have different sound systems. Like downwards firing speakers and upwards firing speakers.
So i have decided that this wont be able to be made for all laptops. So i definitely will have to create a video for this. lol.
Im on fire!

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9h 22m 18s logged

THIS IS HELL

I have nothing new to show, since im still working on the same thing for 2 devposts now. So heres a cool photo

Anyway, after successfully implementing this FFT, I’ll move on to integrate doppler shift as well, like those robots that although have a lidar, still have that internal tracking system. Since lidar drifts, the internal tracking system corrects it. Atleast thats the vision. And implementing doppler shift isnt easy AT ALL, atleast for left to right motion.

im actually tired of failing and trying some solution without using AI.
It would have made it a lot easier but, I’m kinda stupid and egoistic ig?

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9h 54m 35s logged

Made significant progress on FFT implementation

I’m maybe 1/3rd the way to implement FFT ig?
This is getting pretty hard.
I’m spending most of the time just writing, running and testing the code of this implementation.

As it turns out laptops arent really the best at this stuff. And stuff like this being done by actual companies, makes sense now. It’s way too difficult.

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6h 46m 22s logged

Worked more on the implementation of FFT

The picture attached is just when there is forward or backward movement of hand, it glows brighter. Cus I tested with doppler shift a little.

So, I learnt a few more concepts required to make this.

Applied FFT a bit more nicely and neatly.

ALSO I LEARNT COMPLEX FFT WHICH IS AMAZING TBH.

Yea, so far its just applying what I’m learning.

Not easy for a 16 year old to do college shit.

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3h 22m 13s logged

Created a holding structure for the Biosensor

Went through multiple iterations.

Since I was new to 3d printing, my design initally was VERY VERY BULKY, which turned out to cost a lot.

Then went through two more iterations and cut down the need for supports and designed a really light and minimal structure.

For the data collection part, well, we have successfully collected enough data to actually predict in real time what future voltage is.

Will take one more month for this to be completed.

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6h 36m 9s logged

Implemented a basic distance detector using laptop speaker and microphones

Tbh all these difficult concepts, you understand them, do their maths, and then boom, you just implement it using a library. WHY DID I SPEND SO MUCH TIME UNDERSTANDING THEM IN THE FIRST PLACE. I AM A 16 YEAR OLD, ITS REALLY HARD FOR ME TO UNDERSTAND COLLEGE LEVEL SIGNAL PROCESSING, I STILL HAVE FFT AND TO UNDERSTAND!!!! anyway

I’ve been working on a project that basically sees without seeing. So far, i’ve understood concepts like convolution, sampling rate, correlation, stuff to basically find a sound we want from a sample.

I then wrote a code to send out a linear increasing list of frequencies from 10000 to 15000. Then do a convolution of the recieved sound with the target sample to detect where in the recieved sound lies the target sample.

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Ship

HOW TO USE THE PROJECT ? : Enter the number of particles in the input box (1000 is a recommended number), hit Apply and watch the simulation run. Left click and drag to rotate, scroll to zoom. Hit Explanation for a full breakdown of how it works.

I built a 3D molecular geometry simulator inspired by VSEPR theory from chemistry class using physics calculation, basically simulating how atoms arrange themselves through repulsion. V1 existed but had no controls and was written in VPython, so I learned Three.js from scratch, raw-dogging documentation the entire way.

The challenging part was understanding how Three.js actually works while simultaneously figuring out the physics, forces, dampening, normalisation, cylinder connections between stable particles. The “magic numbers” problem was real problem too, tuning variables so the simulation looks correct and visually pleasing at the same time. But tbh, the writing the code turned out to be so confusing, it took me like 15 hours in total, where as I expected it to get finished in 2 hours, since I thought I was “just gonna translate some code from one language to another”

Most proud of just finishing it honestly. When it finally worked, legendary doesn’t even cover it. IT WAS MORE THAN AMAZING.

  • 3 devlogs
  • 14h
  • 16.52x multiplier
  • 237 Stardust
Try project → See source code →
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9h 20m 54s logged

Finished V2 of my Atom simulator with A LOT OF IMPROVEMENTS

https://cirqatha.github.io/AtomSim/
So for the V1, I made an Atom simulator out of pure curiosity from my 11th grade chemistry concept called VSEPR theory.
I was told that the website didnt have any controlls, or any interaction, which made it kinda plain. But I stll managed to get high ratings.
So I decided to improve it, but I wrote the previous simulation using VPython, which tbh is the grandfather level compared to three.js which is actively used in websites.
So I learnt three.js and wrote the code. And here is the working of the code if anybody’s interested in it.

  • PROBLEMS I FACED = yea I did not use AI to write code, but the problem is I was learning a new language and three.js. AND I RAW DOGGED DOCUMENTATIONS, i’ve never in my life coded in a more primitive way. I also had to understand the way three.js works, its actual way of doing things.
    You can only imagine how legendary I felt when the project was over.

  • The “magic numbers” = I’ve recieved question from my previous ship about seemingly random values set for variables in the simulation. Remember, this is a very simplified simulation, a simulation with 99.99% accuracy requires a lot of factors, making this complex. The second reason is simply because that the numbers are set to make the motion of particles and visibility of particles visually pleasing while still keeping the structures mostly correct. Hence the “magic numbers”. Like I cannot set distance between atoms super low to simulate reality, thats why you would see the force constant super bumped up.

  • The UI = I’ve added a box to change the number of particles and simulate them, along with a “render End Frame” checkbox which as the name suggests, only calculates stuff till the end frame, without simultaneously updating positions, rather updating at last. There is also a guide for how many particles it can handle safely, I’ve also shown a orbit control guide there which tells you how to rotate and zoom into the simulation.

  • Updating objects = When you enter the number of particles, it first clears all the particles rom previous simulation, along with arrays and stuff.
    Then it adds particles, initialises velocites, and positions.

  • Calculation Forces = In the beginning of each simulation, the arrays is first cleared to clear the forces from previous simulation. Now, For each particle, force from every other particle is calculated, then added together to give a final force vector for that particle.

  • Calculating Velocities = Same clearing up loop with this.Also, This one’s really simple, its just a simple v = u + at formula. Every calculation is followed by a 0.9 factor scaling which dampens the velocity every frame.

  • Calculating Positions = For this one we first store the previous position in a temp variable before clearing it. We then calculate the distance travelled using the formula s = ut + (1/2)at^2. This is followed by a little normalisation, which is basically like if you are spinning a ball with a string, normalisation factor decides how much stretchy the string is. 100% normalisation means the ball travells on the edge of a perfect sphere, a 10% normalisation means it can sometimes go away from that edge, but will not drift away because an additional force is attracting it to the edge.
    That distance travelled is added to the previous position stored in temp and that gives the position for that frame.

  • Calculating Cylinders = For each particle, if it moves less than 0.1 distance between two frames, its considered stable then and it is connected to its nearest surrounding particles using cylinders.

  • Render End Frame = Theres a feature which lets you to only render final frame of a 20 second simulation, which probably saves your system some resource usage. Though all the major stuff like calculation has to happen to calculate it.

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