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ncHammer

@ncHammer

Joined June 1st, 2026

  • 17Devlogs
  • 8Projects
  • 2Ships
  • 41Votes
TSA Officer, future mechatronics engineer, 3D modeler and architect, and a new Hackclub member!
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30m 54s logged

Render and model finished! The Solstone is a humane disaster relief model that focuses on being environmentally friendly and cost effective, while making sure that those benefits don’t come at the cost of the people who live inside. A tiny concrete home with a 258.5 ft² footprint, Solstone provides basic human comfort and safety while occupying the least amount of space possible. In a disaster, displaced individuals can be quickly trained in its fast assembly and land maintenance. This lowers labor costs and thrives in a “pod village” setting, which reduces machinery mobilization costs. Once residents transition out, the village can convert into an open-air homeless shelter facility to permanently serve the community. Our design meets the requirements of a sustainable miniature housing unit using a 3D-printed concrete exterior as well as lightweight insulating concrete (LWIC). This additive manufacturing approach optimizes material efficiency, reduces on-site waste, and lowers the carbon footprint. The layered concrete walls provide a high thermal mass to stabilize interior temperatures, lowering the energy needed for climate control. This efficiency is paired with roof-mounted photovoltaic solar panels, a fuse box, and solar batteries to regulate energy consumption and maximize cost-effectiveness. We kept a strict eye on affordability, bringing the total construction cost to an average of around ~$12,500 per unit. A basic, fast-curing slab foundation costs $2,000-$3,000. The printed exterior costs $2,000, utilizing a double-skin contour for natural air insulation. LWIC concrete blocks are made from cement mixed with expanded polystyrene, which gives them the structure and support they need as well as keeping the cost to only around $3,500 for a roof of our size. Framing for the single-entry door and dual sliding ventilation windows costs $2,000. Core plumbing, surface-mounted electrical conduits, and fixtures total $3,000. Finally, the exterior rain barrel setup and solar grid structure add the remaining $2,000. The interior layout is built to serve our sustainable and humanizing goals down to every feature. The bathroom is placed in the center with two doors, allowing visitors to enter from the living room without invading the private bedroom space. Utilities like a tankless water heater supply on-demand hot water without the space and energy waste of a traditional tank. For space savings, interior doors are accordion style, the bathroom features a space-efficient Danish wet-room shower, and the toilet tank has a built-in sink that routes handwashing greywater straight to the toilet tank to eliminate water waste. Every interior feature is carefully thought out to give residents control over their space. Twin beds sit on a track system to slide together for couples or lock apart for roommates. The living room includes built-in shelves, a collapsible coffee table that folds flat into the floor, a deflatable bean bag, and a couch extension with hidden storage that expands into a fold-out bed. The kitchen is fully equipped with a medium fridge, microwave, sink, and oven, separated from the living space by a double-sided shelf wall. Outside, a unique utility loop reduces ongoing costs. Shower and sink drainage collects in a greywater tank connected to a garden hose or sprinkler, while gutters route rainwater into a barrel for backup water security. Outdoor furniture matches this flexibility: the picnic bench converts or folds flat; camping chairs feature plastic storage tubs as bases, and stackable garden beds accommodate deep-root crops. Finally, a ring of cinder blocks can support a plastic kiddie pool, which drains via a side spigot to open the space up as a community fire pit.

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Ship Changes requested

The Archimedes Cube is a modular, 3D-printable mechanical puzzle that merges the core mechanics of a traditional Rubik’s cube with an interactive marble maze. The internal mechanism utilizes a custom-designed core and six interlocking center swivels, while the outer layer consists of eight corner and twelve side pieces that slide together in a precise sequence. Rather than using traditional screws for tension, the parts rely on mechanical clasps to lock into place. Once fully assembled, a marble can travel continuously across all six faces of the outer shell via interconnected pathways and custom corner tunnels. Each face of the cube houses a separate maze track panel, and these paths connect at the seams through secondary edge framing pieces, which route the marble around the turning axes without interrupting the rotation of the cube layers.For customization, the center swivels feature interchangeable design slots, allowing builders to color-code faces in green, blue, orange, and red, or slide in personalized tile geometries. The yellow center segment acts as a dedicated marble garage, utilizing concealed internal magnets and a custom maze plug to hold the tracking marble in place when the puzzle is being solved or transported.Developing this project highlighted several mechanical constraints, particularly regarding friction and tolerances. Because fused deposition modeling (FDM) 3D printing layers introduce too much surface friction for a functional rotational mechanism, every single internal contact face requires manual sanding prior to assembly to prevent binding. Additionally, the assembly sequence must be exact; forcing a corner or edge piece into the final assembly slot easily shears the internal alignment channels. Instead, the mechanical loop must be completed by installing a center swivel piece last to properly distribute tension across the tracks. Finally, attaching the maze panels requires precise application of liquid superglue directly to the center swivels, ensuring no adhesive bleeds into the rotational seams, which would permanently lock the moving layers.

  • 5 devlogs
  • 12h
Try project → See source code →
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2h 28m logged

I’m finally finished! It’s 100% printed, assembled, and fully functional! I mainly used superglue to put it all together, and I’ve been messing around with it for hours. I hope y’all give it a chance and enjoy it! Happy cubing!

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3h 19m 23s logged

I’ve started the rendering process! It’s slow going, but I’m making it work. I have to use a school computer because my laptop is too slow. The only downside is I can’t put Hackatime on it, so hopefully this project gets recognized as taking longer then it says lol. I’ve done a lot of work on the multifunctional furniture, and I incorporated an automatic greywater and rainwater system into the irrigation, so any water outdoors will be stored in the rain barrel to lower the water usage.

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34m 34s logged

I restructured the interior wheel dynamic motion to create a better flow system instead of such thin or breakable terrain shocks, I thickened them to give the wheels each better grasp on the task they have. I also engaged more of a fluid core, where before my axels were the first thing I modeled, I’m making the choice to start with the axel caps instead and work my way out. Thanks for reading, feel free to shoot me any ideas if you have them!

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43m 47s logged

I was looking at the Mars Discovery rover, and chose to move away from rigid tires in favor of a compliant, open-framed suspension mechanism. The CAD design features a rugged outer tread ring embedded with deep, aggressive grousers to grab loose sand and climb over jagged terrain without slipping. Inside the rim, a wavy inner spring strip acts as a local shock-absorption layer to distribute the rover’s weight evenly. Rather than relying on a solid hub spoke pattern, I modeled an elegant crossed-wire system under tension to act as the primary suspension. This thin wire matrix suspends the central axle hub while giving the wheel just enough mechanical play to flex under load, dampening harsh vibrations before they ever reach the delicate scientific payloads on the main chassis. Balancing the structural flexibility of the inner components with the raw grit of the external grousers was a challenge, but I got it in the end!

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32m 17s logged

I’m working on modeling an all original Mars Rover Compound that incorporates different aspects from my previous Engineering projects. I want to add multiple different spaces for storage as well as design a functioning arm. I don’t have the time or resources to build it in real life sadly, but I think I can get the fully working model before Stardance ends :)

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Ship Pending review

I made 3D printable wall display hooks for collectible items! I focused mainly on vinyl records and comic books, with 5 sizes and types total. They function as a track that lets you slide the item in and out of the hooks. Feel free to print and use yourself!

  • 3 devlogs
  • 2h
Try project → See source code →
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18m 45s logged

One last thing before I ship! I wanted to go back over the designs and I decided to tweak the standalone record hook. Now instead of the PLA filament touching the vinyl directly (which ran the risk of scratching it), there’s space to put some sort of buffer! I plan on using a foam sticker to avoid damaging it, but anything works. Happy decorating!

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54m logged

My wall decoration hooks are finished! These are fully 3D printable ‘hook’ type items that can be attached to a wall to display anything from vinyl records to comic books without damaging the collectable item itself! There are 5 different sizes and shapes, so please feel free to open the Onshape and look around, they’re made to be used! Feedback or suggestions are more then welcome! This is just a fun little project I wanted to do to try and manufacture something I can actually ship sooner rather then later lol

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1h 13m 35s logged

A smaller, personal-convenience project this time! I’m taking a break from my two bigger tasks to model something small. These are 3D printable display hooks! I like to collect vinyl records and comics, but I’m always worried about using tape or poster tack to stick them to my wall for decoration, so I’m going to 3D print these little guys to help out with that! They’re simple hooks that have a back that connects to the wall, and then you can slide your item in through the hook and let it stand on it’s own! Drill them into your wall, use tape, glue, or anything! They come in 5 different sizes, so pick whatever works best for your collectible item. Feel free to use them as you wish! I’m hoping to get the Bambu A1 mini with my stardust so I can print these out, so if they work well let me know! Feedback or ideas always welcome!

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1h 25m 31s logged

I’ve started on the outside, and focusing on creating multi-functional furniture has really helped the process overall! The table can convert into a stand-alone bench, and the cinderblock circle can hold a kiddie pool, or a fire pit, or can have a separate piece of wood on top to serve as a table! I’m working on a garden as of right now that is watered by graywater from the shower. Sorry to post a second devlog so close, just trying to make more!

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8h 41m 56s logged

I finally finished my design! After much time working on decals and structural shape and layout, the baseline is finished. The roof is composed of a faux granite slab that adds natural cooling as well as increases stability without being too heavy. It also provides a natural erosion-resistance. The walls are made from 3D Printed concrete, and the wooden materials would all be locally sourced. This house would only cost around $35,000 to make, due to it’s incredibly small size, around 350 sqft. It could be constructed as a disaster relief unit for a small village of houses exactly like it! Those living in it could be trained on the simple equipment to earn their keep, as food and other essentials would be provided. After displaced peoples have moved out, the already existing structures could be used to fight homelessness, help refugees, or even just provide affordable housing to those in need. This is sustaiapod. Modeled entirely on Onshape.

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6h 14m 17s logged

I’ve adjusted the material load uses, and created a rooftop storage space. The structural shell would cost between $4-5k to print, also causing minimal waste. The doorframes would be printed using a special steel plate that the concrete could run over, as opposed to wasteful supports that could be created by a similar desktop 3D printer. If anyone has any decoration or design ideas please let me know! The goal with this project is to create a happy and affordable home that focuses on the humane aspect of housing. People need to feel safe and at home in their living situation, so I want it to feel as high quality for as little as possible.

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4h 16m 15s logged

Every human is a person. That’s the message behind Sustainapod, my new sustainably built emergency housing unit. I am currently working on a 3D model, as well as floorplans and build designs that go over the creation of this theoretical housing. The Sustainapod is under 400sqft, making it similar to a miniature studio apartment. Many current homeless shelters and disaster relief housing units are unsafe, densely populated, and have little privacy. The sustainapod would function either as a stand-alone unit or as a part of a small village of them, creating a community that respects it’s citizens as people. I’ve currently finished the unique design of the roof and walls. It has a small allotted private grass area that is included in the <400sqft measurement. The roof is also designed to allow rainwater to flow off without residing, causing long-term damage. Last but not least, there’s an outdoor-accessed attic for additional storage!

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Reposted by @ncHammer

4h 2m logged

Devlog 4

Added music and sound effects.
Put some background music for the main menu and level, and had to figure out how to make transitions between them using tweens. 
Also made some sound effects for stuff like opening chests and taking damage.

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Reposted by @ncHammer

1h 1m 32s logged

Completed Level design
made level 2 and level 3. Also made transitions using gdscript and preload cmd.
Finished combat mechanics only player health and slime damage is left
fixed a bug where it wouldn’t changed scenes or get back to the root scene
completed the levels by using a root scene and making inherited scenes . added a bridge sprite to the game

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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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2h 38m 43s logged

I’ve revamped the edge design for the marble maze, making a smoother tunnel that lines up perfectly with the panels fitting along the main cube pieces. The originals were a straight 90 degree angle, and the marble got stuck. The new model is a 45 degree curve that lets the marble flow from one face to another!

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