▲ 133 r/Seeed_Studio+3 crossposts

AR Tamagotchi on ESP32S3

I’ve been working on an ESP32-S3 AR pet using a Seeed Studio XIAO ESP32-S3 Sense, round display, touch input, and AprilTag pose tracking.

In this most recent iteration I fixed the touch coordinate mapping, added touch picking with the render buffer, and cleaned up the animation state machine. Now swipes, taps, and camera positioning can trigger reactions like dancing, waving, sitting, standing, and turning toward the camera much more reliably.

I think the last step is to add in some UI that shows pet stats and some more game logic.

u/the_man_of_the_first — 10 days ago
▲ 17 r/Seeed_Studio+1 crossposts

AR Tamagotchi (embedded style)

Continuation of the esp32s3 based AR project I’ve been working on, added the devil character with head tracking and different animations based on the viewing angle. Next step is adding touch support and more animations to flesh out the interactions. Any recommendations on possible game mechanics or toes of interactions would be appreciated. The round screen has a RTC so I’ll definitely be adding in time dependent interactions.

u/the_man_of_the_first — 2 months ago
▲ 145 r/ArduinoProjects+3 crossposts

WATCH TILL THE END FOR THE LITTLE GUY! Made some decent progress on my XIAO esp32s3 AR project. It now uses a faster but less precise planar homography for pose estimation so I also added some temporal smoothing to stop the cube from bouncing around but as you can see it’s not perfect. Next step is optimization and fully integrating my 3D rasterizer so I can display animated characters like the little devil.

u/the_man_of_the_first — 2 months ago
▲ 81 r/esp32

Finally started integrating my graphics engine with apriltag pose estimation. Very noisy but decently good FPS and I think I can optimize it by using IPPE and the esp-dsp library for the edge detection part of the pipeline. It does not work well when the tags are not on a screen that emits extra light but that might be due to the camera exposure or other settings.

u/the_man_of_the_first — 2 months ago

This simulation is based off of a simple "transport" heuristic. The main idea behind this is that cells spend energy to reproduce and find the nearest opening to do so, when a new cells is created it back-propagates some new energy to the cells that created it. Additionally, the reproducing cell is picked proportionally to its energy. Here is the github: https://github.com/Gabinson200/GrowthSim with many more settings to play around with. Overall the code and rules are pretty simple but you can get pretty cool emergent behavior such as branching, splitting, bursting, etc.

u/the_man_of_the_first — 3 months ago