![]() Use the USB Keyboard and/or USB Joystick examples, as a basis, and the Encoder library (it is included in Teensyduino) to read the two trackball encoders (one per axis). You connect its pin 15 to +5V, pin 13 to GND, pins 5 and 6 to one pair of GPIO pins for one rotary encoder, and pins 7 and 8 to another pair of GPIO pins for the other rotary encoder.Īll you need is already in Teensyduino, so if you are careful to check the wiring so you don't do short circuits (I'm clumsy ), you're good to go! It is just two (incremental, quadrature) rotary encoders. Essentially, the USB HID (Human Interface Device protocol) provides one "event" when the button closes, and another when it opens. This has only five pins, because the "input" side of each of the four contactors is commoned to the fifth pin, simply for ease of use. The transparent plastic thingy near the bottom is a replaceable "limit" disk, that restricts how far the stick can move in each direction. The only difference is that the newer arcade joystics use microswitches instead of plain leaf connections - but microswitches are really just enclosed similar contactors, so it's not even a real difference. This looks very similar to standard arcade joystics people use with Teensies, I'm basically trying to decide a) if these parts are useful to work with and b) if there's something fun I can do with the Teensy, since I no longer need it for a specific foot switch.Īll thoughts or pointers are welcome-I expect this to be a lot of learning and no need to rush results (already installed Teensyduino, etc. It has 15 connections, but seems like many of them are spare according to the data sheet ( ). The second is more complex, as it looks like a roller ball for a more involved setup. Could be useful for zooming, scrolling, etc. I imagine it would be simple enough to code these as 4 different momentary buttons (one for each direction), but I wonder if I could keep the button "firing" as long as I was pressing the joystick (ie, as long as the connections in one direction stayed closed). The first is a simple joystick that connects two pins when pressed in a particular direction. I'm new to this sort of development, but used to be a front end dev and am not scared of code, so I'm curious if I can do something fun with some weird controller/arcade pieces I have lying around. ![]() Now I have a Teensy to use for something else. We recommend targeting the development version of STK, so the best way to download the media repository is with a Subversion (SVN) client (more information on the Installing Tools page).Long story short, I bought a Teensy++ 2.0 to build a midi foot pedal to use with my Synthstrom Deluge, but ended up buying the pedal they made specifically for it. ![]() Because Blender is sensitive about the file structure of your track files when you link textures and library nodes from the media repo, we recommend placing the Blender project file of your kart/track/library node in its own folder under the appropriate category in your downloaded copy of the media repo, just as if it were an official part of the game. The media repository serves another purpose: using it, you can import a large variety of textures and objects into tracks you make. This is necessary because those files are normally too large or even incompatible with the game, so they are shrinked or converted before being shipped with the game. The media repository is the place where all the original files of 3D Models, textures, sound and all the other game art being used in STK are stored.
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