I sent this to my dad. I am sure he will enjoy reading this.
How machines learned precision (glinscott.github.io)
ghm2180 9 minutes ago
WillAdams 5 minutes ago
Chris Borges has done some pretty cool little machines using 3D printed forms filled with concrete:
https://www.printables.com/@ChrisBorge
and of course there are more CNC router designs than one can shake a stick at (ob. discl., I work for a company which makes one)
qchris 17 minutes ago
glinscott a day ago
I started digging into Watt's challenges getting an accurate cylinder bore for his pistons, and it spiraled out from there :).
The article covers some of the key techniques developed during the industrial revolution to measure and make incredibly precise parts. There are a lot of animations and interactive figures to explore how it works.
ahazred8ta a day ago
glinscott a day ago
ahazred8ta a day ago
glinscott 2 hours ago
HPsquared 2 hours ago
RivieraKid 2 hours ago
glinscott 2 hours ago
The text was hand written, but reviewed by AI and light edits were made. The CAD models that drive a lot of the animations were either sourced or built based on pictures of historical machines. As called out in the credits, the interactive figures were built by myself and Claude Fable 5 (mostly - a bit of Opus 5.5 in there now).
The article itself was built over about 4 months.
dekhn an hour ago
HPsquared 2 hours ago
Animats 2 hours ago
Remember, this was all iron, not steel. The mass production of steel didn't get going until the 1880s. It's amazing that railroads predate steel.
WillAdams 8 minutes ago
_doctor_love an hour ago
gblargg an hour ago
Joker_vD 2 hours ago
That's the stuff I like to read about the historical endeavors. A fifty-threads nut doesn't average the distance between the grooves quite accurately enough? Then let's make a nut with six-hundred threads on it, and so what if it's foot long.
nayuki an hour ago
glinscott an hour ago
HPsquared 2 hours ago
nayuki an hour ago
jeeshan an hour ago
glinscott 33 minutes ago
It's a mixture of techniques. Using fully rigged CAD models is a huge help, it ensure physically realistic motions. Then, I built a custom exporter / renderer to render them realistically in CAD style.
For a lot of the animations, I first develop storyboards to cover the main beats, and decide on what would be interactive or not. Then a lot of iteration with Fable (and Opus 5.5 now!) on how to show things clearly. A lot of time is spent trying to show the key ideas visually. Eg. in the bench micrometer adding an overlay with the size of the micrometer closing over the part, as well as showing the screw spinning was a big improvement in "readability".