Stewart Platforms & Simulators: Research

6/25/2026

Hexapod Parallel Platform Animation

General Thoughts

I have always been fascinated by Stewart platforms and their use in simulators and racing games. For this project, I want to build a scaled-down prototype that can simulate the motion of a boat moving through the ocean.

I am still learning the hardware side of things, but I am excited to dive in. My main focus is the pipeline between Unity and the Arduino. If I can get a close approximation of the motion mapping working, that will be a success in itself. Realistic fluid dynamics and hard-surface physics are well beyond the scope of this project, but I think there is a lot to learn by experimenting and building a prototype.

This will be my first project that brings code, hardware, and simulation together. I plan to start with a scaled version and enjoy the process of designing it.

I also plan to write more posts that explore each part of the project in more detail, then update the main project page as I make progress.

Motion Control Considerations

  • The simulation will run in the Unity engine.

  • Motion mapping will be controlled with an Arduino.

  • A 6-actuator Stewart platform will provide 6 DOF motion using inverse kinematics.

  • Washout filtering will help keep motion within physical limits and avoid singularities.

  • A physical kill-switch will be included for safety.

Considerations

Control Pipeline

  • Data transformation

  • IK solving, especially the best and fastest method

  • Motion filtering and scaling

  • Calibration and default pose

Communication

  • Communication method

  • Latency

  • Throughput and data size

  • Dropouts and reconnection

  • Error tolerance and handling

Hardware

  • Actuator type

  • Cost

  • Material

  • Complexity

  • Scalability

  • Power

  • Safety

Open Questions

  • Which Arduino is best suited for this project?

  • What actuators are needed for the arms?

  • Which ocean simulation package in Unity is the most robust and practical?

  • Are there design caveats that apply to a scaled prototype but not to the full-scale version, and vice versa?

  • What is the best way to reduce debugging time and improve profiling?

Next Steps

  • Create a project proposal for the Projects section.

  • Produce a bill of materials for the hardware.

  • Experiment with Unity water and boat physics.

  • Research Stewart platforms and parallel platforms through papers, videos, and other projects online.

See you in the next one!