Here's an English technical explanation for "36 Slot 4 Pole Winding Diagram" tailored for game development purposes:
Title: 36 Slot 4 Pole Winding Diagram Technical Guide for Game Development
1. Basic Parameters
Slots: 36 (36 slots per pole pair)
Poles: 4 (2 pole pairs)
Turns per Phase: Typically 24-36 turns (adjustable for game physics)
Phase Configuration: 3-phase (common in motor simulations)
Winding Type: Double-layer wave winding (most efficient for slot count)
2. Key Calculations
# Example Python calculations for game physics simulation
slots_per_pole = 36 // 4 = 9 slots/pole
slots_per_phase = 9 * 2 = 18 slots/phase
turns_per_phase = 24 (example value)
winding_factor = (k_open * k_close) / 2 # 0.85-0.95 typical range
3. Connection Patterns
Phase Sequence: ABC (120° phase separation)
Layer Arrangement:
Front Layer: Even slots (2,4,6,...36)
Back Layer: Odd slots (1,3,5,...35)
End Winding: Overlap 5 slots for mechanical stability
4. Game Development Implementation Tips
// Example Unity shader snippet for motor visualization
void CalculateWindingVectors() {
float slotAngle = 2 * PI * i / 36.0;
vec2 frontPos = vec2(cos(slotAngle), sin(slotAngle)) * 0.5;
vec2 backPos = vec2(cos(slotAngle + PI), sin(slotAngle + PI)) * 0.5;
// Color coding by phase
float phase = floor((i % 18) / 6.0);
color = vec3(phase == 0 ? 1.0 : (phase == 1 ? 0.5 : 0.0), 1.0, 0.0);
}
5. Common Game Mechanics Considerations
Motor torque simulation:
Torque = (0.5 * μ * B * I * N * Z) / (R + jωL)
Implement torque-speed curve visualization
Electrical simulation:
// Unity C# example for basic motor simulation
public class MotorSimulator {
private float[] phaseCurrents;
void Update() {
phaseCurrents[0] = CalculateCurrent(PhaseA);
phaseCurrents[1] = CalculateCurrent(PhaseB);
phaseCurrents[2] = CalculateCurrent(PhaseC);
UpdateTorque(phaseCurrents);
}
}
Visual feedback:
Use particle systems for winding visualization
Implement slot highlight system for debugging
6. Troubleshooting Guide
No rotation: Check phase sequence (ABC vs ACB)
Unbalanced torque: Verify winding factor calculation
High noise: Reduce end winding overlap (from 5 to 3 slots)
Efficiency drop: Optimize slot pitch (0.9-1.1 slot pitch ratio)
7. Optimization Strategies
Memory optimization:
Store winding patterns as lookup tables (LUTs)
Use quaternions for 3D rotation calculations
Performance tips:
Precompute winding vectors during initialization

Use LOD system for distant motor views
Physics integration:
Match time steps with electrical cycle times
Implement Verlet integration for accurate torque simulation
8. Sample Winding Sequence (Part 1 of 2)
Phase A:
Front: 2-3, 8-9, 14-15, 20-21, 26-27, 32-33
Back: 1-2, 7-8, 13-14, 19-20, 25-26, 31-32
Phase B:
Front: 4-5, 10-11, 16-17, 22-23, 28-29, 34-35
Back: 3-4, 9-10, 15-16, 21-22, 27-28, 33-34
Phase C:
Front: 6-7, 12-13, 18-19, 24-25, 30-31, 36-1
Back: 5-6, 11-12, 17-18, 23-24, 29-30, 35-36
9. Validation Checklist
Check pole pair symmetry (each pole should have 9 slots)
Verify phase sequence rotation (A→B→C clockwise)
Confirm end winding continuity (100% connection)
Validate electrical resistance matching (3-phase balance)
Test torque ripple pattern (should show 4-pole harmonic signature)
This technical guide provides a foundation for implementing accurate motor systems in games while maintaining performance efficiency. Would you like me to elaborate on any specific aspect of the implementation?
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