Click on one of the physics simulations below... you'll see them animating in real time, and be able to interact with them by dragging objects or changing parameters like gravity.
The chip remains fully compliant with the DOCSIS 3.1 specification, ensuring backward compatibility with existing infrastructure while delivering advanced features. 3. Integrated Gateway Capabilities
The BCM3392 offers significant improvements over its predecessor, the BCM3390 , primarily aimed at dramatically increasing downstream bandwidth. 1. 10G Downstream Support (Boosted DOCSIS 3.1)
| Milestone | Timeline | |-----------|----------| | Initial sampling | 2023 | | DOCSIS certification | 2024 | | Commercial production | 2025 (current status) |
Built on a small, efficient process node to reduce power consumption and heat. 🌐 Impact on the Broadband Industry broadcom 3392
Several Original Design Manufacturers (ODMs) have already announced products leveraging the BCM3392's capabilities. announced in early 2025 that they are developing 10G downstream DOCSIS 3.1 CPE solutions based on the BCM3392 SoC. This includes a DOCSIS 3.1 gateway platform designed to deliver next-generation broadband services.
Offers the F@st3894E eMTA, distributed extensively to North American operators looking for instant downstream capacity boosts. Market Landscape: Broadcom vs. MaxLinear
One of the first public devices to feature the BCM3392 is the (formerly Technicolor). This cable modem gateway is a showcase for the chip's capabilities, as it pairs the new DOCSIS 3.1+ engine with the latest in wireless technology, Wi-Fi 7 (802.11be) . The CGA438A is designed to offer service providers a way to deliver multi-gigabit wireless connectivity without a bottleneck from the wired internet connection. The chip remains fully compliant with the DOCSIS 3
: By processing four concurrent OFDM blocks, the chip substantially improves spectral efficiency and aggregate download capabilities.
The BCM3392 is defined by a set of powerful technical specifications that set it apart from its predecessors and position it as a leader in the DOCSIS 3.1 chipset market. Its most notable feature is its downstream capacity, which has been engineered to support .
Several major manufacturers are integrating the BCM3392 into their latest Customer Premises Equipment (CPE): announced in early 2025 that they are developing
The Broadcom BCM3392 is a highly integrated Wi-Fi 6 chipset that supports both 2.4 GHz and 5 GHz frequency bands. It offers advanced features like:
Supports four 192 MHz OFDM (Orthogonal Frequency Division Multiplexing) channels.
The BCM3392 is a central component in the emerging "DOCSIS 3.1+" ecosystem, offering a cost-effective performance boost. The "3.1+" designation typically refers to enhanced implementations that push the standard to its theoretical limits, and the BCM3392 achieves this through its four-channel OFDM support.
: It passed DOCSIS certification in 2024 and is officially in production as of early 2025.
The BCM3392 has followed a structured path to market. Here is a summary of its key milestones:
There are several ways to reproduce a particular experimental setup. The easiest way is to click the "share" button.
When the recipient clicks the URL, the EasyScript that is embedded in the URL will replicate the conditions that you set up.
See Customizing myPhysicsLab Simulations for how to customize further with JavaScript or EasyScript.
myPhysicsLab is provided as open source software under the Apache 2.0 License. Source code is available at https://github.com/myphysicslab/myphysicslab. Online documentation is available.
There are around 50 different simulations in the source code, each of which has an example file which is for development and testing. There are also downloadable versions which be used to show simulations offline (when not connected to the internet).
Most of the simulation web pages show how the math is derived. See for example the Single Spring simulation.
The rigid body physics engine is the most sophisticated simulation shown here. It is capable of replicating all of the other more specialized simulations. The physics engine handles collisions and also calculates contact forces which allow objects to push against each other.
See also links to other physics websites.
The myPhysicsLab simulations do not have units of measurements specified such as meters, kilograms, seconds. The units are dimensionless, they can be interpreted however you want, but they must be consistent within the simulation.
For example if we regard a unit of distance as one meter and a unit of time as one second, then a unit of velocity must be one meter/second.
See the discussion About Units Of Measurement in the myPhysicsLab Documentation.
Hi, my name is , I live in Seattle, WA, USA, and I am a self-employed software engineer. I started developing this website in 2001, both as a personal project to learn scientific computing, and with a vision of developing an online science museum. I grew up in Chicago near the Museum of Science and Industry which I loved to visit and learn about science and math.
I got a BA in Mathematics at Oberlin College, Ohio, 1978, and an MBA from Univerity of Chicago, 1984. My first software jobs were using the language APL which I enjoyed for its math-like conciseness and power.
I was fortunate to get involved in the Macintosh software industry early on in 1985, joining MacroMind, which became Macromedia. I led the software development at MacroMind as VP of Engineering for 5 years. Our most significant product was VideoWorks, which was renamed Director, and lives on today as Adobe Director. In the 1980's, the interactive multimedia concepts that are so common today were new and being developed. VideoWorks was mainly an animation tool, but also incorporated programmable interactivity. Our main competitors at that time were HyperCard, SuperCard, and Authorware. Director was used in many different ways; I am most proud that it became the preferred way to prototype software user interfaces for a time during the 90's. Director was also used to develop the introductory "guided tour" tutorial that came with the Macintosh in the early years. And of course, Director was used for all sorts of art, design, and marketing projects.
I went on to work at Apple Computer on new multimedia and user interface concepts involving digital agents, animated user interfaces, speech recognition and distributed information access. In 1991, there was a sudden flurry of activity when Apple and IBM were trying to set up a strategic partnership. I became involved in the super-secret negotiations, and made the suggestion that what the world needed was a standard for multimedia that multimedia content creators could rely on to publish to (ultimately this is what HTML became). Based on these suggestions, Kaleida Labs was founded. Our work there developed a product called ScriptX, which turned out to be very similar to Sun's Java which was being developed at the same time. ScriptX had goals of supporting all forms of multimedia: text, images, audio, video, animation; being cross-platform (Mac and Windows), interpreted, object oriented, with a garbage collector to manage memory.
I then moved to Seattle and turned my attention back to mathematics and science. I relearned calculus by doing all the problems in my old college text book and took further math classes at the University of Washington. I started developing this website as a way to practice what I was learning. I am now happy to use excellent tools such as HTML and JavaScript, and leave their development to others. I continue to work on physics simulations, with several new ones in development.
Archive of older projects.
This web page was first published April 2001.