[Andrew Peterson] was looking for a way to indulge in his retro gaming passions in a more contemporary manner. His 3D NES emulator “N3S” for Windows brings Nintendo classics to the HoloLens, turning pixels into voxels, and Super Mario into an augmented reality gingerbread man.
To run NES games on the HoloLens, [Andrew’s] emulator uses the Nestopia libretro core. Since AR glasses cry for an augmentation of the game itself, the N3S re-emulates the NES’ picture processing unit (PPU), allowing it to interpret a Nintendo game’s graphics in a 3D space. [Andrew] also put together a comprehensive explanation of how the original Nintendo PPU works, and how he re-implemented it for the HoloLens.
The current version of the N3S PPU emulator automatically generates voxels by simply extruding the original pattern data from the game’s ROM, but [Andrew] is thinking about more features. Users could sculpt their own 3D versions of the original graphic elements in an inbuilt editor, and model sets could then be made available in an online database. From there, players would just download 3D mods for their favorite games and play them on the HoloLens.
According to [Andrew], the emulator reaches the limits of what the current pre-production version of the HoloLens can render fluently, so the future of this project may depend on future hardware generations. Nevertheless, the HoloLens screen capture [Andrew] recorded makes us crave for more augmented retro gaming. Enjoy the video!
The HTC Vive is a virtual reality system designed to work with Steam VR. The system seeks to go beyond just a headset in order to make an entire room a virtual reality environment by using two base stations that track the headset and controller in space. The hardware is very exciting because of the potential to expand gaming and other VR experiences, but it’s already showing significant potential for hackers as well — in this case with robotics location and navigation.
Autonomous robots generally utilize one of two basic approaches for locating themselves: onboard sensors and mapping to see the world around it (like how you’d get your bearings while hiking), or sensors in the room which tell the robot where it is (similar to your GPS telling you where you are in the city). Each method has its strengths and weaknesses, of course. Onboard sensors are traditionally expensive if you need very accurate position data, and GPS location data is far too inaccurate to be of use on a smaller scale than city streets.
[Limor] immediately saw the potential in the HTC Vive to solve this problem, at least for indoor applications. Using the Vive Lighthouse base stations, he’s able to locate the system’s controller in 3D space to within 0.3mm. He’s then able to use this data on a Linux system and integrate it into ROS (Robot Operating System). [Limor] hasn’t yet built a robot to utilize this approach, but the significant cost savings ($800 for a complete Vive, but only the Lighthouses and controller are needed) is sure to make this a desirable option for a lot of robot builders. And, as we’ve seen, integrating the Vive hardware with DIY electronics should be entirely possible.
There isn’t a lot of detail to be found behind this short demo of robot-based physical feedback for VR, but the video (embedded below) demonstrates things well. It’s an experiment in generating force feedback for virtual objects using a Baxter robot and the HTC Vive. When the user presses against a wooden block in VR, the robot presses back which simulates the mass of the virtual object. Force feedback is one of these areas in which research is ongoing, and in a variety of different directions.
Like so many other things in life, nothing beats the real thing for actual physical feedback. Also, there’s something great about giving a $25,000 robot the job of impersonating a few simple wooden blocks in VR, just so you can strap on a VR rig and basically give a robot a realistic-feeling fist bump.
Looking to add some activity to your day but don’t want to go through a lot of effort? [D10D3] has the perfect solution that enables you to take a leisurely bike ride through Skyrim. A standing bicycle combines with an HTC Vive (using the add-on driver VorpX which allows non-vr enabled games to be played with a VR headset) and a Makey Makey board to make slack-xercise — that’s a word now — part of your daily gaming regimen.
The Makey Makey is the backbone of the rig; it allows the user to set up their own inputs with electrical contacts that correspond to keyboard and mouse inputs, thereby allowing one to play a video game in some potentially unorthodox ways — in this case, riding a bicycle.
Setting up a couple buttons for controlling the Dragonborn proved to be a simple process. Buttons controlling some of the main inputs were plugged into a breadboard circuit which was then connected to the Makey Makey along with the ground wires using jumpers. As a neat addition, some aluminium foil served as excellent contacts for the handlebars to act as the look left and right inputs. That proved to be a disorienting addition considering the Vive’s head tracking also moves the camera. Continue reading “Staying In and Playing Skyrim Has Rarely Been This Healthy”→
The HTC Vive is the clear winner of the oncoming VR war, and is ready to enter the hallowed halls of beloved consumer electronics behind the Apple Watch, Smart Home devices, the 3Com Audrey, and Microsoft’s MSN TV. This means there’s going to be a lot of Vives on the secondhand market very soon, opening the doors to some interesting repurposing of some very cool hardware.
The Vive’s Lighthouse is an exceptionally cool piece of tech that uses multiple scanning IR laser diodes and a bank of LEDs that allows the Vive to sense its own orientation. It does this by alternately blinking and scanning lasers from left to right and top to bottom. The relevant measurements that can be determined from two Lighthouses are the horizontal angle from the first lighthouse, the vertical angle from the first lighthouse, and the horizontal angle from the second lighthouse. That’s all you need to orient the Vive in 3D space.
To get a simple microcontroller to do the same trick, [Trammell] is using a fast phototransistor with a 120° field of view. This setup only works out to about a meter away from the Lighthouses, but that’s enough for testing.
[Trammell] is working on a Lighthouse library for the Arduino and ESP8266, and so far, everything works. He’s able to get the angle of a breadboard to a Lighthouse with just a little bit of code. This is a great enabling build that is going to allow a lot of people to build some very cool stuff, and we can’t wait to see what happens next.
Just in case anyone secretly had the idea that Valve Software’s VR and other hardware somehow sprang fully-formed from a lab, here are some great photos and video of early prototypes, and interviews with the people who made them. Some of the hardware is quite raw-looking, some of it is recognizable, and some are from directions that were explored but went nowhere, but it’s all fascinating.
The accompanying video (embedded below) has some great background and stories about the research process, which began with a mandate to explore the concepts of AR and VR and determine what could be done and what was holding things back.
One good peek into this process is the piece of hardware shown to the left. You look into the lens end like a little telescope. It has a projector that beams an image directly into your eye, and it has camera-based tracking that updates that image extremely quickly.
The result is a device that lets you look through a little window into a completely different world. In the video (2:16) one of the developers says “It really taught us just how important tracking was. No matter [how you moved] it was essentially perfect. It was really the first glimpse we had into what could be achieved if you had very low persistence displays, and very good tracking.” That set the direction for the research that followed.
[Daniel Perdomo] and two of his friends have been working on a mechanical version of Pong for the past two years. We can safely say that the final result is beautiful. It’s quite ethereal to watch the pixe–cube move back and forth on the surface.
[Daniel] has worked in computer graphics for advertising for more than 20 years. However, he notes that neither he nor his friends had any experience in mechanics or electronics when they began. Thankfully, the internet (and, presumably, sites like Hackaday) provided them with the information needed.
The pong paddles and and pixel (ball?) sit onto of a glass surface. The moving parts are constrained to the mechanics with magnets. Underneath is a construction not unlike an Etch A Sketch for moving the ball while the paddles are just on a rail with a belt. The whole assembly is made from V-groove extrusion.
Our favorite part of the build is the scroll wheel for moving the paddle back and forth. For a nice smooth movement with some mass behind it, what’s better than a hard-drive platter? They printed out an encoder wheel pattern and glued it to the surface. The electronics are all hand-made. The brains appear to be some of the larger Arduinos. The 8-bit segments, rainbow LEDs, etc were build using strips glued in place with what looks like copper foil tape connecting buses. This is definitely a labor of love.
It really must be seen to be understood. The movement is smooth, and our brains almost want to remove a dimension when watching it. As for the next steps? They are hoping to spin it up into an arcade machine business, and are looking for people with money and experience to help them take it from a one-off prototype to a product. Video after the break.