As you can see above, there is no wiimote in that accessory steering wheel. There is, instead, a home-made accelerometer controller that connects to the pc via USB. Based around a PIC 18F2550 and a 2 axis accelerometer, this device is detected by windows as a standard controller. The schematic and source code are available on his website. He says it can also be used as a “motion mouse”. You can see a video of that after the break.
[David Cranor] has managed to fit a fully working Uzebox system into an old NES controller. Uzebox, an open source gaming platform based on the ATmega 644 and an AD725 NTSC encoder, is one of a couple systems that are becoming more and more widespread and accessible. There are a number of ready-to-go Uzebox kits available, but for the more hands-on types, [David] has been very generous with his schematics and step by step instructions. These schematics can all be readily reshaped, and would easily fit into controllers with less fun applications and sentimental value.
What do gangs, territories, cities, and glowing blue balls have in common? No, not that one drunken night you can’t seem to remember, rather a new location aware game called Urban Defender.
The concept behind the game is simple. A player hold a ball that knows its current location and can notify you if needed via LEDs and a speaker of changes in its environment. He or she then runs around the city until the ball tells them of an unclaimed or enemy territory. Bounce the ball against a building and that territory is now claimed.
The ball itself is a prototype combination of an Arduino, Accelerometer, vibration motor, LEDs, XBee, batteries, and wire all packed inside of an industrial rubber gym ball. Unfortunately after testing the Urban Defender team found the GPS and a few other components would need to be kept outside of the ball and on the player.
Finally, a project that warrants the use of an Arduino. Anyone up for a game?
Ever sat down from a long day of hacking and thought to yourself “I wish there was a cool video game out there made just for me. Better yet, made by me!” Today is your lucky day with the release of UDK – Unreal Development Kit.
In days of old, the only solution to satisfying your game creation desires was a cheap game making kit, or adding to the millions of Source mods. Epic has changed tables by now allowing anyone to use their engine (non-commercially of course) to create the game of their dreams; who knows, maybe even the next Unreal Tournament.
UDK is currently limited to PC, but plans are in the process for PS3 and Xbox360 development. For those who cant wait, we suggest checking out XNA. Whatever tools you use, ever made a cool game? Tell us in the comments!
Sunday we saw robots playing pool and an augmented reality pool game. Today we’ll complete the pool trifecta: virtual pool using a real cue stick and ball in another vintage video from Hack a Day’s secret underground vault. The video is noteworthy for a couple of reasons:
First is the year it was made: 1990. There’s been much buzz lately over real-world gaming interfaces like the Nintendo Wii motion controller or Microsoft’s Project Natal. Here we’re seeing a much simpler but very effective physical interface nearly twenty years prior.
Second: the middle section of the video reveals the trick behind it all, and it turns out to be surprisingly simple. No complex sensors or computer vision algorithms; the ball’s speed and direction are calculated by an 8-bit processor and a clever arrangement of four infrared emitter/detector pairs.
The visuals may be dated, but the interface itself is ingenious and impressive even today, and the approach is easily within reach of the casual garage tinkerer. What could you make of this? Is it just a matter of time before we see a reader’s Mini-Golf Hero III game here?
We’re very impressed with [Steve's] Electronic Snowball Fight game. It consists of two life-sized players standing opposite of each other. Each can throw a snowball or duck, the object is to hit the other person and not get hit yourself. He’s utilized a lot of good building techniques that could be easily adapted to other types of game play. Read the rest of this entry »
We saw this nifty little toy today and thought you guys might get a kick out of it. Its called the Hangmanduino, and as you can probably tell from the name, it plays hang man. This was an exercise in simplicity, you’ll notice there is only a single control for the entire game. We thought that the design was pretty cool, especially the single control. We weren’t surprised to see that this is actually the very same control we featured previously. You can download the code yourself from his website, if you want to make one of your own.
[Miltron] dropped us a tip about his NES workbench. Knowing that when you get frustrated with whatever project you are beating your head against, you need an outlet, [Miltron] decided to build some relaxing NES fun into his workbench. He’s using a NES on a chip though any multi game-in-a-controller setup should work. He has gutted a PSone LCD and mounted it all together nicely so he can game at any moment. You might recall one of [Miltron]’s earlier projects, Das Uber Airsoft Turret. How long will it be before we see integrated LCDs into our toolbox lids or workbenches from the factory?
Reader [Ramon Viladomat] sent in what he has been working on over the last year at the Universitat Pompeu Fabra in Barcelona. Tired of see nothing but zooming map demos, he created a roleplaying game that takes advantage of the reacTable’s multitouch interface. Along with multitouch, the reacTable also uses tangible fiducial markers to represent objects and as an alternative input method. Embedded above is a video demoing the interface and gameplay (starts at 3:43). The game lets you move your miniature through a virtual world. The surface shows you how far you can move dynamically as your action points regenerate and slowly reveals more dungeon as you discover it. You can pause the action and use gestures to set attack patterns. We really like this demo and would love to see someone build one using a popular tabletop game like Warhammer 40K. Embedded below is a demo of the associated map editor.
[Moritz Waldemeyer], a favorite artist of ours, has a brand new project. He went wanting to design a 3D version of the game Operation. The piece he ended up with is called Keyhole Surgery. It’s essentially the laparoscopic version of operation. The player guides a metal key through the passages of a translucent block while attempting not to touch the walls. A counter on the side displays how many hits it has detected. The player with the smallest number wins. We love the modular potential of this project: the number of layers could be increased, the order could be changed, and more.