[Bob’s] Pac-Man clock is sure to appeal to the retro geek inside of us all. With a tiny display for the time, it’s clear that this project is more about the art piece than it is about keeping the time. Pac-Man periodically opens and closes his mouth at random intervals. The EL wire adds a nice glowing touch as well.
The project runs off of a Teensy 2.0. It’s a small and inexpensive microcontroller that’s compatible with Arduino. The Teensy uses an external real-time clock module to keep accurate time. It also connects to a seven segment display board via Serial. This kept the wiring simple and made the display easy to mount. The last major component is the servo. It’s just a standard servo, mounted to a customized 3D printed mounting bracket. When the servo rotates in one direction the mouth opens, and visa versa. The frame is also outlined with blue EL wire, giving that classic Pac-Man look a little something extra.
The physical clock itself is made almost entirely from wood. [Bob] is clearly a skilled wood worker as evidenced in the build video below. The Pac-Man and ghosts are all cut on a scroll saw, although [Bob] mentions that he would have 3D printed them if his printer was large enough. Many of the components are hot glued together. The electronics are also hot glued in place. This is often a convenient mounting solution because it’s relatively strong but only semi-permanent.
[Bob] mentions that he can’t have the EL wire and the servo running at the same time. If he tries this, the Teensy ends up “running haywire” after a few minutes. He’s looking for suggestions, so if you have one be sure to leave a comment. Continue reading “Pac-Man Clock Eats Time, Not Pellets”
[Pekka] set himself up with quite the challenge – use an oscilloscope screen to display Quake in realtime – could it even be done? Old analog scope screens are just monochromatic CRTs but they are designed to draw waveforms, not render graphics.
Over the years Hackaday has tracked the evolution of scope-as-display hacks: Pong, Tetris, vector display and pre-rendered videos. Nothing that pushed boundaries quite like this.
[Pekka]’s solution starts off the same as many others, put the scope in X-Y mode and splice up your headphone cable – easy. He then had to figure out some way to create an audio signal that corresponded to the desire image. The famous “Youscope” example demos this, but that demo is pre-rendered. [Pekka] wanted to play Quake in realtime on the scope itself, not just watch a recording.
With only so much bandwidth available using a soundcard, [Pekka] figured he could draw a maximum of about a thousand lines on screen at a time. The first headache was that all of his audio cards had low-pass filters on them. No way around it, he adjusted his ceiling accordingly. ASIO and PortAudio were his tools of choice to create the audio on the fly from a queue of XY lines given.
To tell his audio engine what lines to draw, he solicited Darkplaces – an open source Quake rendering engine – and had it strip polygons down to the bare minimum. Then he had to whip out the digital hedge trimmers and continue pruning. This writeup really cannot do justice to all the ingenious tricks used to shove the most useful data possible through a headphone jack. If this kind of thing interests you at all, do yourself a favor and check out his well-illustrated project log.
In the end [Pekka] was not entirely happy with the results. The result is playable, but only just barely. The laptop struggles to keep it simple enough, the soundcard struggles to add enough detail and the scope struggles to display it all quickly enough. At the very least it sets the bar extraordinarily high for anyone looking to one-up him using this method. There is only so much water that can be squeezed from a rock.
See the video below of [Pekka] playing the first level of Quake.
Continue reading “Ultimate Oscilloscope Hack – Quake in Realtime”
Aiming to be the leader in Virtual Reality horror experiences is the immersive VR haunted house in Seattle called ‘The Nightmare Machine’ which promises to be one of the most terrifying events this Halloween. But they need some assistance raising money to achieve the type of scale on a large public level that the project is attempting. The goal is $70,000 within a 30 day period which is quite the challenge, and the team will need to hustle every single day in order to accomplish it.
Yet the focus of the project looks good though, which is to lower the massive barriers of entry in VR that are associated with high hardware costs and provide people with a terrifying 5 minutes of nightmare-inducing experiences. This type of fidelity and range is usually only seen in military research facilities and university labs, like the MxR Lab at USC. And, their custom-built head mounted displays bring out this technology into the reach of the public ready to scare the pants off of anyone willing to put on the VR goggles.
The headsets are completely wireless, multi-player and contain immersive binaural audio inside. A motion sensing system has also been integrated that can track movements of the users within hundreds of square feet. Their platform is a combination of custom in-house and 3rd party hardware along with a slick software framework. The technology looks amazing, and the prizes given out through the Kickstarter are cool too! For example, anyone who puts in $175 or more gets to have their head 3D scanned and inserted into the Nightmare Machine. The rest of the prices include tickets to the October showcase where demos of the VR experience will be shown.
Continue reading “VRcade’s The Nightmare Machine (Kickstarter Campaign)”
[Dylan] created an easy to make gaming console with an Arduino Uno, a makeshift button, an analog stick, and a TFT LCD touchscreen shield. Plus, he fashioned together a simple button with some duct tape.
So far, he has made 2 games. One is the infamous Pong. The other is a ‘Guess the Number’ type experience. The whole project is run within the code, and does not access the bootloader directly like you would with 2boots or a regular Gameduino adapter.
Build instructions can be found on [Dylan]’s hackaday.io project page (linked above). Essentially, all that is needed is to gather up the supplies, then take the button and analog stick and complete a circuit, fitting the open wires into the slots at digital pin 9. Solder the wires in place and connect ground to ground, 5v to 5v, x to A4, and y to A5. Add the TFT shield, insert a micro SD card, and upload a game.
To see it in action, check out the video after the break:
Continue reading “The BlueOkiris Gameduino Console”
[StrangeMeadowlark] decided one day to create this badass Arduino-based gaming controller. Not for any particular reason, other than, why the heck not?!
It looks like a tiny Lego spaceship that has flown in from a nearby planet, zooming directly into the hands of an eager Earthling gamer. With buttons of silver, this device can play Portal 1 and 2, Garry’s Mod, Minecraft, and VisualBoy Advance. Although more work is still needed, the controller does the job; especially when playing Pokemon. It feels like a Gameboy interface, with a customizable outer frame.
Sticky, blue-tack holds a few wires in place. And, most of the materials are items that were found around the house. Like the gamepad buttons on top; they are ordinary tactile switches that can be extracted from simple electronics. And the Legos, which provide an easy way to build out the body console, rather than having to track down a 3D printer and learning AutoCAD.
Continue reading “A Lego Game Controller; Just for the Hack of It”
These days, it’s easy enough to play games on the go. If you have a smart phone, you are pretty much set. That doesn’t mean you can’t still have fun designing and building your own portable gaming system, though.
[randrews] did just that. He started out by purchasing a small memory LCD display from Adafruit. The screen he chose is low power as far as screens go, so it would be a good fit for this project. After testing the screen with a quick demo program, it was time to start designing the circuit board.
[randrews] used Eagle to design the circuit. He hand routed all of the traces to avoid any weird issues that the auto router can sometimes cause. He made an efficient use of the space on the board by mounting the screen over top of the ATMega chip and the other supporting components. The screen is designed to plug in and out of the socket, this way it can be removed to get to the chip. [randrews] needs to be able to reach the chip in order to reprogram it for different games.
Once the board design was finished, [randrews] used his Shapeoko CNC mill to cut it out of a copper clad board. He warns that you need to be careful doing this, since breathing fiberglass dust is detrimental to living a long and healthy life. Once the board was milled out, [randrews] used a small Dremel drill press to drill all of the holes.
The final piece of the puzzle was to figure out the power situation. [randrews] designed a second smaller PCB for this. The power board holds two 3V coin cell batteries. The Arduino expects 5V, so [randrews] had to use a voltage regulator. This power board also contains the power switch for the whole system.
The power board was milled and populated. Then it was time to do some measurements. [randrews] measured the current draw and calculates that he should be able to get around 15 hours of play time using the two 3V coin cell batteries. Not bad considering the size.
Building an LED cube is a great way to learn how to solder, while building something that looks awesome. Without any previous experience with soldering or coding, [Anred] set out to create a simple 8x8x8 LED cube gaming platform.
Rather than reinventing the wheel, [Andred] based the LED cube off of three separate Instructables. The resulting cube came out great, and the acrylic casing around it adds a very nice touch. Using an Arduino Mega, the 74HC574, and a few MOSFET’s to drive his LEDs, the hardware is fairly standard. What sets this project apart from many other LED cube builds, is the fact that you can game on it using a PlayStation 1 controller. All the necessary code to get up and running is included in the Instructable (commented in German). Be sure to see the cube in action after the break!
It would be great to see a wireless version of this LED cube game. What kind of LED cube will gaming be brought to next? A tiny LED cube? The biggest LED cube ever? Only time will tell.
Continue reading “Gaming on an 8x8x8 LED Cube”