We’ve seen a proliferation of real-life video game builds lately, but this one is a jaw-dropper! [Tomer Daniel] and his crew of twelve hackers, welders, and coders built a Space Invaders game for GeekCon 2016.
[Tomer] et al spent more time on the project than the writeup, so you’re going to have to content yourselves with the video, embedded below, and a raft of photos that they sent us. ([Tomer] wrote in and wanted to thank each of you, and his sponsors, by name, but that would be a couple paragraphs on its own. Condider yourselves all thanked!)
Continue reading “Real-Life Space Invaders with Drones and Lasers”
[Rudeism] loves playing Blizzard’s hit game Overwatch. He wanted to make his gaming experience a bit more realistic though. One of the characters is D.Va, who according to game lore is a member of the South Korean Mobile Exo-Force (MEKA). D.Va pilots her MEKA in game using two joysticks. Overwatch is a standard FPS with WASD and mouse controls, so the realism ends at the screen.
[Rudeism] didn’t let that stop him. He used two flight sticks to create the ultimate D.Va experience. [Twitch recording link – language warning] A commercial software package called Xpadder allowed him to map movements on the joystick to mouse and keystrokes. The left joystick maps to WASD, left shift, Q, and right click. The right stick corresponds to mouse movements, E, and left click.
This isn’t exactly the tank style steering we’re used to from classic mech games like Virtual-On, but it’s pretty good for a software solution. It makes us wonder what would be possible with a bit of hardware hacking – perhaps a Teensy handling the analog and button inputs.
People have been coming up with interesting ways to play video games for years. Check out this hack with the classic Microsoft Kinect, or these arcade hacks.
Storytelling is an art. It stretches back to the dawn of man. It engages people on an emotional level and engages their mind. Paulina Greta Stefanovic, a user experience researcher and interaction designer is on the cutting edge of bringing our technology together with the best human aspects of this long tradition.
The information age is threatening storytelling — not making it extinct, but reducing the number of people who themselves are storytellers. We are no longer reliant on people in our close social circles to be exquisite story tellers for our own enjoyment; we have the luxury (perhaps curse?) of mass market story-telling.
Paulina’s work unlocks interactive storytelling. The idea isn’t new, as great storytellers have always read their audience and played to their engagement. Interactive storytelling in the digital age seeks to design this skill into the technology that is delivering the story. This is a return from passive entertainment.
This breaks down into interactive versus responsive. At its simplest, think of responsive as a video that has a pause button. You can change the flow of the story but you can’t make the story your own. Surprisingly, this is a new development as the ability to pause playback is but a few decades old. So you can pause a responsive medium, but true interactive experiences involve creation — the audience is immersed in the story and can make substantive changes to the outcome during the experience.
This equates to a power transfer. The creator of the media is no longer in complete control, ceding some to the audience. We are just at the start of this technology and it looks like the sky is the limit on what we can do with algorithmic interactions.
Video games are the forerunners of this change. They already have branching stories that let the users make choices that greatly affect the storyline. This industry is huge and it seems obvious that this active aspect of story consumption is a big part of that success. Even more intriguing is a “drama management system” (a new term to me but I love it) that results in a story whose ending nobody knows until this particular audience gets there. What a concept, and something I can’t wait to see for myself!
If you find these concepts as interesting as I do, check out Paulina’s talk below, which she presented at the Hackaday Belgrade conference.
I’ve had a few conversations over the years with people about the future of 3D printing. One of the topics that arises frequently is the slicer, the software that turns a 3D model into paths for a 3D printer. I thought it would be a good idea to visualize what slicing, and by extension 3D printing, could be. I’ve always been a proponent of just building something, but sometimes it’s very easy to keep polishing the solution we have now rather than looking for and imagining the solutions that could be. Many of the things I’ll mention have been worked on or solved in one context or another, but not blended into a cohesive package.
I believe that fused deposition modelling (FDM), which is the cheapest and most common technology, can produce parts superior to other production techniques if treated properly. It should be possible to produce parts that handle forces in unique ways such that machining, molding, sintering, and other commonly implemented methods will have a hard time competing with in many applications.
Re-envisioning the slicer is no small task, so I’m going to tackle it in three articles. Part One, here, will cover the improvements yet to be had with the 2D and layer height model of slicing. It is the first and most accessible avenue for improvement in slicing technologies. It will require new software to be written but does not dramatically affect the current construction of 3D printers today. It should translate to every printer currently operating without even a firmware change.
Part Two will involve making mechanical changes to the printer: multiple materials, temperatures, and nozzle sizes at least. The slicer will need to work with the printer’s new capabilities to take full advantage of them.
Finally, in Part Three, we’ll consider adding more axes. A five axis 3D printer with advanced software, differing nozzle geometries, and multi material capabilities will be able to produce parts of significantly reduced weight while incorporating internal features exceeding our current composites in many ways. Five axis paths begin to allow for weaving techniques and advanced “grain” in the layers put down by the 3D printer.
Continue reading “A Look Into the Future of Slicing”
[willrandship] sent in a conversation from Reddit discussing the programming ports inside the Steam controller and their potential for hacking. From the posts and the pictures it seems the radio/SoC and the MCU can be programmed on the board, or at least they both have JTAG headers. The JTAG headers are in the form of “Tag-Connect” pads on the board so it will require the dedicated cable or soldering some hardware to the board temporarily.
From the pictures we can see a NXP LPC11U37F ARM Cortex-M0 and a Nordic nRF51822 ARM Cortex-M0 SoC with integrated Bluetooth low energy. There are only a limited number of Steam Controllers in the wild at this time so we don’t expect much in the way of hacking them thus far. There is a Steam Controller hackaday.io project just started for anyone who would like to contribute to the Steam Controller hacking.
Continue reading “Hack The Steam Controller?”
The Internet is a strange place. The promise of cyberspace in the 1990s was nothing short of humanity’s next greatest achievement. For the first time in history, anyone could talk to anyone else in a vast, electronic communion of enlightened thought, and reasoned discourse. The Internet was intended to be the modern Library of Alexandria. It was beautiful, and it was the future. The Internet was the greatest invention of all time.
Somewhere, someone realized people have the capacity to be idiots. Turns out nobody wants to learn anything when you can gawk at the latest floundering of your most hated celebrity. Nobody wants to have a conversation, because your confirmation bias is inherently flawed and mine is much better. Politics, religion, evolution, weed, guns, abortions, Bernie Sanders and Kim Kardashian. Video games.
A funny thing happened since then. People started to complain they were being pandered to. They started to blame media bias and clickbait. People started to discover that headlines were designed to get clicks. You’ve read Moneyball, and know how the use of statistics changed baseball, right? Buzzfeed has done the same thing with journalism, and it’s working for their one goal of getting you to click that link.
Now, finally, the Buzzfeed editors may be out of a job. [Lars Eidnes] programmed a computer to generate clickbait. It’s all done using recurrent neural networks gathering millions of headlines from the likes of Buzzfeed and the Gawker network. These headlines are processed, and once every twenty minutes a new story is posted on Click-O-Tron, the only news website you won’t believe. There’s even voting, like reddit, so you know the results are populist dross.
I propose an experiment. Check out the comments below. If the majority of the comments are not about how Markov chains would be better suited in this case, clickbait works. Prove me wrong.
Making retro video games on today’s micro controllers brings many challenges, especially when using only the micro controller itself to handle the entire experience. Complex graphics, sound, game logic and input is taxing enough on the small chips, toss in NTSC color graphics and you have a whole different bear on your hands.
[rossum] set out making the Arduinocade retro game system using an overclocked Arduino Uno, and not much more. Supporting 4 voice sound and IR game controllers, the system also boasts 27 simultaneous colors all in software. These colors and the resolution feel like they’re impossible without a graphics chip to offload some of the work. While doing all of this the ATmega328p is also playing some faithful reproductions of classic arcade games.
The uses a couple of interesting tricks. Color is generated with NTSC color artifacts, where the screen is really black and white, but thanks to a delay or two in the signal generation the bits are out of phase from the reference “color burst” signal and appear on-screen as unique colors. This approach was used in the 8 bit Apple II personal computers to generate its colors, and also on the early IBM PC’s with CGA cards to drastically increase color depth. In this case, the chip is overclocked with a 28.6363 MHz crystal (a multiple of NTSC timing) and the SPI hardware leveraged to shift out all the necessary pixels. Check out how great it looks and sounds after the break.
It’s good to see an old trick on a new project and we are off to play some games!
Continue reading “Retro Games on ArduinoCade Just Shouldn’t Be Possible”