3D Printed Jet Engine

In specific applications, jet engines are often the most efficient internal combustion engines available. Not just for airplanes, but for anything that needs to run on a wide variety of fuels, operate at a consistent high RPM, or run for an extended amount of time. Of course, most people don’t have an extra $4,000 lying around to buy a small hobby engine, but now there’s a 3D-printed axial compressor available from [noob_sauce].

As an aero propulsion engineer, [noob_sauce] is anything but a novice in the world of jet engines. This design is on its fourth iteration with a working model set to be tested by the end of the month. Additionally, [noob_sauce] created his own software that was necessary for the design of such a small, efficient jet engine which has all been made available on Git. So far the only part that has been completed has been the compressor stage of the engine, but it’s still a very impressive build that we don’t see too often due to the complexity and cost of axial compressor jet engines.

Of course, there are some less-complex jet engines that are available to anyone with access to a hardware store and a welder which don’t require hardly any precision at all. While they’re fun and noisy and relatively easy to build, though, they don’t have near the efficiency of a jet engine like this one. The build is impressive on its own, and also great that [noob_sauce] plans to release all the plans so that anyone can build one of these as well.

You’re The Only One Not Playing With Unity

It wasn’t too long ago that one could conjecture that most hackers are not avid video game players. We spend most of our free time taking things apart, tinkering with microcontrollers and reading the latest [Jenny List] article on Hackaday.com. When we do think of video games, our neurons generally fire in the direction of emulating a console on a single board computer, such as a Raspberry Pi or a Beaglebone. Or even emulating the actual console processor on an FPGA. Rarely do we venture off into 3D programs meant to make modern video games. If we can’t export an .STL with it, we’re not interested. It’s just not our bag.

Oculus Rift changed this. The VR headset was originally invented for 3D video games, but quickly became a darling to hackers the world over. Virtual Reality technology is far bigger than just video games, and brings opportunity to many fields such as real estate, construction, product visualization, education, social interaction… the list goes on and on.

The Oculus team got together with the folks over at Unity in the early days to make it easy for video game makers to make content for the Rift. Unity is a game engine designed with a shallow learning curve and is available for free for non-commercial use. The Oculus Rift can be integrated into a Unity environment with the check of a setting and importing a small package, available on the Oculus site. This makes it easy for anyone interested in VR technology to get a Rift and start pumping out content.

Hackers have taken things a step further and have written scripts that allow Unity to communicate with an Arduino. VR is fun. But VR plus physical reality is just down right exciting! In this article, we’re going to walk you through setting up your Oculus Rift and Unity game engine to communicate with the outside world via an Arduino.

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VIM Normalization

Linux users–including the ones at the Hackaday underground bunker–tend to fall into two groups: those that use vi and those that use emacs. We aren’t going to open that debate up again, but we couldn’t help but notice a new item on GitHub that potentially negates one of the biggest complaints non-vi users have, at least for vim which is the most common variant of vi in use on most modern systems. The vim keybinding makes vim behave like a “normal” editor (and to forestall flames, that’s a quote from the project page).

Normally vi starts out in a command mode that it calls normal mode. Pressing a key will execute an editing command, unlike most other modern editors which just insert characters into the open file. For example, pressing x will delete a character. This surprises most people who aren’t familiar with vi. In all fairness, there are other older editors that work this way, but they usually were not screen-oriented.

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Codebender Rises From The Ashes

If you were sad that Codebender had bit the dust, cheer up. A site called codeanywhere has acquired the online Arduino development environment and brought it back to life. In addition to the main Codebender site, the edu and blocks sites are also back on the air.

Not only is this great news, but it also makes sense. The codeanywhere site is a development IDE in the cloud for many different programming languages. The downside? Well, all the people who said they’d be glad to pay to keep Codebender alive will get a chance to put their money where their mouth is.

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