Witch’s Staff Build Is A Rad Glowing Costume Prop

Let’s say you’re going to a music festival. You could just take water, sunscreen, and a hat. Or, you could take a rad glowing witch’s staff to really draw some eyes and have some fun. [MZandtheRaspberryPi] recently undertook just such a build for a friend and we love how it turned out.

The concept was to build a staff or cane with a big glowing orb on top. The aim was to 3D print the top as a very thin part so that LEDs inside could glow through it. Eventually, after much trial and error, the right combination of design and printer settings made this idea work. A Pi Pico W was then employed as the brains of the operation, driving a number of through-hole Neopixel LEDs sourced from Adafruit.

Power was courtesy of a long cable running out of the cane and to a USB power bank in the wielder’s pocket. Eventually, it was revealed this wasn’t ideal for dancing with the staff. Thus, an upgrade came in the form of an Adafruit Feather microcontroller and a 2,000 mAh lithium-polymer battery tucked inside the orb. The Feather’s onboard hardware made managing the lithium cell a cinch, and there were no more long cables to worry about.

The result? A neat costume prop that looks fantastic. A bit of 3D printing and basic electronics is all you need these days to build fun glowing projects, and we always love to see them. Halloween is right around the corner — if you’re building something awesome for your costume, don’t hesitate to let us know!

FLOSS Weekly Episode 803: Unconferencing With OggCamp

This week Jonathan Bennett and and Simon Phipps chat with Gary Williams about OggCamp! It’s the Free Software and Free culture unconference happening soon in Manchester! What exactly is an unconference? How long has OggCamp been around, and what should you expect to see there? Listen to find out!

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Retrotechtacular: Another Thing Your TV No Longer Needs

As Hackaday writers we don’t always know what our colleagues are working on until publication time, so we all look forward to seeing what other writers come up with. This week it was [Al Williams] with “Things Your TV No Longer Needs“, a range of gadgets from the analogue TV era, now consigned to the history books. On the bench here is a device that might have joined them, so in taking a look at it now it’s by way of an addendum to Al’s piece.

When VHF Was Not Enough

In a Dutch second-had store while on my hacker camp travels this summer, I noticed a small grey box. It was mine for the princely sum of five euros, because while I’d never seen one before I was able to guess exactly what it was. The “Super 2” weighing down my backpack was a UHF converter, a set-top box from before set-top boxes, and dating from the moment around five or six decades ago when that country expanded its TV broadcast network to include the UHF bands. If your TV was VHF it couldn’t receive the new channels, and this box was the answer to connecting your UHF antenna to that old TV.

It’s a relatively small plastic case about the size of a chunky paperback book, on the front of which is a tuning knob and scale in channels and MHz, on the top of which are a couple of buttons for VHF and UHF, and on the back are a set of balanced connectors for antennas and TV set. It’s mains powered, so there’s a mains lead with an older version of the ubiquitous European mains plug. Surprisingly it comes open with a couple of large coin screws on the underside, so it’s time to take a look inside. Continue reading “Retrotechtacular: Another Thing Your TV No Longer Needs”

Drive For Show, Putt For Dough

Any golfer will attest that the most impressive looking part of the game—long drives—isn’t where the game is won. To really lower one’s handicap the most important skills to develop are in the short game, especially putting. Even a two-inch putt to close out a hole counts the same as the longest drive, so these skills are not only difficult to master but incredibly valuable. To shortcut some of the skill development, though, [Sparks and Code] broke most rules around the design of golf clubs to construct this robotic putter.

The putter’s goal is to help the golfer with some of the finesse required to master the short game. It can vary its striking force by using an electromagnet to lift the club face a certain amount, depending on the distance needed to sink a putt. Two servos lift the electromagnet and club, then when the appropriate height is reached the electromagnet turns off and the club swings down to strike the ball. The two servos can also oppose each other’s direction to help aim the ball as well, allowing the club to strike at an angle rather than straight on. The club also has built-in rangefinding and a computer vision system so it can identify the hole automatically and determine exactly how it should hit the ball. The only thing the user needs to do is press a button on the shaft of the club.

Even the most famous golfers will have problems putting from time to time so, if you’re willing to skirt the rules a bit, the club might be useful to have around. If not, it’s at least a fun project to show off on the golf course to build one’s credibility around other robotics enthusiasts who also happen to be golfers. If you’re looking for something to be more of a coach or aide rather than an outright cheat, though, this golf club helps analyze and perfect your swing instead of doing everything for you.

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Mining And Refining: Lead, Silver, And Zinc

If you are in need of a lesson on just how much things have changed in the last 60 years, an anecdote from my childhood might suffice. My grandfather was a junk man, augmenting the income from his regular job by collecting scrap metal and selling it to metal recyclers. He knew the current scrap value of every common metal, and his garage and yard were stuffed with barrels of steel shavings, old brake drums and rotors, and miles of copper wire.

But his most valuable scrap was lead, specifically the weights used to balance car wheels, which he’d buy as waste from tire shops. The weights had spring steel clips that had to be removed before the scrap dealers would take them, which my grandfather did by melting them in a big cauldron over a propane burner in the garage. I clearly remember hanging out with him during his “melts,” fascinated by the flames and simmering pools of molten lead, completely unconcerned by the potential danger of the situation.

Fast forward a few too many decades and in an ironic twist I find myself living very close to the place where all that lead probably came from, a place that was also blissfully unconcerned by the toxic consequences of pulling this valuable industrial metal from tunnels burrowed deep into the Bitterroot Mountains. It didn’t help that the lead-bearing ores also happened to be especially rich in other metals including zinc and copper. But the real prize was silver, present in such abundance that the most productive silver mine in the world was once located in a place that is known as “Silver Valley” to this day. Together, these three metals made fortunes for North Idaho, with unfortunate side effects from the mining and refining processes used to win them from the mountains.

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Creating Video Games With AI: A Mario Example

Artificial intelligence (AI) seems to be doing everything these days. Making images, making videos, and replacing most of us real human writers if you believe the hype. Maybe it’s all over! And yet, we persist, to write about yet another job taken over by AI: creating video games.

The research paper is entitled “Video Game Generation: A Practical Study using Mario.” The basic idea is whether a generative AI model can create an interactive video game by first training it on an existing game.

MarioVGG, as it is called, is a “text-to-video model.” It hasn’t built the Mario game that you’re familiar with, though. It takes player commands as text inputs—such as “run, or “jump”—and then outputs video frames showing the result in the ‘game.’ The model was trained on a dataset of frame-by-frame Super Mario Brothers game play, combined with data on user inputs at the time. The model shows an ability to generate believable video output for given player inputs, including basic game physics, item interactions, and collisions. It’s able to do this in a chained way, so that it can reasonably simulate a player making multiple actions and moving through a level of the game.

It’s not like playing a real Mario game yet, by any means. Regardless, the AI model has shown an ability to replicate the world of the game in a way that behaves relatively consistently with its established rules. If you’re in the field of video game development, though, you probably don’t have a lot to worry about just yet—you probably moved past making basic Mario clones years ago, so you’ve got quite an edge for now!

Easily Build This IMU Array Sandbox

These days we’re used to our devices containing an inertial measurement unit (IMU) that lets it know its position relative to the Earth. They’re mechanical devices at heart, and so they’re not infallible, with a few well-known failure modes — but we can try and help it. One way that’s getting some attention is to put many MEMS IMUs on a single PCB, connect it to an FPGA, then process their data all together to make for a more sensitive IMU or filter out drift. Want to join in? Here’s an open source implementation from [will127534].

With 32 individual ICM-42688-P SPI-connected IMUs and the beloved ICE40 chip at the center of the board, this PCB is a powerful platform to help you jump onto the new direction of the IMU research world. There’s example Verilog code that tests the board’s workings, and you can pair it with a Pi Pico running MicroPython to test out its raw capabilities. After that, the stage is yours.

The board is cheap to order online, easy to assemble yourself if you must, or have JLCPCB assemble it — just solder some capacitors on the backside afterwards. There’s a breakout, but it’s mostly for tests. This board is very much designed to be a module in a bigger system, [will] mentions that he’s building a geophone. Clever array-based hacks are en vogue, it would feel – here’s a LED array from [mitxela] that uses LEDs as sensors.