Möbius Tank’s Twisty Treads Became Bendy

[James Bruton]’s unusual Möbius Tank has gotten a little more unusual with the ability to bend itself, which allows it to perform turns even though it is a single-track vehicle.

The turning radius isn’t great, but three-point turns are perfectly feasible.

The Möbius Tank was a wild idea that started as a “what if” question: what if a tank tread was a Möbius strip? We saw how [James] showed it could be done, and he demonstrated smart design and assembly techniques in the process.

He’s since modified the design to a single-track, and added a flex point in the center of the body. Two linear actuators work together to make the vehicle bend, and therefore give it the ability to steer and turn. A normal tread would be unable to bend in this way, but the twist in the Möbius tread accommodates this pivot point perfectly well.

It works, but it’s not exactly an ideal vehicle. With the tread doing a 90-degree twist on the bottom, there isn’t a lot of ground clearance. In addition, since the long vehicle has only a single tread, it is much taller than it is wide. Neither does it any real favors when it comes to stability over uneven terrain, but it’s sure neat to try.

Even if it’s not practical, Möbius Tank is wild to look at. Check it out in the video, embedded just under the page break.

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Simulate Running A Small Hardware Business With Hardware Hustle

[Oskitone]’s Hardware Hustle is a printable roll-and-write tabletop game that can be played on a single sheet of paper. It simulates attempting to run a small hardware business sustainably. Buy parts, make products, and sell them without burning yourself out!

If you’re not familiar with roll-and-write games, it’s a genre in which players take turns by rolling dice and then choosing how to assign those values in a game space as they progress from turn to turn. In the case of Hardware Hustle, it’s primarily a resource management game in which a player will be purchasing parts, assembling widgets, selling those widgets, and improving processes all while managing both money and opportunity costs.

The inspiration for Hardware Hustle comes from [Oskitone]’s own experience designing, building, and selling things like open-sourced, hackable synth kits that are known for their thoughtful design and fantastic use of 3D printing.

The game is in open beta-testing mode, so if you’d like to give it a try, head over to the PDF download section of the GitHub repository. Don’t forget to share your thoughts with the feedback form after playing. (If you’re wondering why a printable tabletop game has source code on GitHub, it’s because the game’s printable sheets are generated by JavaScript, making adjustments and tweaks and version control easier.)

Tips For 3D Printing Watertight Test Tubes

[DaveMakesStuff] uses 3D printed test tubes for plants and similar purposes, and he’s shared how to make them on a 3D printer, complete with different models each optimized for different nozzle sizes.

The slots in the model are a means of manipulating how the slicer creates a toolpath when printing in spiral vase mode. These areas end up denser and stronger than they otherwise would be.

It’s not too hard to get clear-looking prints in spiral vase mode by using a transparent filament, but the real value in his design is that it comes out reliably watertight, with an extra-strong base and rim.

How is this accomplished when using spiral vase mode, which extrudes only a single wall perimeter? By using fancy geometry on the part, which makes the nozzle follow a high-density path that turns back onto itself multiple times, in concept a little like a switchback trail. The result is extra-dense areas on both the rim and the bottom of the tubes. This helps make them not only watertight, but far stronger than a single wall.

This technique is reminiscent of an earlier method we saw of enhancing the strength of vase mode prints by modeling thin slots into an object. After slicing, the model still consists of a single unbroken spiral extrusion. But in practice, the extruded plastic forms what resemble structural ribs. Why? Because those technically-adjacent extruded lines are so close to one another that they end up sticking together. Something similar is being done here by [DaveMakesStuff] to ensure that the bottom and top of the tubes are extra strong.

You can see a short video (embedded below) that showcases the tubes, as well as some modular 3D-printable racks that [DaveMakesStuff] also makes. And should you want some tips on getting better transparency from your 3D prints, the essentials boil down to printing with transparent filament, slightly hotter, and with a slightly higher extrusion rate.

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Open Source Needs A New Mission: Protecting Users

[Bruce Perens] isn’t very happy with the current state of Free and Open Source Software (FOSS), and an article by [Rupert Goodwins] expounds on this to explain Open Source’s need for a new mission in 2024, and beyond. He suggests a focus shift from software, to data.

The internet as we know it and all the services it runs are built on FOSS architecture and infrastructure. None of the big tech companies would be where they are without FOSS, and certainly none could do without it. But FOSS has its share of what can be thought of as loopholes, and in the years during which the internet has exploded in growth and use, large tech companies have found and exploited all of them. A product doesn’t need to disclose a single line of source code if it’s never actually distributed. And Red Hat (which [Perens] asserts is really just IBM) have simply stopped releasing public distributions of CentOS.

In addition, the inherent weak points of FOSS remain largely the same. These include funding distributions, lack of user-focused design, and the fact that users frankly don’t understand what FOSS offers them, why it’s important, or even that it exists at all.

A change is needed, and it’s suggested that the time has come to move away from a focus on software, and shift that focus instead to data. Expand the inherent transparency of FOSS to ensure that people have control and visibility of their own data.

While the ideals of FOSS remain relevant, this isn’t the first time the changing tech landscape has raised questions about how things are done, like the intersection of bug bounties and FOSS.

What do you think? Let us know in the comments.

Adding AI To NPCs Is Easy, Doing It Well Is Hard

Adding natural language interfaces to software is easier than ever, and that led [creikey] to prototype a game that hinges on communicating with NPCs. The prototype went through multiple iterations during which he mainly discovered things that did not work well. Ultimately, it led to [creikey] settling on a western-themed game called Dante’s Cowboy which he hopes to release as an experiment. He begins talking about the game around the 4:43 mark in the video, which directly precedes a recording of a presentation he gives at as an indie developer.

Games typically revolve around the player manipulating entities in an environment in order to make things happen. This interaction drives engagement and interesting decisions. But while adding natural language AI to NPCs makes them easy to talk with, talking by itself is a shallow interaction. Convincing NPCs to do things? That’s complex and far more difficult to implement. [creikey] realized the limitations large language models (LLMs) had and worked to overcome them to make a unique game experience.

The challenges boil down to figuring out how to drive meaningful interaction, aligning AI behavior with the gameplay context, and managing API costs. In his words, “it’s been a learning experience to figure out where [natural language AI] even belongs in a game, if it belongs at all.”

We’ve previously seen ChatGPT used to grant NPCs the ability to communicate naturally which is a fascinating tech demo, but gameplay-wise can boil down to being a complicated alternative to pressing a button. As [creikey] discovered, adding this technology into games in a way that feels meaningful takes a new kind of work.

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Gyro-Controlled Labyrinth Game Outputs To VGA

This gesture-controlled labyrinth game using two Raspberry Pi Pico units does a great job of demonstrating how it can sometimes take a lot of work to make something look simple.

To play, one tilts an MPU6050 inertial measurement unit (IMU) attached to one Pico to guide a square through a 2D maze, with the player working through multiple levels of difficulty. A second Pico takes care of displaying the game state on a VGA monitor, and together they work wirelessly to deliver a coherent experience with the right “feel”. This includes low latency, simulating friction appropriately, and more.

Taking a stream of raw sensor readings and turning them into control instructions over UDP in a way that feels intuitive while at the same time generating a VGA display signal has a lot of moving parts, software-wise. The project write-up has a considerable amount of detail on the architecture of the system, and the source code is available on GitHub for those who want a closer look.

We’ve seen gesture controls interfaced to physical marble mazes before, but two Raspberry Pi Picos doing it wirelessly with a VGA monitor for feedback is pretty neat. Watch it in action in the video, embedded just under the page break.

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Air Hockey Table Embraces DOOM, Retro Gaming

[Chris Downing] recently finished up a major project that spanned some two years and used nearly every skill he possessed. The result? A smart air hockey table with retro-gaming roots. Does it play DOOM? It sure (kind of) does!

Two of the most striking features are the score board (with LCD screen and sound) and the play surface which is densely-populated with RGB LED lighting and capable of some pretty neat tricks. Together, they combine to deliver a few different modes of play, including a DOOM mode.

The first play mode is straight air hockey with automated score tracking and the usual horns and buzzers celebrating goals. The LED array within the table lights up to create the appearance and patterns of a typical hockey rink.

DOOM hockey mode casts one player as Demons and the other as the Doom Slayer, and the LED array comes to life to create a play surface of flickering flames. Screams indicate goals (either Demon screams or Slayer screams, depending on who scores!)

In retrogaming emulation mode, the tabletop mirrors the screen.

Since the whole thing is driven by a Raspberry Pi, the table is given a bit of gaming flexibility with Emulation Mode. This mode allows playing emulated retro games on the scoreboard screen, and as a super neat feature, the screen display is mirrored on the tabletop’s LED array. [Chris] asserts that the effect is imperfect, but to us it looks at least as legible as DOOM on 7-segment displays.

This project is a great example of how complex things can get when one combines so many different types of materials and fabrication methods into a single whole. The blog post has a lot of great photos and details, but check out the video (embedded below) for a demonstration of everything in action. Continue reading “Air Hockey Table Embraces DOOM, Retro Gaming”