A Light-Up Map Of Monaco

If you want to get around Monaco, a map — digital or otherwise — is probably the best way to navigate. But if you just want to appreciate the city’s form in a more artistic way, you might enjoy [Terence Grover’s] latest project—a backlit topographic map of the unique principality.

The touch mode allows one to draw patterns across the map.

The project started with a QGIS mesh of Monaco, with the data fed through the Open-Meteo elevation API, which takes into account building heights. This was used as the basis for the heights of 179 pieces of 20 mm x 20 mm acrylic. These were assembled into a laser cut steel base, and were sanded on all sides but the base in order to allow them to diffuse light more effectively.

Strips of CS8812 LEDs are used to light the plastic towers, driven by a pair of Adafruit Feather RP2040 Scorpio boards. They’re fed pixel data from a Raspberry Pi 5, which runs a Flask panel accessed over an iPad. This allows control over the LED map display, showing things like civic data, highlighted events, and weather. There’s even a touch-sensitive mode that lets one paint fun patterns across the representation of the city.

We love a good artistic map, particularly when they’re full of LEDs and represent useful information.

Continue reading “A Light-Up Map Of Monaco”

How Airspeed Sensors Work

When you’re driving your car, you’re probably regularly looking at the speedometer to make sure you comply with the local speed limits. The method by which it works is simple enough: the rotation of the wheels is sent mechanically via a cable to a dial on the dash, or an electronic sensor counts the rotations of the drivetrain and an electronically-controlled needle or display shows the speed.

But what about if you were in an aircraft, and the wheels had nothing to do with how fast you were going? How would you even begin to measure speed? There are two ways: there’s a convenient solution to this problem rooted in simple fluid mechanics, and a far-more-complex modern solution. Today, we’ll explore how planes and helicopters are able to figure out how fast they’re going, by the old ways and the new.

Continue reading “How Airspeed Sensors Work”

Hard Drive Speakers Crank Out Classic Demo

Second Reality is a legendary demoscene release by Future Crew, which won Assembly 1993 with its technical and artistic mastery. [Niv Singer] decided to give the classic demo a spin on a rather unconventional sound system with a particuarly techy twist.

Hard drives are great for storing data. They’re designed for this purpose. What they’re not designed for is acting as speakers, but you can hack them into acting that way if you’re so inclined. For this project, [Niv] pulled apart a whole stack of drives, so they could be repurposed in this way. The principle is simple enough—just feed audio to the coil driving the head, and it will vibrate and wiggle around, creating soundwaves in the air. It’s not particularly effective, and you get limited volume with a terrible frequency response, but that’s half the fun. [Niv] actually took some of this into account, too. Four Western Digital Caviar 500GB drives were chosen for this build, two for the left channel, and two for the right. Each channel had a crossover, allowing one drive to handle low frequencies while the other handled higher ones. For a further nice touch, the platters spin with the beat as well, with [Niv] providing a great explanation on how this was achieved with the use of some nifty PWM tricks.

Files are on Github for the curious. We’ve featured plenty of hard drive speakers before, too. Video after the break.

Continue reading “Hard Drive Speakers Crank Out Classic Demo”

Hackaday Europe 2026: Building A Retro PC From Scratch

If you’re big into retrocomputing, you probably spend a lot of time chasing parts and machines on online classifieds or through local swap meets. But what if there was a different way to build a classic retro PC? What if you could put one together from bare chips, from the ground up?

[Jeroen Domburg] is no stranger to the pages of Hackaday. You might know him by his alias, [sprite_tm], under which he’s shared many projects, from miniaturizing old hardware to unearthing the secrets of undocumented commercial hardware. Now, he’s turning his considerable skills to figuring out how to build a retro PC in today’s world, and came to Hackaday Europe 2026 to show us all how it’s done.

Continue reading “Hackaday Europe 2026: Building A Retro PC From Scratch”

Phone Stand Aims To Fight Addiction

Sometimes, it’s hard to stop picking up your phone every few minutes to check on notifications and scroll endlessly through the slop of the day. [PushpendraC2] has been working on a solution to this problem that would ideally discourage such behavior —  a nifty little smartphone stand!

The concept is straightforward enough—the smartphone stand uses a simple tactile button to determine if your smartphone is sitting on the little 3D printed shelf, or not. However, the smarts inside do a bit more than that, too. An ESP32-S3 is charged with monitoring whether the smartphone is sitting in place, and starts counting “focus time” while it’s there. If the phone is picked up, the OLED display on the shelf starts ticking down a 5-second timer to encourage you to put it back. If you don’t, the focus time is reset and you lose your streak.

It’s also possible to tap a touch sensor on the device which sets a reminder timer, prompting you to put your phone back after a set period of time, between 2 to 30 minutes. A buzzer will then start going off to prompt you to put the phone down. If you want to track the devices impact, you merely need to log in to the web server hosted by the ESP32, which shows your current focus session time, along with a heatmap of your daily productivity.

It’s a simple idea, but one that uses a few neat psychological hooks to encourage compliance and behavioral change. We’ve featured similar projects in this vein before, No surprise, as phone addiction is a problem experienced by many.

Continue reading “Phone Stand Aims To Fight Addiction”

RF Hacking A Ceiling Fan Via The Remote

[Sam Wilkinson] recently installed a Dreo CLF513S ceiling fan in his place — it’s cheap, well-sized, and blows air around as you’d expect it to. The only problem is that it only works with an ugly cloud-only smart home setup out of the box. Never mind, though, because [Sam] figured out how to hack up a custom solution.

Hacking efforts began with the included remote control. [Sam] identified that the remote had to be RF, since it didn’t need line of sight to work properly. The FCC ID on the back of the device further indicated this was the case. Armed with that knowledge, it was simply a case of figuring out the commands sent by the remote, building something to replay them, and then hooking that into [Sam]’s existing Home Assistant setup.

The remote ran on 433.92 MHz, a not-uncommon bit of spectrum for these sort of appliances. An RTL-SDR was thusly enlisted to capture the output, with a spectrogram indicating the remote used simple on-off keying to send commands. Once commands were captured, [Sam] grabbed an ESP32-C6 microcontroller, hooked it up to a RFM69HCW radio transceiver, and programmed it to replay the fan on/off command. From there, a little dabbling with MQTT got the ESP32 controlling the fan as desired from within the Home Assistant ecosystem.

Sometimes, it’s hard to find smart home gear that actually suits your tastes and budgets. Often, a bit of tinkering can shape existing appliances to bend to your will instead. If you’re tweaking your own gear to better fit your smart home, don’t hesitate to notify the tipsline.

Teaching An AI To Play A Racing Game Via Screen Input

If you’re a fleshy human, you probably learn to play video games by looking at the screen and pressing the buttons, and maybe copying the way you’ve seen others play the game before. [tryfonaskam] has recently been trying to teach an AI to play games in much the same way.

[tryfonaskam] built PILA—short for Polytrack Imitation Learning Agent. As you might have guest from the name, it’s an AI agent designed to play a simple racing game called PolyTrack. Rather than manually programming the agent’s behavior, PILA instead trains itself through supervised learning, where it observes the gameplay state via screen capture and monitoring the keyboard inputs made by human players as they drive the tracks. It then uses this to guide its own behavior, and learns to play the game by itself. The model receives live frames from the graphics engine while playing, and then predicts the appropriate actions and makes the right keyboard inputs in turn to steer the car through the track.

This project reminds us of similar efforts to teach a raw AI how to play Trackmania, or the Drivatar technology in the Forza series of racing games.