The Challenges Of Simulating A Human Brain On A Supercomputer

It’s quite the understatement to say that at this point in time we don’t quite understand how even the tiniest brain works exactly. Much of this is due to the sheer complexity and scale of these little biological marvels: with the human brain packing billions of neurons and their associated supportive scaffolding into a few kilograms of gooey pink-white mass, the sheer connectivity density is more than we can reasonably hope to measure in-situ. Ergo attempts to recreate digital simulations of small sections of such brains, a process that’s making gradual progress.

Most recently we have been doing mapping of neurons and their connections in the brain of the humble fruitflyD. melanogaster. Despite their brains being minuscule, with only about 140,000 neurons and 50 million connections, we’re not quite at the level where we can have a simulated fruitfly brain spark to life. This should probably give us some hints as to the sheer complexity of mapping the human brain, never mind simulating even a small part like a cubic millimeter of the temporal cortex with about 57,000 cells and 150 million synapses.

Even once you have all the connectome data of such a bit of brain, it’s not like you can just toss it onto a supercomputer and expect a meaningful simulation. All supercomputers today are massively parallel, meaning thousands of networked computers that require the computing task to be split up and all communication between nodes restricted as much as possible to not starve nodes.

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Modded Lightbox Makes For Attractive LED Matrix Display

If you’ve been to a wedding or a downtown coffee shop in the last 10 years, you’ve probably seen those little lightboxes that are so popular these days. They consist of letters placed on a plastic frame in front of a dim white light, and they became twee about five minutes after your hipster friend first got one. However, they can also make a neat basis for an LED display, as [Folkert van Heusden] demonstrates. 

The build is straightforward enough, using daisy chains of 32×8 LED matrix modules, two each for the three rows of the lightbox. This provides for a 24 character textual display, or a total display resolution of 64 x 24 pixels. An ESP8266 is used to command the matrixes, which are run by MAX7219 display controllers. Thanks to the microcontroller’s onboard wireless hardware, the display can be addressed in a number of ways, such as using the LedFX DDP protocol or [Folkert’s] Pixel Yeeter python library. Files are on GitHub for the curious.

Quite a few of these exist out in the wild — [Folkert] has built a variety of modded lightboxes over the years with varying internals. The benefit of the lightbox is that it effectively acts as a handy housing for LED matrixes and supporting electronics, while also providing a neat diffuser effect. The lightboxes are also readily wall mountable and generally look more like an intentional piece of signage than most things we might homebrew in the lab.

We’ve featured similar-looking builds before, like this public transit display that was hacked for custom use. If you’re building your own public information boards or other nifty LED displays, don’t hesitate to notify the tipsline!

A screenshot of the world's first 64kB boomer shooter

QUOD Is A Quake-Like In Only 64kB

The demoscene is still alive and well, and the proof is in this truly awe-inspiring game demo by [daivuk] : a Quake-like “boomer shooter” squeezed into a Windows executable of only 64 kB he calls “QUOD”. We’ve included the full explanation video below, but before you check out all the technical details, consider playing the game. It’ll make his explanations even more impressive.

OK, what’s so impressive? Well, aside from the fact that this is a playable 3D shooter in 64kB, with multiple enemies, multiple levels, oodles of textures, running, jumping et cetera–it’s so Quake-like he’s using TrenchBroom to make the levels. Of course he’s reprocessing them into a more space-efficient, optimized format. Yeah, unlike the famous .kkrieger and a lot of other demos in the 64kB space, this isn’t all procedurally generated. [daivuk] did make his own image editing program for procedurally generated textures, though. Which makes sense: as a PNG, the QUOD logo is probably half the size of the (compressed) executable.

The low-poly models are created in Blender, and all created to be symmetric–having the engine mirror the meshes saves 50% of the vertex data. . Blender is just exporting half of a low-poly mesh; just as he wrote his own image editor, he has his own bespoke model tool. This allows tiling model elements, as well as handling bones and poses to keyframe the model’s animation.

Audio is treated similarly to textures and meshes: built up at runtime from stored data and a layered series of effects. When you realize all the sounds were put together in his sound tool from square and sine waves, it makes it very impressive. He’s also got an old-style tracker to create the music. All of these tools output byte arrays that get embedded directly in the game code.

The video also gets into some of his optimization techniques; we like his use of a map file and analyzing it with a python tool to find the exact size of game elements and test his optimizations thereby. One thing he notes is that his optmizations are all for space, not for speed. Except, perhaps, for one thing: [daivuk] created a new language and virtual machine for the game, which seems downright extravagant. It actually makes sense, though, as the virtual machine can be optimized for the limits of the game, as he explains starting at about 20 minutes into the video. Apparently it saved a whole 2kB, which seems like nothing these days but actually let [daivuk] fit an extra level into his 64kB limit. Sure, it’s still bigger than Quake13k–and how did we never cover that?–but you get a lot more game, too.

So, to recap: [daivuk] didn’t just make a game with an impressively tiny size on disk, he made the entire toolchain, and a language for it to boot. If you think this is overoptimized, check out Wolfenstien in 600 lines of AWK. Of course in spite of the 1980s file size, this needs modern hardware to run. You can get surprising graphics performance from a fraction of that, like this ATtiny sprite engine.

Thanks to [Keith Olson] for the tip, which probably took up more than 64kB on our tips line.

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How To Restore Your 19th-Century Lancashire Boiler To Hold 120 PSI

The Industrial Revolution was powered by steam, with boilers being a crucial part of each steam engine, yet also one of the most dangerous elements due to the high pressures involved. The five Lancashire boilers at the Claymills Pumping Station are relatively benign in this regard, as they operate at a mere 80 PSI unlike e.g. high-pressure steam locomotives that can push 200 – 300 PSI. This doesn’t mean that refurbishing one of these boilers is an easy task and doesn’t involve plugging a lot of leaks, as the volunteers at this pumping station found out.

At this Victorian-era pumping station there are a total of five of these twin-flue Lancashire boilers, all about 90 years old after a 1930s-era replacement, with them all gradually being brought back into service. The subject of the video is boiler 1, which was last used in 1971 before the pumping station was decommissioned. Boilers 2 and 3 were known to be in a pretty bad condition, and they needed a replacement for boiler 5 as it was about to go down for maintenance soon.

Although the basic idea behind a Lancashire boiler is still to boil water to create steam, it’s engineered to do this as efficiently as possible to save fuel. This is why it has two flues where the burning coal deposits its thermal energy, which then goes on to heat the surrounding water. The resulting pressure from the steam also means that there are a lot of safeties to ensure that things do not get too spicy.

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X-Ray A PCB Virtually

If you want to reverse engineer a PC board, you could do worse than X-ray it.  But thanks to [Philip Giacalone], you could just take a photo, load it into PCB Tracer, and annotate the images. You can see a few of a series of videos about the system below.

The tracer runs in your browser. It can let you mark traces, vias, components, and pads. You can annotate everything as you document it, and it can even call an AI model to help generate a schematic from the net list.

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ATABoy Is An Open Source USB Bridge For Old IDE Drives

You can get an IDE to USB bridge from all the usual sources, but you may find those fail on the older drives in your collection– apparently they require drives using logical block addressing, which did not become standard until the mid-1990s. Some while some older drives got in on the LBA game early, you were more likely to see Cylinder-Head-Sector (CHS) addressing. That’s why [JJ Dasher], a.k.a [redruM0381] created ATABoy, an open-source IDE bridge that can handle the oldest drives that fit on the bus.

The heart of the build is an RP2350, which serves as both IDE and USB host controller. To computer, after a little bit of setup, the drive attached to ATABoy shows up as a regular USB mass storage device. A little bit of setup is to be expected with drives of this vintage, you may remember. Luckily [JJ] included a handy BIOS-themed configuration utility that can be accessed through any serial console. He says you’ll usually be able to get away with “Auto Detect & Set Geometry,” but if you need to plug in the CHS values yourself, well, it’ll feel just like old times. Seeing is believing, so check it out in the demo video embedded below.

Though the custom PCB has a USB-C connector, and the USB-C standard could provide enough power for ye olde spinning rust drives, [JJ] didn’t include any power delivery with ATABoy. If you’re using it with a desktop, you can use the PSU in the box; MOLEX hasn’t changed. If you’re on a laptop, you’ll need another power supply– perhaps this USB-C powered benchtop unit.

If you’re using a Raspberry Pi or similar SBC, go ahead and skip USB entirely–the GIPO can do PATA IDE. Continue reading “ATABoy Is An Open Source USB Bridge For Old IDE Drives”

Tech In Plain Sight: Projection Clocks

You wake up in the middle of the night. Is it time to get up? Well, you can look at the nightstand clock. Unless your partner is in the way. Whoops. Even then, without your glasses, the time is just a fuzzball of light. You could ask Alexa, but that’s sure to wake your partner, too. The answer is a projection clock. In its modern form, it shoots a digital time display on a wall or ceiling with digits so large that you don’t need your glasses. If you can see the ceiling, you can tell what time it is.

New Tech

A modern invention, of course. No, not really. According to [Roger Russel], a UK patent in 1909 used an analog clock face and lightbulbs to project the clock face and hands on the ceiling. Unfortunately, [Roger’s] website is no more, but the Wayback Machine is on the job. You can see a device of the same type at the British Museum.

A modern projection clock on the ceiling.

In 1938, [Leendert Prins] filed for a patent on a similar projection clock. Sometimes known as “ceiling clocks” or “night clocks,” these devices often have a regular clock visible as well as a way to project the time. In the old days, this was often an image of a translucent analog clock lit up by light bulbs. In the modern era, it is almost always either LEDs or an LCD with a halogen backlight. Of course, there are many variations. A clock might use numbers on a rotating drum with a lamp behind it, for example.

Development

It isn’t hard to imagine someone putting a pocket watch in a magic lantern as a prototype. In general, some bright light source has to pass through a condenser lens. The light then travels through the LCD or translucent clock face. Finally, a projector lens expands the image.

We couldn’t find much about the actual history of old projection clocks outside of [Roger’s] defunct website. But if you can project an image and build a clock, all you need is the idea to combine them.

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