Joel in his minecart

This Little Minecraft Mine Cart Of Mine

[Joel] of Joel Creates loves trains and Minecraft. So what better way to combine them than to make a real-life electric mine cart and ride it around?

At first glance, it seems pretty straightforward. Four wheels, each with a flange, mounted to a box with a motor. In practice, it was a little more complex than that. Just finding a spot of track to even ride on is tricky. Most “abandoned” tracks that you might see around your city often aren’t all that abandoned. Luckily for [Joel], he remembered an amusement park in the area that he went to as a kid, which he remembered having a decent amount of track. Additionally, the rails were smaller and closer to the scale of a real Minecraft track where one block is 1 meter. After calling up the owner and receiving permission, Joel began to build his cart.

First attempts to procure actual train wheels were foiled by cost and lead times, and simply CNCing a set of wheels was too expensive from a time and materials point of view. [Joel]’s first thought was about making an assembly out of two wheels to grip the rail, much like a roller coaster. However, there were dozens of switch points on the track at the park and several road crossings, both things that wouldn’t work with that sort of setup. Stumbling upon a bit of hacker inspiration, [Joel] turned to brake drums, which happen to be reasonably close to the correct size. They also have the superb quality of being relatively cheap and available. Almost all the parts were CNCed out of aluminum, plywood, or foam.

Given that the theme of the build was doing things to scale, [Joel] was mindful of the top speed of a minecart in the game, which is 8 meters per second or roughly 25 miles per hour, so he set that as his goal to hit. A beefy motor from an online warehouse and a lithium-ion pack allowed him to hit that easily; it was just a matter of doing so safely.

If you need even more Minecraft vehicles in your life, perhaps an RC boat might do the trick? Video after the break.

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Mining And Refining: Copper, The Metal That Built Technology

It’s hard to reckon exactly when in history humans became a technological species. Part of that is because the definition of technology is somewhat subjective; if you think making a stick pointy enough to grub roots from the dirt or to poke enough holes in an animal to convince it to let you eat it is technology, then our engineered world goes back a long, long way indeed.

But something about pointy sticks just doesn’t seem transformative enough, in the sense of fundamentally changing a naturally occurring material, to really count as a technological line in the sand. To cross that line, it really seems like the use of metals should be part of the package. Even if that’s the case, our technological history still goes pretty far back. And copper ends up being one of the metals that started it all, about 11,000 years ago, when our ancestors discovered natural deposits of the soft, reddish metal and began learning how to fashion it into the tools and implements that lifted us out of the Stone Age.

Our world literally cannot run without copper, forming as it does not only the electric-motor muscles of civilization, but also the wires and cables that form the power and data grids that stitch us together. Ironically, we are just as dependent on copper now as we were when it was the only metal we could make tools from, and perhaps more so. We’ll take a look at what’s involved in extracting and purifying copper, and see how the methods we today use are not entirely different from those developed over seven millennia ago.

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Low Cost Haptic VR Gloves Work With Hacked Steam Games

[Lucas VRTech] has made some significant progress with building force-feedback type haptic gloves for use with Steam VR games. The idea is pretty straightforward: the end of the finger is attached to a cable, which is pulled from inside a sprung-loaded spool; the kind used for hanging ID cards on.

The spool body can rotate, but a peg protruding from it engages with the arm of a co-located servo motor. This produces a programmable stop position. But it is a hard stop, and it is not possible with the current hardware to detect precisely when the stop is reached, nor is it possible to control the force it is pushing with. Such features are not difficult to achieve, its just a matter of a little more development with some custom mechatronics.

The current prototype has a focus on cost, which is great as an early development platform. By leveraging 3D printing and off-the-shelf parts that are easy to source; just a handful (chuckle!) of potentiometers, some servo motors and one from any number of ESP32 dev boards and you’re done. The real work is on the software side of things, as the games themselves need to be modified to play ball with the VR glove hardware. This has been achieved with a combination of a custom steam driver they call OpenGloves, and community developed per-game mods. A few titles are available to test right now, so this is definitely something some of us could build in a weekend and get involved with.

The hardware source for the glove mount and per-finger units can be found on the project GitHub, together with the ESP32 source for Arduino.

For some other haptic-related inspiration, here’s a force-feedback mouse, and for a more hand-off feedback, we have a wind-blaster project.

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Open 3D Engine editor with Amazon Shader Language file and asset from the game Deadhaus Sonata open. (Credit: O3DE project)

Open 3D Engine: Amazon’s Old Clothes Or A Game Engine To Truly Get Excited About?

Recently Amazon announced that they would be open sourcing the 3D engine and related behind their Amazon Lumberyard game tooling effort. As Lumberyard is based on CryEngine 3.8  (~2015 vintage), this raises the question of whether this new open source engine – creatively named Open 3D Engine (O3DE) – is an open source version of a CryTek engine, and what this brings to those of us who like to tinker with 2D, 3D games and similar.

When reading through the marketing materials, one might be forgiven for thinking that O3DE is the best thing since sliced 3D bread, and is Amazon’s benevolent gift to the unwashed masses to free them from the chains imposed on them by proprietary engines like Unity and Unreal Engine. A closer look reveals however that O3DE is Lumberyard, but with many parts of Lumberyard replaced, including the renderer still in the process of being rewritten from the old CryEngine code.

What Makes a Good Game Engine?

My own game development attempts started with the Half Life engine and the Valve Hammer editor, as well as the Doom map editor. This meant that some expectations were set before encountering today’s game engines and their tools. The development experience with the Hammer editor in the late 1990s was pretty much WYSIWYG, and when I was just getting started with Unreal Engine 4 (UE4) a number of years back this was pretty much the same experience, making it relatively easy to hit the ground running. Continue reading “Open 3D Engine: Amazon’s Old Clothes Or A Game Engine To Truly Get Excited About?”

Raspberry Pi Pico Gets A Tiny Keyboard On Its Back

With hackers and makers building custom computing devices that don’t necessarily follow conventional design paradigms, there’s been a growing demand for smaller and smaller keyboards. Many of the cyberdecks we’ve seen over the last couple of years have used so-called 60% or even 40% keyboards, and there’s been a trend towards repurposing BlackBerry keyboards for wearables and other pocket-sized gadgets. But what if you need something even smaller?

Enter this incredibly diminutive keyboard created by [TEC.IST]. With 59 keys crammed into an area scarcely larger than three US pennies, it may well be the smallest keyboard ever made. The PCB has been designed to mount directly onto the back of a Raspberry Pi Pico, which is running some CircuitPython code to read the switch matrix and act as a standard USB Human Interface Device. The board design files as well as the source code for the Pico have been released on the project’s Hackaday.io page, giving you everything you need to spin up your own teeny tiny input device.

The Pi Pico’s castellated pads make attaching the PCB a snap.

Of course, you probably won’t be breaking any speed records when banging out text on this thing. We know from past Hackaday badges that an array of microswitches make for a functional, if somewhat unpleasant, method of text entry.

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An Apple I hooked up to lab power supplies and a monitor

Powering Up An Original Apple I After Three Decades In A Museum

The Apple I is the stuff of legend. Designed and marketed in 1976 by Steve Wozniak and Steve Jobs, it was the very first product released by what would become today’s multi-trillion-dollar manufacturer of iPhones and iMacs. With about 60 original ones known to exist today, prices at auction are commonly in the $300,000 range, while confirmed working ones are even more valuable.

The Heinz Nixdorf Museumsforum (HNF), a computer museum in the German city of Paderborn, is fortunate enough to have an original Apple I in its collection. Although it has been there since 1996, it was always on static display and had never been powered on. In fact, it was unknown whether it would even work, and with it being the most valuable exhibit in the entire museum, simply firing it up would be a seriously risky project.

But computers are meant to be used, so museum director [Jochen Viehoff] decided to take the plunge and attempt to get the classic Apple to run again. In the four-part video series embedded below, [Jochen] explains the history of Apple’s first product and the steps he took to bring it back to life. This began with taking it out of its bullet-proof display case and bringing it upstairs to the museum’s workshop.

In order to make a complete system, HNF staff also dug up a period-correct keyboard as well as a slightly newer Apple monitor that could display the 60 Hz composite video output. Hooking up an original power supply would have been way too risky, because a single mistake or malfunction could send their top exhibit up in flames. Instead, they used a set of lab power supplies with a programmable current limit; this way, even a dead short on the PCB would not result in any serious damage.

Not that there were any shorts: after a bit of fiddling with the keyboard and adjusting the video output level, the 45-year-old computer came to life and began to respond to commands. With just 256 bytes of ROM, its default feature set is rather limited, but the computer duly executed a simple “Hello, World” program writen in 6502 machine code. It thereby joined the elite club of confirmed working Apple I’s, of which there are thought to be about twenty.

If you haven’t got $300,000 to spare but would still like to try your hand at programming the Apple I, you’ll be happy to hear that you can get a modern copy at a far more affordable price. And if all that classic hardware is too fiddly for you, you might want to try implementing the Apple I on an FPGA.

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Blink An LED On A PIC32 With Rust, Easily

Got a PIC32 microcontroller and a healthy curiousity about the Rust programming language and its low-level capabilities, but unsure how to squash the two of them together with a minimum of hassle? If that’s the case, then today is your lucky day!

[Harry Gill] has you covered with his primer on programming a PIC32 with Rust, which will have you blinking an LED in no time. [Harry] admits that when he got started, his microcontroller programming skills were a bit rusty, so don’t let yourself think setting this up is beyond your abilities. If you have a working knowledge of the basics of microcontroller programming, you’ll be fine. [Harry] had to jump through a few hoops to get the right tools working, but thoughtfully documented the necessary steps, and provides a bare minimum hardware list.

Unsure what Rust is or what it offers? Check out the basics here, and see if it’s something that interests you. If you want to look even deeper, check out the kind of work that goes into writing a bare metal kernel in Rust.