We are absolutely stoked to announce that the Hackaday Superconference is taking place this year November 6th through 8th in glorious Pasadena California, and we want to see you there!
If you’ve been to any of the previous nine Supercons, you know that it’s a fantastic gathering of the most motivated and interesting hackers around — but it’s also been a relatively small gathering. And while we love the very high signal-to-noise ratio of folks who show up, we’re always a little bit sad when the tickets sell out because it represents hackers who couldn’t be there.
So this year, we’re celebrating Supercon Ten by expanding out of our traditional location at the Design Lab so that we can accommodate 20% more hackers, while still keeping the cosy nature of the event intact. So if you’ve been wanting to come to Supercon, but procrastinated the ticket sales every year, this year is looking 20% better.
[lcamtuf] is not just a calculator superfan, but also a skilled builder. That much is evident in the fabulous design of Calcumator 2000, an electromechanical calculator that uses voltmeter readouts as digits (plus one at the bottom to represent decimal place). There are plenty of high-quality build images, so give it a look!
Meters like the one on the right (numbered 0 to 9) act as digit displays. The meter on the left indicates decimal position.
Calcumator 2000 is a bit of a love letter to a time when display technology hadn’t quite yet produced anything suitable for calculator use. This resulted in calculator designs that are generally unrecognizable compared to the 7-segment display based devices we see today. The Calcumator 2000, in all its electromechanical glory, would have fit right in that era.
The Calcumator 2000 has all the usual buttons one would expect from a simple calculator and drives a total of seven readouts, one of which acts as the decimal point. The idea of using voltmeters as digit displays came from [lcamtuf]’s voltmeter clock, an earlier work with a similar attention to detail in its design and assembly.
We want to take a moment to admire how clean the blue panel is. [lcamtuf] made it by painting one side of an acrylic panel, cutting the letters and design out on a CNC mill, then filling with white paint. The depth of the cuts gives the white elements a nifty multi-layer effect that really complements the design.
Want to see it work? Oh yes, you do. Check out the video, embedded just below.
Along with the many displays of outrage, gnashing of teeth and other displays of profound grief at the recent news that Sony will no longer manufacture physical game discs come 2028, we have also heard some voices pipe up with a variety of statements, such as that this decision makes game archiving basically impossible. Of course, the truth of the matter is that software archiving in general has become much harder already over the past decades, while game consoles are just late to the archiving-hostile party.
As an example, one merely has to contrast Sony’s PlayStation with e.g. the Valve Steam store and software by juggernauts like Adobe and Autodesk. Here the former moved after the Creative Suite (CS6) series of Photoshop and other tools fully over to the Creative Cloud (CC) subscription model, where DRM and constant rental software renewals are in order. Unlike that disc copy of CS6 Master Collection that will stay good practically forever, there’s nothing really to archive with Adobe’s CC software.
Similarly, with digital game downloads and their constant patches now put inside a heavily encrypted environment that relies on a special launcher, preserving video games has been turned into into a virtual nightmare for many years now.
Valve recently released a new version of the Steam Controller, which features a wired USB puck that serves both as charger and dedicated, low-latency wireless receiver. The downside is they aren’t currently available for purchase separately, but that’s not a worry because you can now make your own thanks to [safijari]’s OpenPuck project.
OpenPuck uses the highly affordable Pro Micro NRF52840 board, programmed to emulate the wireless receiver portion of the puck, meaning one can pair their Steam Controller to it just like they would with the factory puck. A major part of the project was naturally documenting the wireless protocol, but there’s also an array of extra features offered by OpenPuck.
OpenPuck offers features over and above the factory offering. [image: 3d printed case by jaki-gh]Hitting button combos lets one conveniently emulate Xbox, Nintendo Switch, or Sony PlayStation controllers. Meaning OpenPuck can for example be plugged into a Nintendo Switch and it will see OpenPuck as an official wired controller, complete with motion sensor and haptic feedback.
Why is it necessary for this emulation to be done from OpenPuck? Because while the Steam Controller has tight integration with Steam Input — a sort of highly useful translation layer for controller inputs — that integration also means the controller’s best features only work while Steam is running. OpenPuck’s ability to emulate other console controllers makes it flexible in a way the factory puck isn’t, and a user can make the most of a single controller this way.
It’s worth noting that while the real puck has the ability to charge the controller (whether or not the user makes it walk itself), the OpenPuck doesn’t have this ability. Does that mean one must still use the factory puck for charging? Not at all, as the Steam Controller charges just fine over a USB-C connection.
There’s a short video below that demonstrates the flashing and setup, so check it out if you think it might be useful to you.
If any astute Hackaday reader saw [dongvua90]’s Newton’s cradle go on without human intervention all day long, they’d probably suspect the truth: there’s a battery and a magnet involved. But it is a nice desk piece, and you might be able to fool your less enlightened friends that you’ve discovered perpetual motion. Watch the resulting faux perpetual motion machine in action in the video below.
The trick is to sense the ball’s travel and inject a little electromagnetic pulse at just the right time. No problem for an ESP32 and a proximity sensor like the ones you find on some 3D printers. In fact, there’s very little custom circuitry. Everything is a module, and even the Newton’s cradle is cut out of a premade toy. A printed case and some software are really the heart of the design.
We can imagine this might be an interesting science demonstrator. Show the class the cradle with the electronics turned off, then subtly turn it on and ask the class what changed. You could even make the point by having students do it normally, while only you can get it to keep going forever, and challenge them to deduce what’s going on.
Computer-generated imagery (CGI) has largely replaced physical models in major film productions these days, but the transition didn’t exactly happen overnight. For a time there was an effort to blend the physical and digital, which allowed animators on productions such as Jurassic Park to work with newer technology in a way they were familiar with. [Corridor Crew] took this concept a step further by manipulating digital models with nothing but a webcam.
Early in the production of CGI, animators found a purely digital workflow to be less intuitive than the use of physical elements such as puppets. Feeling the weight and touch of a miniature with joints and limbs made for a more natural animation, so they created the dinosaur input device to map movements of a physical model into a digital recreation.
Puppeteered humanoid input device for the film Species
Unfortunately for the future of dinosaurs made of motion sensors, none of these devices really caught on and the technology is essentially non-existent today. [Corridor Crew] decided to give the concept another chance with the application of newer motion capture research. Using just a camera and a small human miniature allowed for full animations to be made using one’s own hands. The motion capture plugin can be found here if you want to try it for yourself!
At the end of the day, the need for a stop motion intermediate was found to be unnecessary. That being said, there is some really cool tech discovered throughout its history. If you want to discover even more film tech, maybe try out an adventure making your own film camera!
[Irving John Good] was at Trinity College, Oxford back in 1964. His paper, “Speculations Concerning the First Ultraintelligent Machine” could have been a topic for today, as we deal with machines that aren’t really ultraintelligent, but appear smart and think they are even smarter. He starts off with a bold thesis: “The survival of man depends on the early construction of an ultraintelligent machine.”
He also admits that we’ll need to understand more about the human brain and human thought to make a breakthrough. This is still true today. However, we still don’t fully understand how our brains work, but it seems unlikely that we are just super-large LLMs. Not that [Good] anticipated the modern chatbot. Perhaps his comments will apply more to a future AI software that actually thinks like a human, if there will ever be such a thing.
Then again, there are many parallels. One theme in the paper is that a smart machine will design a smarter machine. Unless, of course, it is afraid of being replaced. If a machine were actually sentient, what are the ethics of turning it off and tearing it apart?