E-Paper News Feed Illustrates The Headlines With AI-Generated Images

It’s hard to read the headlines today without feeling like the world couldn’t possibly get much worse. And then tomorrow rolls around, and a fresh set of headlines puts the lie to that thought. On a macro level, there’s not much that you can do about that, but on a personal level, illustrating your news feed with mostly wrong, AI-generated images might take the edge off things a little.

Let us explain. [Roy van der Veen] liked the idea of an e-paper display newsfeed, but the crushing weight of the headlines was a little too much to bear. To lighten things up, he decided to employ Stable Diffusion to illustrate his feed, displaying both the headline and a generated image on a 7.3″ Inky 7-color e-paper display. Every five hours, a script running on a Raspberry Pi Zero 2W fetches a headline from a random source — we’re pleased the list includes Hackaday — and composes a prompt for Stable Diffusion based on the headline, adding on a randomly selected prefix and suffix to spice things up. For example, a prompt might look like, “Gothic painting of (Driving a Motor with an Audio Amp Chip). Gloomy, dramatic, stunning, dreamy.” You can imagine the results.

We have to say, from the examples [Roy] shows, the idea pretty much works — sometimes the images are so far off the mark that just figuring out how Stable Diffusion came up with them is enough to soften the blow. We’d have preferred if the news of the floods in Libya had been buffered by a slightly less dismal scene, but finding out that what was thought to be a “ritual mass murder” was really only a yoga class was certainly heartening.

Powerful Nerf Blaster Aims To Fire 100 Darts Per Second

Nerf has made plenty of fully-automatic blasters over the years, but their toys typically lack punch, precision, and fire rate. [3DprintedLife] set about building a blaster to rectify that last shortcoming, aiming for design that could fire 100 darts per second.

The design uses half length darts which tend to fly a little nicer from high-powered blasters. It fires them using belts driven by powerful motors, similar to wheel blasters. The darts themselves are loaded into a drum magazine which has sliders to push the darts into the wheels as the drum rotates by.

It all sounds straightforward enough, but getting it all working in harmony is a challenge—particularly at a fire rate of 100 darts per second. The build video explains the trials and tribulations involved in getting near that fire rate, with darts getting shredded and magazines throwing out parts along the way.  A good helping of iterative design helps get everything playing nice, with the darts neatly leaving the magazine and flying downrange at great speed. The slow-motion videos of darts flying out of the blaster in rapid succession are a special treat.

Files are available via Onshape for those looking to dive deeper into the design. We’ve seen some other neat Nerf blasters before, too. Video after the break.

Continue reading “Powerful Nerf Blaster Aims To Fire 100 Darts Per Second”

Implementing MegaTextures On Real Nintendo 64 Hardware

As amazing and groundbreaking as the Nintendo 64 was, over the years it has also become synonymous with blurry textures and liberal use of Gouraud shading as its most strongly defining visual features. In a recent video, [James Lambert] covers how the system’s minuscule 4 kB texture memory (TMEM) can be circumvented using mipmapping. By loading progressively more detailed textures (each in 4 kB chunks) in a level-of-detail (LoD), the visual fidelity can be maximized while keeping rendering speeds relatively zippy, as the real-time demo proves.

Determining which textures are visible to the player.

This project was made for the N64brew 2023, with the source code available on [James]’s GitHub account. Although impressive, it bears noting that mipmapping was not an unknown approach in 1996, and many approaches were used to work around the N64’s physical limitations.

In the case of mipmapping, [James]’s demo perfectly demonstrates the problematic nature of mipmapping, as it dramatically increases the storage requirements for the textures, hitting 40 MB just for this one single room, for a system that supports up to 64 MB cartridges.

Ultimately, this shows that the 4 kB TMEM was not the only issue with the N64, with the limited (and expensive) mask ROMs for the cartridges proving to be an insurmountable obstacle that systems like Sony’s PlayStation largely did not have to contend with. With roomy 650 MB+ optical storage, the PS1 got instead tripped up by the glacial access and loading speeds of optical media and its soggy-potato-powered GPU.

Seeing demonstrations like these manage to wonderfully highlight the bottlenecks in these old consoles, and makes one wonder about what could have been, even in an era before 1 TB solid-state drives and direct resource streaming between GPU and said storage.

Continue reading “Implementing MegaTextures On Real Nintendo 64 Hardware”

Hello, Halloween Hackfest!

Halloween is possibly the hackiest of holidays. Think about it: when else do you get to add animatronic eyes to everyday objects, or break out the CNC machine to cut into squashes? Labor day? Nope. Proximity-sensing jump-scare devices for Christmas? We think not. But for Halloween, you can let your imagination run wild!

Jump Scare Tombstone by [Mark]
We’re happy to announce that DigiKey and Arduino have teamed up for this year’s Hackaday Halloween Contest. Bring us your best costume, your scariest spook, your insane home decorations, your wildest pumpkin, or your most kid-pleasing feat!

We’ll be rewarding the top three with a $150 gift certificate courtesy of DigiKey, plus some Arduino Halloween treats if you use a product from the Arduino Pro line to make your hair-raising fantasy happen.

We’ve also got five honorable mention categories to inspire you to further feats of fancy.

  • Costume: Halloween is primarily about getting into outrageous costumes and scoring candy. We don’t want to see the candy.
  • Pumpkin: Pumpkin carving could be as simple as taking a knife to a gourd, but that’s not what we’re after. Show us the most insane carving method, or the pumpkin so loaded with electronics that it makes Akihabara look empty in comparison.
  • Kid-Pleaser: Because a costume that makes a kid smile is what Halloween is really all about. But games or elaborate candy dispensers, or anything else that helps the little ones have a good time is fair game here.
  • Hallowed Home: Do people come to your neighborhood just to see your haunted house? Do you spend more on light effects than on licorice? Then show us your masterpiece!
  • Spooky: If your halloween build is simply scary, it belongs here.

Head on over to Hackaday.io for the full details. And get working on your haunts, costumes, and Rube Goldberg treat dispensers today.

Time And Tide Are One Thing

The rise of 3D printing has given us incredible things, from awesome tchotchkes to intricate chocolates to useful things like spare body parts. But none has been so vital to comedy as say, printing hats for sea urchins. That’s right, sea urchins like to cover up with various things and will happily don, say, a 3D printed hat if presented the opportunity.

So anyway, this is a tide clock that uses a printed sea urchin and various hats to tell the time until/between low and high tide. How? It uses the position of a given hat relative to a couple nOOds LED strands, one for high tide and another for low.

Inside the large bamboo enclosure is an TTGO that fetches cheaply-obtained tide information and displays it on the screen. The TTGO also controls a servo that moves the sea urchin around. As it moves, a magnet in the urchin’s head (?) attracts the next hat.

Before settling on the current design, [rabbitcreek] experimented with both a sand dollar and a sea urchin skeleton. All the files are available if you want to whip up your own.

This isn’t [rabbitcreek]’s first foray into tide clocks. Here’s a solar number that should last for years.

Scientists Call Out Apollo 17 After Investigating Moonquakes Past

In the vast realm of space exploration, new discoveries often emerge from old data. Thanks to advanced algorithms and keen observers, the seismic activities of our closest celestial neighbor, the Moon, have recently been thrust back into the limelight.

Thanks to the effort of the NASA crew involved in the Apollo 17 mission, it’s possible investigate these phenomena today with datasets from the past. Recently, researchers working with this data turned up some intriguing findings, and published them in a new paper. It reveals that one unexpected source of moonquakes could be the very equipment that Earth’s astronauts left behind. Continue reading “Scientists Call Out Apollo 17 After Investigating Moonquakes Past”

Normal Users Don’t Code On Their Mac, But Apple Keeps Trying

Most people use their computer to run pre-packaged programs: usually a web browser, games, or office applications. Whether the machine is a PC or a Mac, they don’t generally write their own software. For them, the computer is an appliance, and they do what their computer allows them to do.

It shouldn’t have to be that way, if only programming were easier. The Eclectic Light Company has a fascinating article looking at the various attempts that Apple has made to lure their users into creative programming.

Probably the most familiar of them all is AppleScript, with its origins in late 1993. Or maybe you’re thinking of Hypertalk, the scripting component of 1987’s Hypercard. That would go on to be a mainstay of mid-1990s multimedia software, but while it’s fallen by the wayside it’s AppleScript which still has support in the latest MacOS.

The biggest surprise for us lies in the forgotten products. 1989’s Prograph graphical language looks amazing. Was it simply before its time? In the modern era, Apple describes the reach of Shortcuts diplomatically: “its impact has so far been limited”.

Maybe the most forward-thinking line on programming from Apple came in 2007, even if it wasn’t recognized as such. The original iPhone didn’t have any third-party apps, and instead developers were supposed to write web apps to take advantage of the always-connected device. Would that be such a bad piece of advice to give a non-developer writing software for their Mac today?