A closeup of a transparent-bodied example of the new Steam Frame VR headset

The Engineering Behind Valve’s New VR Headset

Valve’s new Steam Frame is what all the well-connected YouTubers are talking about, but most of them are talking about what it’s like to game on it. That’s great content if you’re into it, but not exactly fodder for Hackaday — with one exception. [Gamers Nexus] gives us a half hour of relatively-unedited footage of them just chatting with the engineers behind the hardware.

It’s great stuff right from the get-go: they start with how thermal management drove the PCB design, and put the SoC on the “back” of the chip, sandwiched betwixt heat pipes. We don’t usually think of taking heat through the PCB when building a board, so it’s a neat detail to learn about before these things get into the hands of the usual suspects who will doubtless give us teardown videos in a few months.

From there wanders to power delivery — getting the voltage regulators packaged properly was a challenge, since impedance requirements meant a very tight layout. Anyone who has worked on this kind of SBC might be familiar with that issue, but for those looking in from the outside, it’s a fascinating glimpse at electrical sausage being made. That’s just the first half.

The heat-regulation conversation is partially repeated the next conversation (which seems to have happened first) where they get into the cooling requirements of the LCD screens. This requires less than you might think, as they like to run warm for fast refresh. It’s really more about keeping your face cool. They also they discuss acoustic vibration — you don’t want your integrated audio shaking your IMUs apart — and why the prototype was being blasted with freakin’ laser beams to monitor it.

If you haven’t seen or read any other coverage on the Steam Frame, you’re going to miss some context here, but if you’ve not hid under a rock for that announcement, this is amazing detail to have. We’re hugely impressed that Valve let their engineers out of their cubicle-cave to talk to media.

Sure, it’s not an open-source VR headset, but compared to the deafening silence coming from the likes of Meta, this level of information is still awesome to have.

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Running A Minecraft Server On A WiFi Light Bulb

WiFi-enabled ‘smart’ light bulbs are everywhere these days, and each one of them has a microcontroller inside that’s capable enough to run all sorts of interesting software. For example, [vimpo] decided to get one running a minimal Minecraft server.

The Bl602-equipped board inside the LED lightbulb. (Credit: vimpo, YouTube)
The Bl602-equipped board inside the LED lightbulb. (Credit: vimpo, YouTube)

Inside the target bulb is a BL602 MCU by Bouffalo Lab, that features not only a radio supporting 2.4 GHz WiFi and BLE 5, but also a single-core RISC-V CPU that runs at 192 MHz and is equipped with 276 kB of RAM and 128 kB flash.

This was plenty of space for the minimalist Minecraft server [vimpo] wrote several years ago. The project says it was designed for “machines with limited resources”, but you’ve still got to wonder if they ever thought it would end up running on a literal lightbulb at some point.

It should be noted, of course, that this is not the full Minecraft server, and it should only be used for smaller games like the demonstrated TNT run mini game.

Perhaps the next challenge will be to combine a large set of these light bulbs into a distributed computing cluster and run a full-fat Minecraft server? It seems like a waste to leave the BL602s and Espressif MCUs that are in these IoT devices condemned to a life of merely turning the lights on or off when we could have them do so much more.

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Resurrecting Conquer: A Game From The 1980s

[Juan] describes himself as a software engineer, a lover of absurd humor, and, among other things, a player of Nethack. We think he should add computer game archaeologist to that list. In the 1990s, he played a game that had first appeared on USENET in 1987. Initially called “Middle-earth multiplayer game,” it was soon rebranded with the catchier moniker, Conquer.

It may not seem like a big thing today, but writing multiplayer software and distributing it widely was pretty rare stuff in the late 1980s or early 1990s. In 2006, [Juan] realized that this game, an intellectual predecessor to so many later games, was in danger of being lost forever. The source code was scattered around different archives, and it wasn’t clear what rights anyone had to the source code.

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DIY Pinball Machine Uses Every Skill

Pinball machines have something for everyone. They’re engaging, fast-paced games available in a variety of sizes and difficulties, and legend has it that they can be played even while deaf and blind. Wizardry aside, pinball machines have a lot to offer those of us around here as well, as they’re a complex mix of analog and digital components, games, computers, and artistry. [Daniele Tartaglia] is showing off every one of his skills to build a tabletop pinball machine completely from the ground up.

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Build Your Own Force-Feedback Joystick

Force feedback joysticks are prized for creating a more realistic experience when used with software like flight sims. Sadly, you can’t say the same thing about using them with mech games, because mechs aren’t real. In any case, [zeroshot] whipped up their own stick from scratch for that added dose of realistic feedback in-game.

[zeroshot] designed a simple gimbal to allow the stick to move in two axes, relying primarily on 3D-printed components combined with a smattering of off-the-shelf bearings. For force feedback, an Arduino Micro uses via TMC2208 stepper drivers to control a pair of stepper motors, which can apply force to the stick in each axis via belt-driven pulleys. Meanwhile, the joystick’s position on each axis is tracked via magnetic encoders. The Arduino feeds this data to an attached computer by acting as a USB HID device.

We’ve seen some other great advanced joystick projects over years, too. Never underestimate how much a little haptic feedback can add to immersion.

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Recreating A Homebrew Game System From 1987

We often take for granted how easy it is to get information in today’s modern, Internet-connected world. Especially around electronics projects, datasheets are generally a few clicks away, as are instructions for building almost anything. Not so in the late 80s where ordering physical catalogs of chips and their datasheets was generally required.

Mastering this landscape took a different skillset and far more determination than today, which is what makes the fact that a Japanese electronics hobbyist built a complete homebrew video game system from scratch in 1987 all the more impressive.[Alex] recently discovered this project and produced a replica of it with a few modern touches.

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Building A Minecraft Lantern For Halloween

Sometimes it’s fun to bring props from video games into the real world. [Hulk] has done just that with their latest Halloween build—creating a working replica of the lantern from Minecraft.

Key to the build is the 3D printed enclosure, which faithfully mimics the look of the in-game item. By virtue of Minecraft’s simplistic visual style, it’s a relatively straightforward print, without a lot of quirky geometry or difficult overhangs that might otherwise trip up your printer. It’s printed in six parts and assembled with acrylic lenses which act to diffuse the light coming from inside.

Electronically, an Arduino Nano runs the show. It’s hooked up to a pair of NeoPixel addressable LED rings, which provide rich RGB colors on demand. Rotary pots are installed on the enclosure to enable the color to be tuned to the user’s desire. Power is courtesy of an 18650 lithium-ion cell and a TP4056 module ensures the battery is kept happy when charging.

It’s a fun prop build, and one that would be the perfect addition to any Minecraft costume. Except for maybe a chicken jockey, because they don’t use lanterns. In any case, we’ve seen similar work before, too.

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