Moving Mousepad Is An Elegant Aimbot

These days, it can be hard to remain competitive in online shooters without spending your entire life dedicated to the sport. This leads some to explore the world of competitive aids. (AKA: cheating.) A great example is [Nick], who built a mechanical aimbot to help in this regard.

[Nick’s] build moves a mousepad underneath the mouse opposite to the desired movement direction, in order to simulate the mouse movements required to aim at targets in game. This is achieved with the aid of a XDraw A4 pen plotter, which served as a cheap prebuilt X-Y motion platform. The plotter responds to simple serial commands, which makes it easy to control. The X-Y gantry was mounted underneath the desk so the mousepad sits seamlessly on top of the desk, sliding neatly on low-friction mouse skate stickers.

With the mousepad control system built, it was then necessary to figure out how to turn it into an aimbot. [Nick] already had a machine vision tool to detect enemies in shooting game, so it was merely modified to make the right mousepad movements to get the crosshairs right where they needed to be before firing. In testing, it proved more than capable at helping a new player achieve far superior aim, as a good aimbot should.

We’ve featured similar projects before that use complex mechanical contraptions to aim for you. Yes, it’s still cheating, but it’s a lot harder to detect than a traditional aimbot. That doesn’t make it right, per se, just more subtle. Video after the break. Continue reading “Moving Mousepad Is An Elegant Aimbot”

Building A High-Performance Shifter For Sim Racing

These days, sim racing is more realistic than ever. There are better screens, better headsets, and better steering wheels with better force-feedback, all of which help make you feel like you’re driving the real thing. If you’re looking for a stick shifter to complete such a setup, [DAZ Projects] might have just what you’re looking for. 

To create a robust shifter with great feel, the build relies on 3D printed parts as well as lots of quality metal hardware. At the heart of the build is a linear rail for the front-to-back movement, with a printed slider on top with a carefully-profiled indexer to ensure the stick properly ca-chunks into the right gear. A ball joint locates the shift lever itself, while allowing for smooth movement left-to-right. Centering is via simple extension springs. The H-pattern shift is enforced with machined steel rods. Detecting the position of the stick is handled via microswitches, with an Arduino Leonardo reading the switches and reporting itself as a USB device that should work with any modern sim.

It’s funny to think that such a mechanism would once have been a very serious machining job. These days, you can just squirt all this stuff out on a printer in a few hours. For the parts that can’t be extruded, [DAZ Projects] has provided a parts list on Google Docs.

We’ve featured some great racing sim builds over the years, from button pads to pedal boxes.

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Internet-Connected Consoles Are Retro Now, And That Means Problems

A long time ago, there was a big difference between PC and console gaming. The former often came with headaches. You’d fight with drivers, struggle with crashes, and grow ever more frustrated dealing with CD piracy checks and endless patches and updates. Meanwhile, consoles offered the exact opposite experience—just slam in a cartridge, and go!

That beautiful feature fell away when consoles joined the Internet. Suddenly there were servers to sign in to and updates to download and a whole bunch of hoops to jump through before you even got to play a game. Now, those early generations of Internet-connected consoles are becoming retro, and that’s introduced a whole new set of problems now the infrastructure is dying or dead. Boot up and play? You must be joking!

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Interactive Hopscotch Tiles Make The Game More Exciting

Hopscotch is a game usually played with painted lines or with the aid of a bit of chalk. However, if you desire fancier equipment, you might like the interactive hopscotch setup from [epatell].

The build uses yoga mats as the raw material to create each individual square of the hopscotch board. The squares all feature simple break-beam light sensors that detect when a foot lands in the given space. These sensors are monitored by a Raspberry Pi Pico in each square. In turn, the Pico lights up addressable NeoPixel LED strips in response to the current position of the player.

It’s a simple little project which makes a classic game just a little more fun. It’s also a great learning project if you’re trying to get to grips with things like microcontrollers and addressable LEDs in an educational context. We’d love to see the project taken a step further, perhaps with wirelessly-networked squares that can communicate and track the overall game state, or enable more advanced forms of play.

Meanwhile, if you’re working on updating traditional playground games with new technology, don’t hesitate to let us know!

Virtual Pet Responds To WiFi

When the Tamagotchi first launched all those decades ago, it took the world by storm. It was just a bunch of simple animations on a monochrome LCD, but it had heart, and people responded to that. Modern technology is capable of so much more, so [CiferTech] set out to build a virtual pet that can sniff out WiFi networks.

The build employs an ESP32-S3, perhaps the world’s favorite microcontroller that has WiFi baked right in from the factory. It’s paired with a 240×240 TFT LCD that delivers bright, vivid colors to show the digital pet living inside. Addressable WS2812B LEDs and a simple sound engine provide further feedback on the pet’s status.

The pet has various behaviors coded in, like hunting, exploring, and resting, and moods such as “happy,” “curious,” and “bored.” For a bit of environmental reactivity, [CiferTech] also made the local WiFi environment play a role. Nearby networks can influence the “hunger, happiness, and health” of the pet.

Incidentally, if you’ve ever wondered what made the Tamagotchi tick, we’ve explored that before, too.

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Why Games Work, And How To Build Them

Most humans like games. But what are games, exactly? Not in a philosophical sense, but in the sense of “what exactly are their worky bits, so we know how to make them?” [Raph Koster] aims to answer that in a thoughtful blog post that talks all about game design from the perspective of what, exactly, makes them tick. And we are right into that, because we like to see things pulled apart to learn how they work.

On the one hand, it’s really not that complicated. What’s a game? It’s fun to play, and we generally feel we know a good one when we see it. But as with many apparently simple things, it starts to get tricky to nail down specifics. That’s what [Raph]’s article focuses on; it’s a twelve-step framework for how games work, and why they do (or don’t) succeed at what they set out to do.

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rat playing doom

Rats Get Even Better At Playing DOOM

We all know that you can play DOOM on nearly anything, but what about the lesser known work being done to let other species get in on the action? For ages now, our rodent friends haven’t been able to play the 1993 masterpiece, but [Viktor Tóth] and colleagues have been working hard to fix this unfortunate oversight.

If you’ve got the feeling this isn’t the first time you’ve read about rats attempting to slay demons, it’s probably because [Victor] has been working on this mission for years now — with a previous attempt succeeding in allowing rats to navigate the DOOM landscape. Getting the rodents to actually play through the game properly has proved slightly more difficult, however.

Diagram of screen in front of rat playing doom

Improving on the previous attempt, V2 has the capability to allow rats to traverse through levels, be immersed in the virtual world with a panoramic screen, and take out enemies. Rewards are given to successful behaviors in the form of sugar water through a solenoid powered dispenser.

While this current system looks promising, the rats haven’t gotten too far though the game due to time constraints. But they’ve managed to travel through the levels and shoot, which is still pretty impressive for rodents.

DOOM has been an indicator of just how far we can take technology for decades. While this particular project has taken the meme into a slightly different direction, there are always surprises. You can even play DOOM in KiCad when you’re tired of using it to design PCBs.