English Words In French Gaming? Non Merci!

Are you a gamer? If you’re French, it seems that you shouldn’t be using so much English in pursuit of your goals.

It’s a feature of an active language, that it will readily assimilate words from others. Pizza, karaoke, vuvuzela, parka, gateau, schadenfreude, they have all played their part in bringing a little je ne sais quoi into our everyday speech. This happens as a natural process as whatever the word is describing becomes popular, and sometimes these new words cause a backlash from those who see themselves as the language’s defenders.

Often this is a fringe activity such as the British politician who made a fool of himself in a radio interview by insisting on the now-archaic Wade-Giles “Peking” rather than the vastly more common Pinyin “Beijing”, but for some tongues it’s no laughing matter. Nowhere is this more the case than in the Francophone world, in which the Academie Francaise and the French and Quebecquois governments see themselves as very much the official guardians of French. And now it seems that the French ministry of culture have turned their eyes upon gamers.

It’s nothing new for words associated with technology to fall under this scrutiny, a quarter century ago in the CD-ROM business it was de rigeur for localized discs to talk about le logicel, l’ordinateur, and telecharger instead of program, computer, and download. The talk of the industry was that Sony refused to do this for PlayStation consoles sold in Quebec during the 1990s, and thus all their sales in the province had to be under-the-counter. But there’s a sense from reading the reports that this intervention is a little clumsy; while it’s easy to say logicel we’re not so sure that jeu video de competition  or video game competition for e-sports and joueur-animateur en direct or live player-animator for streamer aren’t just too much of a mouthful for easy adoption. For the first one, we can’t help remembering that sport is also an everyday French word, so couldn’t they have come up with something less clumsy such as reseau-sports or network-sports?

Here at Hackaday more than one of us are unrepentant Francophiles, so the evolution of French words in our field is of interest to us. Habitez-vous en France ou Quebec? Donnez-nous votres idees dans les commentaires! (mais en Anglais s’il vous plait pour les Americains, excusez-nous)

Header image: Christopher Macsurak, CC BY-SA 4.0.

Practical Wireless “Tele-Tennis” Build After Only 34 Years

Home-etched PCBs ready for drilling

Back in November 1974 the publication “Practical Wireless” produced a five-part article series showing the reader how to construct a version of the popular “pong” game that could be played on the television screen available in the typical British home. [Grant Searle] had wanted to build this project for years, but it took him until 2008 to find the opportunity to do so. The magazine article printed PCB layouts to 1:1 scale, with a bill of materials and assembly instructions. After each month, the reader would have an assembled the project a little more, with the final month dedicated to point-to-point wiring and final setup. Subsequent months contained some enhancements such as a scoring system and sound effects, but these are not yet part of the main build. In order to understand the build, you will need to download the PDF copy of the magazines prints. (And if you’re an electronics nerd like this scribe, you’ve already done that right?)

A tidy assembly job with an authentic retro style

The electronics are based upon pure discrete 7400-series logic, 741 opamp-based ramp generators and, you guessed it, 555 timers. The way the various boards have discrete functions is particularly interesting. For example, in part 3, the PCB described (board A) not only is the master field/line sync generator, but also generates the video signals for the ball, with its position and size determined in an analogue fashion. Signals coming into the board from Board C (top/bottom base) cause a discrete flip-flop to toggle, changing the ball’s direction as it ‘bounces’ off the edge of the screen. Each board generates its own video signal, which are then all combined in the final video mixer (board E) that simply wire-OR’s them all with the composite sync to generate the composite video needed. This would have been tapped off and fed to a UHF video modulator, but [Grant] chose not to install that for the build. The whole thing was wrapped up inside an MDF case, coated in that dubious fake-wood plastic wrap, for that very 70’s aesthetic some of us remember fondly.

Pong is such a popular classic game, that we’ve covered many, many variants over the years. Here’s one that’s purely mechanical, another that uses the original PCB with a visually appealing twist, and finally, a completely virtual simulation of the original arcade circuit, courtesy of Falstad. We’re sure there will be many more to come.

Thanks [JohnU] for the tip!

Electronic Catan Game Board Is Modular

Plenty of gamers around these parts require an expensive PC to play games, often spending thousands of dollars for a gaming machine. Believe it or not, though, there are entire classes of games that don’t require any electronics at all, but that doesn’t mean that they don’t benefit from the addition of some neat gadgets. This Settlers of Catan game uses custom LCD tiles with a built-in custom mesh network.

The tiles for the game board themselves are hexagonal and snap together using magnetic pogo pins in order to form a board of any size or shape. The pogo pins also allow communication for a pseudo-mesh network to operate with each tile’s built-in PCB to allow the game board to know exactly which tiles are placed where and to display the correct image on each one. Each tile contains it own RP2040 microcontroller, keeping the overall cost of each tile to a minimum.

For those regularly hosting game night, a project like this could really change the traditionally analog game’s dynamic for the better. It was mostly a project that [Colin Iuliano] built just for fun, and if he ever builds a second one he does plan on some improvements, but we’d say that it looks like a success already. For other Catan-based electronic design inspiration, take a look at this complete and non-modular electronic game board.

One Coder Is Porting Portal To The Nintendo 64

When Portal came out in 2007, developers Valve chose not to release the groundbreaking title on an obsolete Nintendo console long out of production. Nobody cared at the time, of course, but [James Lambert] is here to right that wrong. Yes, he’s porting Portal to the N64.

The port, or “demake,” as [James] calls it, has been under construction for some time. The project has posed some challenges: Portal was developed for PCs that were vastly more powerful than the Nintendo 64 of 1996. Thus, initial concerns were that the console wouldn’t be able to handle the physics of the game or render the recursive portal graphics.

However, hard work has paid off. [James] has chipped away, bit by bit, making improvements to his engine all the while. The latest work has the portals rendering nicely, and the companion cube works just the way you’d expect. There’s also a visible portal gun, and the engine can even render 15 recursive layers when looking through mirrored portals. Sixteen was too much.

Of course, there’s still lots to do. There’s no player model yet, and basic animations and sound are lacking. However, the core concept is there, and watching [James] flit through the not-quite-round portals is an absolute delight. Even better, it runs smoothly even on original Nintendo hardware. It’s a feat worthy of commendation.

We had no idea what [James] had in store back when we featured his work creating real-time shadows on N64 hardware. Now we know! Video after the break.

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A self-service checkout computer game

Practice Your Shopping Skills With This Self-Service Checkout Game

Self-service checkouts have become a common feature in supermarkets the world over, a trend accelerated by the coronavirus pandemic. While some may lament the loss of human contact, others relish the opportunity to do their own scanning: with a bit of practice, self-service can provide for a very fast checkout experience. Assuming, of course, that the machine recognizes each product, the built-in weight sensor works correctly, and you don’t get selected for a random check.

If you want to practice your checkout game without spending loads of money, you might want to have a look at [Niklas Roy] and [Kati Hyyppä]’s latest project: Bonprix is a game where the goal is to scan as many items as possible within a 90-second time limit. Installed at the Eniarof DIY festival, it’s designed to resemble a typical supermarket checkout with a display, a barcode scanner and a shopping basket filled with random items. The screen indicates which item should be scanned next; if you’re too slow, the checkout will begin to offer discounts, which you obviously don’t want. When the 90 seconds are over, the machine spits out a receipt indicating your total score.

The checkout desk is made from wooden pallets and cardboard; inside is a laptop running Linux, with a handheld barcode scanner attached via USB. An LED strip provides a beam of bright red light to indicate the scanning area, and turns green when a barcode is successfully scanned. Arduinos control the LEDs and the big red-and-yellow “start” button, while a thermal printer from an ATM prints the receipts at the end of each game.

Apart from a bit of fun, the Bonprix project tries to address questions relating to consumer culture and self-checkouts: is it fair to let customers do their own work? Should they be paid for it? Is it even ethical to encourage people to spend as much as possible?

While this is the first time we’ve seen a self-service checkout computer game, we’ve done a few deep dives into the fascinating technology of barcodes that makes it all possible. Check this out!

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Book Teaches Gaming Math

If we knew how much math goes into writing a video game, we might have paid more attention in math class. If you need a refresher, [Fletcher Dunn] and [Ian Parbery] have their book “3D Math Primer for Graphics and Game Development” available free online. The book was originally a paper book from 2011 with a 2002 first edition but those are out of print now. However, math is math, so regardless of the age of the book, it is worth a look. For now, the online version is a bunch of web pages, but we hear a PDF or E-reader version is forthcoming.

There’s quite a bit of discussion about vectors, matrices, linear transformations, and 3D graphics. The last part of the book covers calculus, kinematics, and parametric curves. Some of these topics will be of interest even if you don’t care about graphics but do want to learn some math with practical examples.

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A putter with an Arduino attached to its shaft

This Golf Club Uses Machine Learning To Perfect Your Swing

Golf can be a frustrating game to learn: it takes countless hours of practice to get anywhere near the perfect swing. While some might be lucky enough to have a pro handy every time they’re on the driving range or putting green, most of us will have to get by with watching the ball’s motion and using that to figure out what we’re doing wrong.

Luckily, technology is here to help: [Nick Bild]’s Golf Ace is a putter that uses machine learning to analyze your swing. An accelerometer mounted on the shaft senses the exact motion of the club and uses a machine learning algorithm to see how closely it matches a professional’s swing. An LED mounted on the club’s head turns green if your stroke was good, and red if it wasn’t. All of this is driven by an Arduino Nano 33 IoT and powered by a lithium-ion battery.

The Golf Ace doesn’t tell you what part of your swing to improve, so you’d still need some external instruction to help you get closer to the ideal form; [Nick]’s suggestion is to bundle an instructor’s swing data with a book or video that explains the important points. That certainly looks like a reasonable approach to us, and we can also imagine a similar setup to be used on woods and irons, although that would require a more robust mounting system.

In any case, the Golf Ace could very well be a useful addition to the many gadgets that try to improve your game. But in case you still end up frustrated, you might want to try this automated robotic golf club.

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