Tilt Five: A Fresh Take On Augmented Reality Tabletop Gaming

Tilt Five is an Augmented Reality (AR) system developed by Jeri Ellsworth and a group of other engineers that is aimed at tabletop gaming which is now up on Kickstarter. Though it appears to be a quite capable (and affordable at $299) system based on the Kickstarter campaign, the most remarkable thing about it is probably that it has its roots at Valve. Yes, the ones behind the Half Life games and the Steam games store.

Much of the history of the project has been covered by sites, such as this Verge article from 2013. Back then [Jeri Ellsworth] and [Rick Johnson] were working on project CastAR, which back then looked like a contraption glued onto the top of a pair of shades. When Valve chose to go with Virtual Reality instead of AR, project CastAR began its life outside of Valve, with Valve’s [Gabe] giving [Jeri] and [Rick] his blessing to do whatever they wanted with the project.

What the Tilt Five AR system looked like in its CastAR days. (credit: The Verge)

Six years later Tilt Five is the result of the work put in over those years. Looking more like a pair of protective glasses along with a wand controller that has an uncanny resemblance to a gas lighter for candles and BBQs, it promises a virtual world like one has never seen before. Courtesy of integrated HD projectors that are aimed at the retroreflective surface of the game board.

A big limitation of the system is also its primary marketing feature: by marketing it as for tabletop gaming, the fact that the system requires this game board as the projection surface means that the virtual world cannot exist outside the board, but for a tabetop game (like Dungeons and Dragons), that should hardly be an issue. As for the games themselves, they would run on an external system, with the signal piped into the AR system. Game support for the Tilt Five is still fairly limited, but more titles have been announced.

(Thanks, RandyKC)

Magnets Make This Panda Move

A single board computer on a desk is fine for quick demos but for taking it into the wild (or even the rest of the house) you’re going to want a little more safety from debris, ESD, and drops. As SBCs get more useful this becomes an increasingly relevant problem to solve, plus a slick enclosure can be the difference between a nice benchtop hack and something that looks ready to sell as a product. [Chris] (as ProjectSBC) has been working on a series of adaptable cases called the MagClick Case System for the LattePanda Alpha SBC which are definitely worth a look.

The LattePanda Alpha isn’t a run-of-the-mill SBC; it’s essentially the mainboard from a low power ultrabook and contains up to an Intel Core M series processor, 8GB RAM, and 64GB of eMMC. Not to mention an onboard Atmega32u4, WiFi, Gigabit Ethernet, and more. It has more than enough horsepower to be used as an everyday desktop computer or even a light gaming system if you break PCIe out of one the m.2 card slots. But [Chris] realized that such adaptability was becoming a pain as he had to move it from case-to-case as his use needs changed. Thus the MagClick Case System was born.

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Run Your Own Phone To Bring The Dreamcast Back Online

Playing a video game online is almost second nature now. So much so that almost all multiplayer video games have ditched their split-screen multiplayer modes because they assume you’d rather just be alone at your house than hanging out with your friends. This wasn’t always the case though. In the early days of online multiplayer, systems had to rely on dial-up internet before broadband was readily available (and still had split screen if you didn’t even have that). Almost no one uses dial up anymore though, so if you still like playing your old Dreamcast you’re going to have to do some work to get it online again.

Luckily for all of us there’s a Raspberry Pi image to do almost anything now. This project from [Kazade] uses one to mimic a dial-up connection for a Dreamcast so you can connect with other people still playing Quake 20 years later. It’s essentially a network bridge, but you will need some extra hardware because phone lines use a high voltage line that you’ll have to make (or buy) a solution for. Once all the hardware is set up and working, you’ll need to make a few software configuration changes, but it’s a very straightforward project.

Granted, there have been ways of playing Dreamcast games online before, but this new method really streamlines the process and makes it as simple as possible. The Dreamcast was a great system, and there’s an argument to be made that the only reason it wasn’t more popular was that it was just slightly too far ahead of its time.

Thanks to [Rusty] for the tip!

Salty? Tip Canister To Rage Quit Games

Do you long for a more pronounced way to rage quit video games? Smashing buttons comes naturally, of course, but this hurts the controller or keyboard. You can quit your longing, because [Insert Controller Here] has an elegant solution that’s worth its salt.

The Salty Rage Quit Controller is simple. The cup is filled with distilled water. When you pour salt in it, the two bolt terminals tell the Arduino Micro that the resistance in the water has decreased. The Micro sends whatever keystrokes you want, so you could call out your deadbeat medic before quitting, or just plain leave. [Insert Controller Here] has example code on his site to get you started. Click calmly past the break to watch the demo and build videos, or we’ll have to ban you for aggro.

With the right tools, you can turn anything into a game controller. Check out this car controller that uses Python and CAN bus sniffing.

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Copy Protection In The 80s, Showcased By Classic Game Dungeon Master

Making a copy of a purchased game used to be as simple as copying a disk. As the game industry grew, so did fear of revenue loss which drove investment in countermeasures. These mainly consisted of preventing the easy duplication of magnetic diskettes, or having users jump through tiresome hoops like entering specific words from the printed manual. These measures rarely posed much of a challenge to the dedicated efforts of crackers, but the copy protection in the classic 80s game Dungeon Master for the Atari ST and Amiga was next-level. It implemented measures that went well beyond its contemporaries, and while it was eventually defeated, it took about a year to happen. In an era where games were cracked within days or even hours of release, that was remarkable.

Dungeon Master was a smash hit at the time, and while the details of its own brand of what we would now call DRM may not be new, this video presentation by [Modern Vintage Gamer] (YouTube link) does a wonderful job of stepping through everything it did, and begins with an informative tour of copy protection efforts of the era for context.

The video is embedded below, but if you’d like to skip directly to the details about Dungeon Master, that all starts just past eight minutes in. What we now call DRM clearly had roots that preceded the digital world of today; an absurd timeline in which even cat litterboxes can have DRM.

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Automated Dice Tester Uses Machine Vision To Ensure A Fair Game

People take their tabletop games very, very seriously. [Andrew Lauritzen], though, has gone far above and beyond in pursuit of a fair game. The game in question is Star War: X-Wing, a strategy wargame where miniature pieces are moved according to rolls of the dice. [Andrew] suspected that commercially available dice were skewing the game, and the automated machine-vision dice tester shown in the video after the break was the result.

The rig is a very clever design that maximizes the data set with as little motion as possible. The test chamber is a box with clear ends that can be flipped end-for-end by a motor; walls separate the chamber into four channels to test multiple dice on each throw, and baffles within the channels assure randomization. A webcam is positioned below the chamber to take a snapshot of each “throw”, which is then analyzed in OpenCV. This scheme has the unfortunate effect of looking at the dice from the table’s perspective, but [Andrew] dealt with that in true hacker fashion: he ignored it since it didn’t impact the statistics he was interested in.

And speaking of statistics, he generated a LOT of them. The 62-page report of results from his study is an impressive piece of work, which basically concludes that the dice aren’t fair due to manufacturing variability, and that players could use this fact to cheat. He recommends pooled sets of dice to eliminate advantages during competitive play. 

This isn’t the first automated dice roller we’ve seen around these parts. There was the tweeting dice-bot, the Dice-O-Matic, and all manner of electronic dice throwers. This one goes the extra mile to keep things fair, and we appreciate that.

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Mini Flickering Torch Effect Uses Neither Wires Nor Solder

Cross section of pillar model.

[ROBAGON] makes miniature, 3D-printable gaming terrain and features like these stone pillars with flickering torch. His model isn’t free to download (though it’s under $2 at the time of writing), but the part that impressed us was his clever way of using electric tea lights to create a flickering torch effect without needing any soldering or wiring whatsoever.

His solution was to make the base of the pillar large enough to fit an electric tea light, which uses a flickering LED to simulate a candle flame. The molded plastic “flame” is removed from the tea light and placed in the torch sconce, while the tea light itself goes into the base. A short segment of clear acrylic rod is used as a light pipe, running from the tea light’s LED to the base of the torch.

It’s a simple, effective, and economical solution that doesn’t require running or soldering a single wire and you can see it work in the brief video embedded below. Now all that’s missing for those Dungeons & Dragons sessions is this custom calculator.

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