Behold The Most Beautifully Ambitious Starship Simulator Yet

[Kevin Kelm] created something wondrous: Halcyon Dawn, an utterly unique and desperately challenging game that is equal parts intricate starship simulator, imposing hardware console, video game, and love letter to John Scalzi’s Old Man’s War book series. Grab a beverage for this one, because it’s chock-full of detail.

First, how is it played? The simulator represents the ship Halcyon Dawn, a stolen and renamed vessel, and the player representing its sole crew member. The ship’s new mission is to establish a home for its payload of genetically-engineered unfortunates, escaping a cruel sort of indentured military servitude. The former masters of course have a very different view of the whole situation, throwing around terms like “treason” and “theft” and in general preferring the version of the desperate protagonist they had the most control over.

Aluminum extrusion, laser-cut panels, and custom PCBs for interfacing physical controls and displays make up the bulk of the build.

As the player is meant to be operating the ship on their own, the cockpit is imposing. All 152 controls and six screens are meaningful and will be needed to pilot the Halcyon Dawn, survive hostile actions, repel boarding attempts, mine and refine vast amounts of raw materials, and in general keep the ship running and intact until an autofactory can be deployed in orbit of a suitable planet to create a new home.

All easier said than done. It’s one thing to pilot and tweak a temperamental ship, but doing so while also performing damage control and thwarting a boarding attempt by manipulating life support is quite another. Want more details? Gameplay is documented here and the physical controls have their own library.

The product of a year of focused work, [Kevin] – now retired – pointed his decades of hardware and software experience at Halcyon Dawn after realizing one night that everything he needed to create it already existed. How this whole project came to be is also a tribute to the amazing tools and equipment that hobbyists and hackers of all kinds now have to turn an idea into something that actually exists in the world. Even so, it was a load of work he is not keen to repeat. Don’t miss the technical deep-dive and photo gallery of the build.

While the game itself — being a fan-made derivative of Scalzi’s work (and useless without the custom-made hardware console) — isn’t being released, [Kevin] has shared the underlying hardware framework it is built on. Enigma is an ESP32-based set of input and output PCBs made for integrating switches, knobs, displays, relays, and more with a Python library to make them easy to work with.

Starship simulators are a wonderful subset of projects, and every one is different from the last. Something about physical builds really works for them, and while we’ve seen a camper trailer converted to starship simulator [Kevin]’s project focuses the whole experience beautifully into the single-person console you see here. Watch a video of Halcyon Dawn running in an arcade-like “attract” mode embedded just below.

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Deltarune’s Tenna Brought To Life

For those who have never played the hit video games Undertale and Deltarune, the games are partially known for their interesting characters, many of which have eerie, surreal, and expressive designs. One of the more memorable characters from Deltarune is Tenna, a game show host of sorts whose distinguishing feature is an old television as a head, as well as a colorful suit. As a result he’s been the subject of a number of recreations by various cosplayers and makers like [BigRig Creates].

This version of the character was actually inspired by a previous build by [BunnyBii] which used an iPad as the interactive screen/face. Inside the television, though, the actual human found this to be front heavy and limiting in the ways that it could be used interactively, especially since the only way to see the outside world in this version was with a small endoscope and screen. [BigRig Creates]’s version builds on this idea but swaps out the iPad for a Raspberry Pi, allowing for much more customization, and uses a pair of Xreal glasses instead of a screen for the view of the outside world from in the television.

To get the whole costume together, the head is 3D printed with all of the electronics inside, and a game controller integrated into a handheld microphone controls the animations shown on the screen. A vibrant, custom-tailored suit with white gloves rounds out the ensemble, along with a pair of 3D-printed shoe covers since actual yellow shoes were a bit pricy. There were some interesting problems to solve along the way, specifically with regards to power management for all the electronics, but in the end it all seems to have come together quite well. [BigRig Creates] is no stranger to builds with unusual displays, though; one of our favorites was the world’s largest Nintendo 3DS.

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Adorable ASCII Aquarium Lives On Your Desk

[Kert Gartner]’s ASCII Aquarium turns a cheap yellow display (CYD) into a tiny simulated aquarium, complete with ASCII sea creatures each with their own behaviors. There’s all kinds of options and even timekeeping functionality, so the miniature water world can also pull its weight as a desk clock.

The fish and other animal movements are not a series of canned animations; each creature has its own behaviors and responses to things like feeding, which is accomplished by tapping on the screen. A hidden menu offers a wide range of configuration and display options, and there’s even an option to export screen contents as bitmaps.

Add a 3D-printed enclosure and the whole thing looks like a pretty nice weekend project. There’s even a display flip mode, just in case you have a spare 50 mm beamsplitter kicking around.

It’s a very clever use of a CYD that shows how good color and graphics can look when one designs with the hardware’s capabilities (and limitations) in mind.

The CYD is an ESP32-based development board with integrated touchscreen display, and is known for its affordable price and wide availability. This one would look great next to a CYD electric jellyfish.

Reservoir Sampling, Or How To Sample Sets Of Unknown Size

Selecting a random sample from a set is simple. But what about selecting a fair random sample from a set of unknown or indeterminate size? That’s where reservoir sampling comes in, and [Sam Rose] has a beautifully-illustrated, interactive guide to how reservoir sampling works. As far as methods go, it’s as elegant as it is simple, and particularly suited to fairly sampling dynamic datasets like sipping from a firehose of log events.

While reservoir sampling is simple in principle it’s not entirely intuitive to everyone. That’s what makes [Sam]’s interactive essay so helpful; he first articulates the problem before presenting the solution in a way that makes it almost self-evident.

[Sam] uses an imaginary deck of cards to illustrate the problem. If one is being dealt cards one at a time from a deck of unknown size (there could be ten cards, or a million), how can one choose a single card in a way that gives each an equal chance of having been selected? Without collecting them all first?

In a nutshell, the solution is to make a decision every time a new card arrives: hold onto the current card, or replace it with the new one. Each new card is given a 1/n chance of becoming held, where n is the number of cards we’ve seen so far. That’s all it takes. No matter when the dealer stops dealing, each card that has been seen will have had an equal chance of ending up the one selected.

There are a few variations which [Sam] also covers, and practical ways of applying it to log collection, so check it out for yourself.

If [Sam]’s knack for illustrating concepts in an interactive way is your jam, we have one more to point out. Our own Al Williams wrote a piece on Turing machines; the original “universal machine” being a theoretical device with a read/write head and infinite paper tape. A wonderful companion to that article is [Sam]’s piece illustrating exactly how such a Turing machines would work in an interactive way.

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Hackaday Links: January 12, 2025

The big news story of the week of course has been the wildfires in California, which as of Saturday have burned over 30,000 acres, destroyed 12,000 structures, caused 150,000 people to evacuate, and killed eleven people. Actually, calling them wildfires underplays the situation a bit because there are places where they’ve clearly become firestorms, burning intensely enough to create their own winds, consuming everything in their path in a horrific positive feedback loop. We’ve even seen fire tornados caught on video. We’ve got quite a few connections to the affected area, both personally and professionally, not least of which are all our Supplyframe colleagues in Pasadena, who are under immediate threat from the Eaton fire. We don’t know many details yet, but we’ve heard that some have lost homes. We’ve also got friends at the Jet Propulsion Labs, which closed a few days ago to all but emergency personnel. The fire doesn’t seem to have made it down the mountain yet, but it’s very close as of Saturday noon.

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DIY 3D Hand Controller Using A Webcam And Scripting

Are you ready to elevate your interactive possibilities without breaking the bank? If so, explore [Caio Bassetti]’s tutorial on creating a full 3D hand controller using only a webcam, MediaPipe Hands, and Three.js. This hack lets you transform a 2D screen into a fully interactive 3D scene—all with your hand movements. If you’re passionate about low-cost, accessible tech, try this yourself – not much else is needed but a webcam and a browser!

The magic of the project lies in using MediaPipe Hands to track key points on your hand, such as the middle finger and wrist, to calculate depth and positioning. Using clever Three.js tricks, the elements can be controlled on a 3D axis. This setup creates a responsive virtual controller, interpreting hand gestures for intuitive movement in the 3D space. The hack also implements a closed-fist gesture to grab and drag objects and detects collisions to add interactivity. It’s a simple, practical build and it performs reliably in most browsers.

For more on this innovation or other exciting DIY hand-tracking projects, browse our archive on gesture control projects, or check out the full article on Codrops. With tools such as MediaPipe and Three.js, turning ideas into reality gets more accessible than ever.

A Non-Musical Use Case For 8-Track

There was a time in the not-too-distant past when magnetic tape was the primary way of listening to and recording audio. Most of us are familiar with the cassette tape, a four-track system that plays first one side of the tape, then the other. There was the eight-track tape as well which did not have quite as much popularity or longevity but did have a few interesting features that [Serial Hobbyism] took advantage of to make an interactive game.

The defining feature of the eight-track system, beyond the obvious eight tracks on the tape, is that the tape runs in a continuous loop, never needing to be stopped or flipped over. Instead, four buttons select pairs of the eight tracks, moving a head immediately to make the switch on-the-fly. [Serial Hobbyism]’s game plays a trivia-style audio recording and asks the player to answer questions by pushing one of the four “program” buttons to switch tracks. If the correct track is selected, the recorded audio congratulates the player and then continues on with the game. Likewise, if an incorrect track is selected, the recording notes that and the game continues.

Another interesting feature of this game is that it can be played without modifying an eight-track player, as the selectable tracks are a core function of this technology. They can be used in a similar way as cassette tapes to store computer data and a data recorder similar to the eight-track system was used on the Voyager space probes, although these only bear a passing resemblance.

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