Need For Speed Map IRL

When driving around in video games, whether racing games like Mario Kart or open-world games like GTA, the game often displays a mini map in the corner of the screen that shows where the vehicle is in relation to the rest of the playable area. This idea goes back well before the first in-vehicle GPS systems, and although these real-world mini maps are commonplace now, they don’t have the same feel as the mini maps from retro video games. [Garage Tinkering] set out to solve this problem, and do it on minimal hardware.

Before getting to the hardware, though, the map itself needed to be created. [Garage Tinkering] is modeling his mini map on Need For Speed: Underground 2, including layers and waypoints. Through a combination of various open information sources he was able to put together an entire map of the UK and code it for main roads, side roads, waterways, and woodlands, as well as adding in waypoints like car parks, gas/petrol stations, and train stations, and coding their colors and gradients to match that of his favorite retro racing game.

To get this huge and detailed map onto small hardware isn’t an easy task, though. He’s using an ESP32 with a built-in circular screen, which means it can’t store the whole map at once. Instead, the map is split into a grid, each associated with a latitude and longitude, and only the grids that are needed are loaded at any one time. The major concession made for the sake of the hardware was to forgo rotating the grid squares to keep the car icon pointed “up”. Rotating the grids took too much processing power and made the map updates jittery, so instead, the map stays pointed north, and the car icon rotates. This isn’t completely faithful to the game, but it looks much better on this hardware.

The last step was to actually wire it all up, get real GPS data from a receiver, and fit it into the car for real-world use. [Garage Tinkering] has a 350Z that this is going into, which is also period-correct to recreate the aesthetics of this video game. Everything works as expected and loads smoothly, which probably shouldn’t be a surprise given how much time he spent working on the programming. If you’d rather take real-world data into a video game instead of video game data into the real world, we have also seen builds that do things like take Open Street Map data into Minecraft.

Thanks to [Keith] for the tip!

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“Superfan” Gaming Peripheral Lets You Feel Your Speed

Virtual reality has come a long way but some senses are still neglected. Until Smell-O-Vision happens, the next step might be feeling the wind in your hair. Perhaps dad racing a sportbike or kids giggling on a rollercoaster. Not as hard to build as you might think, you probably have the parts already.

HAD - Superfan4Off-the-shelf devices serve up the seeing and hearing part of your imaginary environment, but they stop there. [Jared] wanted to take the immersion farther by being able to feel the speed, which meant building his own high power wind generator and tying it into the VR system. The failed crowdfunding effort of the “Petal” meant that something new would have to be constructed. Obviously, to move air without actually going on a rollercoaster requires a motor controller and some fans. Powerful fans.

A proponent of going big or going home, [Jared] picked up a pair of fans and modified them so heavily that they will launch themselves off of the table if not anchored down. Who overdrives fans so hard they need custom heatsinks for the motors? He does. He admits he went overboard and sensibly way overbudget for most people but he built it for himself and does not care.

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