Geochron world time clock

Geochron: Another Time, Another Timeless Tale

The Geochron World Time Indicator is a clock that doubles as a live map of where the sun is shining on the Earth. Back in its day, it was a cult piece that some have dubbed the “Rolex on the wall.” Wired’s recent coverage of the clock reminded us of just how cool it is on the inside. And to dig in, we like [Attoparsec]’s restoration project on his own mid-1980s Geochron, lovingly fixing up a clock he picked up online.

[Attoparsec]’s recent restoration shares insights into the clock’s fascinating mechanics. Using a synchronous motor, transparent slides, and a lighted platen, the Geochron works like a glorified slide projector, displaying the analemma—a figure-eight pattern that tracks the sun’s position over the year.

But if you’re looking for a digital version, way back in 2011 we showcased [Justin]’s LED hack of FlorinC’s “Wise Clock”, which ingeniously emulated the Geochron’s day-night pattern using RGB LEDs, swapping out the faceplate for a world map printed on vellum. That’s probably a much more reasonable way to go these days. Why haven’t we seen more remakes of these?

Atari’s Pac-Man Flop: How A Classic Went Off-Course

For fans of retro games, Pac-Man is nothing short of iconic—a game so loved it’s been ported to nearly every console imaginable. But the Atari 2600 version, released in 1982, left players scratching their heads – as laid out in a video by [Almost Something]. Atari had licensed Pac-Man to ride the wave of its arcade success, but the home version, programmed solely by [Todd Fry], missed the mark, turning an arcade icon into a surprising lesson in over-ambitious marketing.

Despite the hype, [Fry] faced an almost impossible task: translating Pac-Man’s detailed graphics and complex gameplay to the Atari’s limited 4 K cartridge with only 128 bytes of RAM. Atari’s strict limitations on black backgrounds and its choice to cut costs by sticking with a 4 K cartridge left the game barely recognizable. The famous pellet-chomping maze became simpler, colors were changed, and the iconic ghosts—reduced to single colors—flickered constantly. And then, Atari went all in, producing twelve million copies, betting on the success of universal appeal. In a twist, Pac-Man did sell in record numbers (over seven million copies) but still fell short of Atari’s expectations, leaving millions of unsold cartridges eventually dumped in a New Mexico landfill.

This debacle even kind of marked Atari’s 1983 decline. Still, Pac-Man survived the hiccup, evolving and outlasting its flawed adaptation on the 2600. If you’re interested in learning more about the ins and outs of game ports, check out the fantastic talk [Bob Hickman] gave during Supercon 2023.

Continue reading “Atari’s Pac-Man Flop: How A Classic Went Off-Course”

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.

Signal Processing Shenanigans: The Createc SC 01 Pocket Oscilloscope

If you’re passionate about signal processing and retro tech, you’ll want to check out the Createc SC 01, a quirky handheld oscilloscope that recently caught the eye of [Thomas Scherrer] from OZ2CPU Teardown. This device, cheekily dubbed a “signal computer,” promises to be both intriguing and, perhaps, frustrating. You can view [Thomas]’ original teardown video here.

This device is packed with buttons and a surprisingly retro aesthetic that can make even the most seasoned hacker feel nostalgic. With a sample rate of 20 MHz and a bandwidth of up to 10 MHz, it’s a digital oscilloscope with a twist. Users may find its setup challenging, thanks to a somewhat convoluted manual that boasts numerous errors. However, beneath the confusion lies the potential for creative exploration: this signal computer can analyse analog signals, perform calculations, and even store data.

Despite its quirks, the SC 01 is sure the experience. Imagine troubleshooting a circuit while grappling with its unpredictable user interface—an adventure in itself for those who like a techy challenge.

The Createc SC 01 is not just another tool; it’s an invitation to embrace the imperfections of vintage tech. If you enjoy the hands-on learning process and don’t shy away from a few hiccups, this device might be something you’ll enjoy. Hackaday featured an article on similar devices last year.

Continue reading “Signal Processing Shenanigans: The Createc SC 01 Pocket Oscilloscope”

Clockwork Derby gameboard

Clockwork Derby: Digital Robo Rally, Steampunk Style

Inspired by the classic game Robo Rally, [Ytec3D]’s Clockwork Derby takes tabletop gaming to the next level by combining steampunk aesthetics with automation. We recently had the chance to see it live at Hackfest, together with [Ytec3D]’s animatronic tentacle, and we can say that his new take on playful robotics offers a unique experience for game enthusiasts. The 300×420 mm board uses magnets, motors, and card readers to handle up to eight players, creating a smooth, automated version of Robo Rally where players can focus on strategy while the board handles movement.

In Clockwork Derby, game pieces are moved by a magnetic system controlled by the board, which rotates and shifts pieces in real-time. Each player uses a card reader to program moves, with up to five cards per round. The board scans these cards via barcode scanners, so you don’t have to worry about tracking your moves or adjusting game pieces manually. [Ytec3D]’s game rules have been optimized for the automated setup, allowing for smoother gameplay and an emphasis on strategic choices.

The project is a standout for hackers and tinkerers who appreciate blending physical mechanics with digital precision. It’s a great example of how classic games can be modernized with a bit of ingenuity and tech. For those interested in DIY gaming projects or automation, Clockwork Derby is definitely worth exploring. To dive deeper into the build details and see more of the project, visit [Ytec3D]’s project page for an in-person look at this inventive tabletop game!

Continue reading Clockwork Derby: Digital Robo Rally, Steampunk Style”

A stylized image of Haskell code from the article

Alphabet Soup: Haskell’s Single-Letter Naming Quirks

When you used punch cards or tape to write a computer program, brief variable names were the norm. Your compiler or assembler probably only allowed six letters, anyway. But times change, and people who, by habit, give array indices variable names like I, J, or K get a lot of grief. But [Jack Kelly] points out that for highly polymorphic languages like Haskell, you often don’t know what that variable represents anyway. So how are you supposed to name it? He provides a guide to one-letter variable names commonly used by Haskell developers and, sometimes, others.

Haskell’s conventions are particularly interesting, especially with i, j, and k, which are borrowed from mathematical tradition to signify indices or integers and passed on via Fortran. The article also highlights how m often refers to Monads and Monoidal values, while t can represent both traversables and text values. Perhaps more obscurely, p can denote profunctors and predicates, giving a glimpse into Haskell’s complex yet efficient type system. These naming conventions are not formal standards but have evolved into a grass-roots lexicon.

Of course, you can go too far. We see a lot of interesting and strange things written in Haskell, including this OpenSCAD competitor.

DIY 3D-Printed Arduino Self-Balancing Cube

Self-balancing devices present a unique blend of challenge and innovation. That’s how [mircemk]’s project caught our eye. While balancing cubes isn’t a new concept — Hackaday has published several over the years — [mircemk] didn’t fail to impress. This design features a 3D-printed cube that balances using reaction wheels. Utilizing gyroscopic sensors and accelerometers, the device adapts to shifts in weight, enabling it to maintain stability.

At its core, the project employs an Arduino Nano microcontroller and an MPU6050 gyroscope/accelerometer to ensure precise control. Adding nuts and bolts to the reaction wheels increases their weight, enhancing their impact on the cube’s balance. They don’t hold anything. They simply add weight. The construction involves multiple 3D printed components, each requiring several hours to produce, including the reaction wheels and various mount plates. After assembly, users can fine-tune the device via Bluetooth, allowing for a straightforward calibration process to set the balancing points.

If you want to see some earlier incarnations of this sort of thing, we covered other designs in 2010, 2013, and 2016. These always remind us of Stewart platforms, which are almost the same thing turned inside out.

Continue reading “DIY 3D-Printed Arduino Self-Balancing Cube”