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Monday, 30 March 2026

March 30, 2026

See The Computers That Powered The Voyager Space Program

A Univac 1219 cabinet

Have you ever wanted to see the computers behind the first (and for now only) man-made objects to leave the heliosphere? [Gary Friedman] shows us, with an archived tour of JPL building 230 in the ’80s.

A NASA employee picks up a camcorder and decides to record a tour of the place “before they replace it all with mainframes”. They show us computers that would seem prehistoric compared to anything modern; early Univac and IBM machines whose power is outmatched today by even an ESP32, yet made the Voyager program possible all the way back in 1977. There are countless peripherals to see, from punch card writers to Univac debug panels where you can see the registers, and from impressive cabinets full of computing hardware to the zip-tied hacks “attaching” a small box they call the “NIU”, dangling off the inner wall of the cabinet. And don’t forget the tape drives that are as tall as a refrigerator!

We could go on ad nauseum, nerding out about the computing history, but why don’t you see it for yourself in the video after the break?


Thanks to [Michael] for the tip!



March 30, 2026

This Front Panel Makes Its Own Clean-Edged Drill Guides

We haven’t seen an instrument panel quite like [bluesyann]’s, which was made by curing UV resin directly onto plywood with the help of a 3D printer and a bit of software work. The result is faintly-raised linework that also makes hand drilling holes both cleaner and more accurate.

The process begins by designing the 2D layout in Inkscape, which has the advantage of letting one work in 1:1 dimensions. A 10 mm diameter circle will print as 10 mm; a nice advantage when designing for physical components. After making the layout one uses OpenSCAD to import the .svg and turn it into a 3D model that’s 0.5 mm tall. That 3D model gets loaded into the resin printer, and the goal is to put it directly onto a sheet of plywood.

A little donut shape makes a drill centering feature, and the surrounding ring keeps the edges of the hole clean.

To do that, [bluesyann] sticks the plywood directly onto the 3D printer’s build platform with double-sided tape. With the plywood taking the place of the usual build surface, the printer can cure resin directly onto its surface. Cleanup still involves washing uncured resin off the board, but it’s nothing a soak in isopropyl alcohol and an old toothbrush can’t take care of.

[bluesyann] has a few tips for getting the best results, and one of our favorites is a way to make drilling holes easier and cleaner. Marking the center of a drill hit with a small donut-shaped feature makes a fantastic centering guide, making hand drilling much more accurate. And adding a thick ring around the drill hole ensures clean edges with no stray wood fibers, so no post-drilling cleanup required. Don’t want the ring to stick around after drilling? Just peel it off. There’s a load of other tips too, so be sure to check it out.

A nice front panel really does make a project better, and we’ve seen many different approaches over the years. One can stick laminated artwork onto an enclosure, or one can perform toner transfer onto 3D printed surfaces by putting the design on top of the 3D printer’s build surface, and letting the heat of molten plastic do the work of transferring the toner. And if one should like the idea of a plywood front panel but balk at resin printing onto it, old-fashioned toner transfer works great on wood.



March 30, 2026

Retro Open Source Camera Straight from the ’90s

In our modern society, we have started to take the humble camera for granted. Perhaps because of this, trendy standalone cameras have started to take off. Unfortunately, most of the time these cameras are expensive and not any better than those in our everyday smartphones. If only there were some open-source solution where you could build and customize your own standalone device? [Yutani] has done just that with the SATURNIX.

Simple microcontrollers and cameras meant for Raspberry Pis are a dime a dozen these days. Because of this, it’s no surprise to hear that the SATURNIX is based on recognizable hardware, a Raspberry Pi Zero 2W and an Arducam 16MP sensor. The Pi Zero powers both the sensors’ capture abilities and the interactive LCD display.

Some sample filtered shots from the SATURNIX

With a simple visual design, the device could certainly fit into the same market we see so many other standalone cameras. Pictures from the camera look great without or with the included filter options if you want a more retro look. While currently there do appear to be some speed improvements needed, the best part of open source is that you yourself can help out!

We always love ambitious open source projects that look to build a true base for others to work on, and this seems like no exception! If you want similarly impressive feats of optical trickery, look no further than using scotch tape as a camera lens!



March 30, 2026

Recreating One of the First Hackintoshes

Apple’s Intel era was a boon for many, especially for software developers who were able to bring their software to the platform much more easily than in the PowerPC era. Macs at the time were even able to run Windows fairly easily, which was unheard of. A niche benefit to few was that it made it much easier to build Hackintosh-style computers, which were built from hardware not explicitly sanctioned by Apple but could be tricked into running OSX nonetheless. Although the Hackintosh scene exploded during this era, it actually goes back much farther and [This Does Not Compute] has put together one of the earliest examples going all the way back to the 1980s.

The build began with a Macintosh SE which had the original motherboard swapped out for one with a CPU accelerator card installed. This left the original motherboard free, and rather than accumulate spare parts [This Does Not Compute] decided to use it to investigate the Hackintosh scene of the late 80s. There were a few publications put out at the time that documented how to get this done, so following those as guides he got to work. The only original Apple part needed for this era was a motherboard, which at the time could be found used for a bargain price. The rest of the parts could be made from PC components, which can also be found for lower prices than most Mac hardware. The cases at the time would be literally hacked together as well, but in the end a working Mac would come out of the process at a very reasonable cost.

[This Does Not Compute]’s case isn’t scrounged from 80s parts bins, though. He’s using a special beige filament to print a case with the appropriate color aesthetic for a computer of this era. There are also some modern parts that make this style computer a little easier to use in today’s world like a card that lets the Mac output a VGA signal, an SD card reader, and a much less clunky power supply than the original would have had. He’s using an original floppy disk drive though, so not everything needs to be modernized. But, with these classic Macintosh computers, modernization can go to whatever extreme suits your needs.

Thanks to [Stephen] for the tip!



Sunday, 29 March 2026

March 29, 2026

Writing an Open-World Engine for the Nintendo 64

Anyone who has ever played Nintendo 64 games is probably familiar with the ways that large worlds in these games got split up, with many loading zones. Another noticeable aspect is that of the limited drawing distance, which is why even a large open area such as in Ocarina of Time‘s Hyrule Field has many features that limit how far you can actually see, such as hills and a big farming homestead in the center. Yet as [James Lambert] demonstrates in a recent video, it’s actually possible to create an open world on the N64, including large drawing distances.

As explained in the video, the drawing distance is something that the developer controls, and thus may want to restrict to hit certain performance goals. In effect he developer sets where the far clipping plane is set, beyond which items are no longer rendered. Of course, there are issues with just ramping up the distance to the far clipping plane, as the N64 only has a 15-bit Z-buffer, after which you get ‘Z fighting’, where render order becomes an issue as it’s no longer clear what is in front of what.

One fix is to push the near clipping plane further away from the player, but this comes with its own share of issues. Ergo [James] fixed it by doing two render passes: first all the far-away objects with Z-buffer disabled, and then all the nearby objects. These far-away objects can be rendered back-to-front with low level-of-detail (LoD), so this is relatively fast and also saves a lot of RAM, as the N64 is scraping by in this department at the best of times.

In the video the full details of this rendering approach, as well as a new fog rendering method, are explained, with the code and such available on GitHub for those who wish to tinker with it themselves. [James] and friends intend to develop a full game using this engine as well, so that’s definitely something to look forward to.



March 29, 2026

Training a Transformer with 1970s-era Technology

Although generative language models have found little widespread, profitable adoption outside of putting artists out of work and giving tech companies an easy scapegoat for cutting staff, their their underlying technology remains a fascinating area of study. Stepping back to the more innocent time of the late 2010s, before the cultural backlash, we could examine these models in their early stages. Or, we could see how even older technology processes these types of machine learning algorithms in order to understand more about their fundamentals. [Damien] has put a 60s-era IBM as well as a PDP-11 to work training a transformer algorithm in order to take a closer look at it.

For such old hardware, the task [Damien] is training his transformer to do is to reverse a list of digits. This is a trivial problem for something like a Python program but much more difficult for a transformer. The model relies solely on self-attention and a residual connection. To fit within the 32KB memory limit of the PDP-11, it employs fixed-point arithmetic and lookup tables to replace computationally expensive functions. Training is optimized with hand-tuned learning rates and stochastic gradient descent, achieving 100% accuracy in 350 steps. In the real world, this means that he was able to get the training time down from hours or days to around five minutes.

Not only does a project like this help understand these tools, but it also goes a long way towards demonstrating that not every task needs a gigawatt datacenter to be useful. In fact, we’ve seen plenty of large language models and other generative AI running on computers no more powerful than an ESP32 or, if you need slightly more computing power, on consumer-grade PCs with or without GPUs.



March 29, 2026

Hackaday Links: March 29, 2026

Hackaday Links Column Banner

Whether it’s a new couch or a rare piece of hardware picked up on eBay, we all know what it feels like to eagerly await a delivery truck. But the CERN researchers involved in a delivery earlier this week weren’t transporting anyone’s Amazon Prime packages, they were hauling antimatter.

Moving antimatter, specifically antiprotons, via trucks might seem a bit ridiculous. But ultimately CERN wants to transfer samples between various European laboratories, and that means they need a practical and reliable way of getting the temperamental stuff from point A to B. To demonstrate this capability, the researchers loaded a truck with 92 antiprotons and drove it around for 30 minutes. Of course, you can’t just put antiprotons in a cardboard box, the experiment utilized a cryogenically cooled magnetic containment unit that they hope will eventually be able to keep antimatter from rudely annihilating itself on trips lasting as long as 8 hours.

Speaking of deliveries, anyone building a new computer should be careful when ordering components. Shady companies are looking to capitalize on the currently sky high prices of solid-state drives by counterfeiting popular models, and according to the Japanese site AKIBA PC Hotline, there are some examples in the wild that would fool  all but the most advanced users. They examine a bootleg drive that’s a nearly identical replica of the Samsung 990 PRO —  the unit and its packaging are basically a mirror image of the real deal, the stated capacity appears valid, and it even exhibits similar performance when put through a basic benchmark test.

But while the drive’s sequential read and write speeds are within striking distance of the official numbers from Samsung, things start to fall apart when doing random speed tests or performing real-world operations. It took the fake drive over 25 minutes to write a 370 GB file, while the authentic one ripped through the same file in less than 4: giving a true write speed of 261 MB/s and 1,861 MB/s, respectively.

Luckily you don’t have to time how long it takes to dump 100+ GB of data on the drive just to see if it’s legitimate, Samsung offers a tool that can communicate with the drive and determine if it’s an original or not. If they don’t already, we imagine other manufacturers will roll out similar capabilities in an effort to combat these sophisticated clones.

Of course, computers aren’t the only things in our modern world that are impacted by the rising prices of memory and flash storage. On Friday, Sony announced that they would be implementing higher prices across their PlayStation line starting this week to compensate for what they call “pressures in the global economic landscape.”

Starting April 2nd (presumably they didn’t want consumers to think this was a joke), the base model PS5 will be bumped up to $649.99 in the US and €649.99 in Europe, while the PS5 Pro will be set at an eye-watering 899.99 in both currencies. Admittedly we’ve done absolutely no research to support this, but surely that must make the latter system the most expensive home game console in history by a considerable margin. In comparison, Microsoft’s top of the line Xbox Series X is currently priced at $799, though the model with the smaller 1 TB drive is still available for $649.

One might think that the skyrocketing cost of memory would force developers to take a lesson from the early days of computing, and usher in a new era of highly optimized code that manages to do more with less. That would be nice. Instead, we have now have DOOM rendered in the browser using CSS.

As Niels Leenheer explains in the write-up, the original goal was to have the entire game running in CSS. But he quickly ran into issues trying to implement the game logic. So he settled for letting Claude port the open source C code for the base game over to JavaScript, which freed him up to work on doing the graphics in CSS.

NASA Astronaut Mike Fincke

If you’re interested in web development it’s a fascinating look at how far the modern browser can be pushed, and even if you don’t, it’s a surprisingly smooth way to play the classic shooter without having to install anything.

Lastly, the public is finally getting some information about the health scare aboard the International Space Station that triggered the first-ever medical evacuation from the orbiting laboratory back in January. As we predicted in our previous coverage, NASA was unwilling to put personal information about one of their astronauts on the public record, and have remained tight-lipped about the situation. So it was Crew-11 Pilot Mike Fincke himself that decided to not only come forward as the individual who experienced the issue, but to detail what he went through in an interview with the Associated Press.

So what happened? Well, nobody is quite sure yet. Fincke says he was eating dinner the night before he was scheduled to go on a spacewalk outside the Station, and suddenly realized he couldn’t speak. His crewmates realized he was in distress, and contacted medical personnel at Mission Control on his behalf. Testing performed both on the Station and back on Earth has yet to provide any explanation for the episode. It lasted approximately 20 minutes, and he’s experienced no issues since. Space is kinda crazy like that sometimes.


See something interesting that you think would be a good fit for our weekly Links column? Drop us a line, we’d love to hear about it.