2026-02-07 17:00:57

Before PCBs, wiring electronic circuits was a major challenge in electronics production. A skilled person could make beautiful wire connections between terminal strips and components with a soldering iron, but it was labor-intensive and expensive. One answer that was very popular was wire wrapping, and [Sawdust & Circuits] shows off an old-fashioned wire wrap gun in the video below.
The idea was to use a spinning tool to tightly wrap solid wire on square pins. A proper wrap was a stable alternative to soldering. It required less skill, no heat, and was easy to unwrap (using a different tool) if you changed your mind. The tech started out as wiring telephone switchboards but quickly spread.
Not all tools were guns or electric. Some used a mechanical handle, and others were like pencils — you simply rotated them by hand. You could specify levels for sockets and terminals to get a certain pin length. A three-level pin could accept three wire wrap connections on a single pin, for example. There were also automated machines that could mass-produce wire-wrapped circuits.
The wire often had thin insulation, and tools usually had a slot made to strip the insulation on the tiny wires. Some guns created a “modified wrap” that left insulation at the top one or two wraps to relieve stress on the wire as it exited the post. If you can find the right tools, wires, and sockets, this is still a viable way to make circuits.
Want to know more about wire wrapping? Ask [Bil Herd].
2026-02-07 14:00:00

Although often tossed together into a singular ‘retro game’ aesthetic, the first game consoles that focused on 3D graphics like the Nintendo 64 and Sony PlayStation featured very distinct visuals that make these different systems easy to distinguish. Yet whereas the N64 mostly suffered from a small texture buffer, the PS’s weak graphics hardware necessitated compromises that led to the highly defining jittery and wobbly PlayStation graphics.
These weaknesses of the PlayStation and their results are explored by [LorD of Nerds] in a recent video. Make sure to toggle on subtitles if you do not speak German.
It could be argued that the PlayStation didn’t have a 3D graphics chip at all, just a video chip that could blit primitives and sprites to the framebuffer. This forced PS developers to draw 3D graphics without such niceties like a Z-buffer, putting a lot of extra work on the CPU.
This problem extends also to texture mapping, by doing affine texture mapping, as it’s called on the PS. This mapping of textures is rather flawed and leads to the constant shifting of textures as the camera’s perspective is not taken into account. Although this texture mapping can be improved, the developers of the game have to add more polygons for this, which of course reduces performance. This is the main cause of the shifting and wobbling of textures.
Another issue on the PS was a lack of mipmapping support, which means a sequence of the same texture, each with each a different resolution. This allows for high-resolution textures to be used when the camera is close, and low-resolution textures when far away. On the PS this lack of mipmapping led to many texture pixels being rendered to the same point on the display, with camera movement leading to interesting flickering effects.
When it came to rendering to the output format, the Nintendo 64 created smooth gradients between the texture pixels (texels) to make them fit on the output resolution, whereas the PS used the much more primitive nearest neighbor interpolation that made especially edges of objects look like they both shimmered and changed shape and color.
The PS also lacked a dedicated floating point unit to handle graphics calculations, forcing a special Geometry Transformation Engine (GTE) in the CPU to handle transformation calculations, but all in integer calculations instead of with floating point values. This made e.g. fixed camera angles as in Resident Evil games very attractive for developers as movement would inevitably lead to visible artefacts.
Finally, the cartridge-based games of the N64 could load data from the mask ROMs about 100x faster than from the PS’s CDs, and with much lower latency. All of these differences would lead to entirely different games for both game consoles, with the N64 being clearly superior for 3D games, yet the PS being released long before the N64 for a competitive price along with the backing of Sony would make sure that it became a commercial success.
2026-02-07 11:00:26

Before the Internet, there was a certain value to knowing how to find out about things. Reference librarians could help you locate specialized data like the Thomas Register, the EE and IC Masters for electronics, or even an encyclopedia or CRC handbook. But if you wanted up-to-date info on any country of the world, you’d often turn to the CIA. The originally classified document was what the CIA knew about every country in the world. Well, at least what they’d admit to knowing, anyway. But now, the Factbook is gone.
The publication started in 1962 as the classified “The National Basic Intelligence Factbook,” it went public in 1971 and became “The World Factbook” in the 1980s. While it is gone, you can rewind it, including a snapshot taken just before it went dark on Archive.org.
Browsing the archives, it looks like the last update was in September of 2025. It would be interesting to see a project like Wikipedia take the dataset, house it, and update it, although you can presume the CIA was better equipped. The data is public domain, after all.
Want to know things about Croatia? Unfortunately, the archive seems to have missed some parts of some pages. However, there are other mirrors, including some that have snapshots of the data in one form or another. Of course, these are not always the absolute latest (the link has data from 2023). But we would guess the main languages (Croatian and Serbian) haven’t changed. You can also find the internet country suffix (.hr) and rankings (for example, in 2020, Croatia ranked 29th in the world for the number of broadband internet subscribers scaled for population and 75th in total broadband usage.
We are sorry to see such a useful reference go, but reference books are definitely an endangered species these days.
2026-02-07 08:00:31

[Jer Schmidt] needed a way to put a lot of M8 bolts into a piece of square steel tubing, but just drilling and tapping threads into the thin steel wouldn’t be strong enough. So he figured out a way to reliably weld nuts to the inside of the tube, and his technique works even if the tube is long and the inside isn’t accessible.

Essentially, one drills a hole for the bolt, plus two smaller holes on either side. Then one welds the nut to the tubing through those small holes, in a sort of plug weld. A little grinding is all it takes to smooth out the surface, and one is left with a strong threaded hole in a thin-walled tube, using little more than hardware store fasteners.
The technique doesn’t require access to the inside of the tube for the welding part, although getting the nut back there in the first place does require a simple helper tool the nut can slot into. [Jer] makes one with some scrap wood and a table saw, just to show it doesn’t need to be anything fancy.
Another way to put a threaded hole into thin material is to use a rivnut, or rivet nut (sometimes also used to put durable threads into 3D prints) but welding a plain old nut to the inside was far more aligned with what [Jer] needed, and doesn’t rely on any specialty parts or tools.
[Jer]’s upcoming project requires a lot of bolts all the way down long tubing, which is what got him into all of this. Watch it in action in the video below, because [Jer] has definitely worked out the kinks, and he steps through a lot of tips and tricks to make the process painless.
Thanks [paulvdh] for the tip!
2026-02-07 05:00:51

Simulator-style video games are designed to scale in complexity, allowing players to engage at anything from a casual level to highly detailed, realistic simulation. Microsoft Flight Simulator, for example, can be played with a keyboard and mouse, a controller, or a huge, expensive simulator designed to replicate a specific airplane in every detail. Driving simulators are similar, and [CNCDan] has been hard at work on his DIY immersive driving sim rig, with this hand brake as his latest addition.
For this build, [CNCDan] is going with a lever-style handbrake which is common in motorsports like drifting and rallying. He has already built a set of custom pedals, so this design borrows heavily from them. That means that the sensor is a load cell, which takes input force from a lever connected to it with a spring mechanism. The signal is sent to an Arduino for processing, which is set up to send data over USB like any joystick or controller. In this case, he’s using an Arduino that was already handling inputs from his custom shifter, so he only needed to use another input and add some code to get his handbrake added into his sim.
[CNCDan] built a version of this out of laser-cut metal parts, but also has a fully 3D printable one available as well. Plenty of his other videos about his driving rig are available as well, from the pedal assembly we mentioned earlier to the force-feedback steering wheel. It’s an impressive set of hardware with a feel that replicates racing about as faithfully as a simulator could. Interestingly, we’ve also seen this process in reverse as well where a real car was used instead as a video game controller.
2026-02-07 03:30:00

Fidget toys are everywhere these days. A particularly popular type simply puts some keyboard switches on a plate to provide a certain type of clicky satisfaction. [wjddnjsdnd] took that concept a step further, building a keychain-sized fidget toy that actually has games on it.
The build is based around six key switches in a 2 x 3 array. The key switches are notable in this case for being magnetic shaft keys. Rather than using a mechanical switch to indicate a keypress, the keycap instead merely moves a magnet which triggers a signal in a hall effect sensor beneath the key. In this case, the build uses A3144 hall effect sensors, which are read by the Arduino Nano running the show. The Nano is also hooked up to a small SSD1306 OLED display over I2c, which it uses for displaying the game state. There’s also a TP4056 module to handle charging the attached 380 mAh lithium-ion battery which powers the pocket-sized device.
The Arduino Nano is not a powerful platform for gaming, but it can handle the basics. The Gamebox Clicker, as it’s called, features a Pong clone, a stairs game, and a recreation of Snake. Think early mobile phone games, and you’d be on the money.
It’s an interesting build, and one that would be a great way to get used to using magnetic key switches as well as small embedded displays. We’ve seen Arduino boards turned into microconsoles many times before, too. If you’d like to sound off about magnetic vs. mechanical key switches, jump into the comments, or otherwise let us know about your best electronic fidget projects on the tipsline. Happy hacking.