3D printed infinity mirror box
Martin Etzl generated this intricate model and placed it inside of a cube with one-way mirrors.
Martin Etzl generated this intricate model and placed it inside of a cube with one-way mirrors.
Daniel Perdomo started a project to re-create the classic Atari’s arcade PONG game – but in physical form. It uses mechanical paddles and a magnetic floating bit.
I recently got to play with one of the ones created via their successful kickstarter and it was awesome fun. I would love to own one, but it’s unclear if they’re still making them. They were also a cool few thousand dollars when they were selling them.
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SkyArt has a collection of unique and interesting avionics controls, dials, and readouts that you can buy and use as a cool desktop curios. They even have furniture and large art pieces that you can buy.


Before Battlebots, in the 80’s, there was a group called Survival Research Laboratories (wiki). I remember seeing a video clip of them back in the 80’s on an episode of Ripley’s Believe It or Not hosted by Jack Palance (long before YouTube kids). It showed clips of frightening, dangerous machines that destroyed and ambled around with the most disturbing movements.
The mechanical creations made horrendously loud noises, shot things, exploded, emitted huge flame plumes, electricity, and projectiles. They played disturbing music with screams and dialog from horror movies. The machines had huge metal arms, gears, and blades that smashed and sliced everything as they destroyed each other and everything in their paths.
It was kind of like watching the mechanical version of death metal – or Einstürzende Neubauten. None of it looked safe for the bystanders. Many onlookers appeared to be genuinely afraid. Injuries to the crew and bystanders did occur.
This group was (and is) called Survival Research Laboratories – a mechanical performance art group. They have a YouTube channel and still seem to be doing shows.
Here’s a pseudo-documentary about the group:
Turns out – they’re not gone. I just recently saw this video from Greg E. Leyh at Lightning on Demand who resurrected his old Plasma Cannon.
Likely inspired by the many people on X who have for the past few days used ChatGPT to render famous photos and memes in the style of Hayao Miyazaki’s Studio Ghibli films, PJ Ace said he spent $250 in Kling credits and in 9 hours had re-created the Fellowship of the Rings trailer.
AI is dramatically changing the creative landscape.
Filmmaker and avid cyclist Quek Shio wowed the internet in 2023 when he shared his bike-building process in a smoothly edited video. Now he’s back with a new bicycle and a new video. Watch him conjure, duplicate, and put together parts out of thin air.
Finally – a phone case that is really interesting!
See other interesting creations on the KARAKURI (Japanese mechanical art) YouTube channel.
Voxon has been showing off it’s Voxon VX2 VLED technology to create interactive volumetric holograms. It costs $6,800 so it’s definitely not cheap.
It’s likely using a high rpm spinning panel to generate the image which means that dampening the sound of the spinning array, keeping the display carefully synced to avoid pixel drift, and are some of the primary engineering concerns. They do provide a Unity and Blender SDK which is interesting.
Here’s a version of Doom playing on the volumetric display
Reminds me of the fellow that re-created the projector from Riven using a similar method.
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Collada was an interchange file format for 3D application that started around 2004 and largely died around 2016. I actually worked in a group with Remi Arnaud when it was being used for a project at Intel.

It was a sound idea. With lots of 3d packages and engines out there, getting files from one tool or engine to another was never easy. Since every authoring tool and game uses different structures for storing mesh, material, animation data, etc – the Collada format tried to define a open-standard format to store these relationships in an XML style text file. This allowed maximum flexibility to define relationships; but had the unfortunate side effect of generating sometimes gigantic files that were extremely slow to load.
While it was an extremely flexible format for exchanging data between packages or game engines, once you got there, it was dramatically faster to use a native binary format. Trying to load or save a XML based file format to load a block of content often took 10-100x longer than a binary version. The speed alone meant that it wasn’t practical for any realtime purposes.
Additionally, supporting the entire Collada spec would mean supporting every kind of data relationship – even if the tool or game didn’t need it. It meant that loaders often only implemented the desired features – which meant that you were almost back to where you started from. Custom loaders and savers with limited features. Except Collada files were gigantic and slow to load/save. A real problem when your primary costs are the speed of your content development.
Collada’s practical use was therefore primarily in one or two time transfers between tools. As time went on, and tools and engines consolidated on a few efficient binary formats, formats such as Collada became less and less useful. By the early 2010’s, development and work on it largely died. The last loaders were apparently updated in 2018 and the github site that hosts the binary versions is kind of broken.
At any rate, if you do need to load an old Collada file (.dae, etc) then you’ll need a copy of 3D Studio Max or Maya, and a plugin loader. You can download one of the last collada loaders here.
Install the plugin (make sure Maya is closed) and then start your tool (Maya in my case).
Ensure the Collada plugin is loaded. Go to the Windows-> Settings/Preferences -> Plug-in Manager in Maya and ensure the fbxmaya, FBX, or ColladaMaya pluings are loaded and/or set to auto load:

When you want to import a Collada file, go to File->Import and select the fbx/collada file you want to load and it should load it up.
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