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How college students built the fastest Rubik’s Cube-solving robot yet
Gaming Gear

How college students built the fastest Rubik’s Cube-solving robot yet

by admin June 1, 2025


A team of Purdue University students recently set a new Guinness World Record with their custom robot that solved a Rubik’s Cube in just 0.103 seconds. That was about a third of the time it took the previous record-setting bot. But the new record wasn’t achieved by simply building a robot that moves faster. The students used a combination of high-speed but low-res camera systems, a cube customized for improved strength, and a special solving technique popular among human speed cubers.

The Rubik’s Cube-solving robot arms race kicked off in 2014, when a robot called Cubestormer 3 built with Lego Mindstorms parts and a Samsung Galaxy S4 solved the iconic puzzle in 3.253 seconds — faster than any human or robot could at the time. (The current world record for a human solving a Rubik’s Cube belongs to Xuanyi Geng, who did it in just 3.05 seconds.) Over the course of a decade, engineers managed to reduce that record to just hundreds of milliseconds.

Last May, engineers at Mitsubishi Electric in Japan claimed the world record with a robot that solved a cube in 0.305 seconds. The record stood for almost a year before the team from Purdue’s Elmore Family School of Electrical and Computer Engineering — Junpei Ota, Aden Hurd, Matthew Patrohay, and Alex Berta — shattered it. Their robot has come to be known as Purdubik’s Cube. Bringing the robot record down to less than half a second required moving away from Lego and, instead, using optimized components like industrial motors. Getting it down to just 0.103 seconds, however, required the team from Purdue to find multiple new ways to shave off milliseconds.

“Each robot that previous world record-holders has done has kind of focused on one new thing,” Patrohay tells The Verge. When MIT grad students broke the record in 2018, they opted for industrial hardware that outperformed what previous record-holders had used. Mitsubishi Electric chose electric motors that were better suited for the specific task of spinning each side of the cube, instead of just hardware that moved faster.

However, the first thing the Purdue students improved was actually the speed that their robot could visualize the scrambled cube. Human speed cubing competitors are allowed to study a Rubik’s Cube before their timer starts, but the robot record includes the time it takes it to determine the location of all the colored squares. The students used a pair of high-speed machine vision cameras from Flir, with a resolution of just 720×540 pixels, pointed at opposing corners of the cube. Each camera can see three sides simultaneously during exposures that lasted as little as 10 microseconds.

The Purdubik’s Cube’s high-speed Flir cameras use wide-angle lenses, and the Rubik’s Cube appears in only a very small region of their field of view. The color detection system relies on low-resolution images of the puzzle, which speeds up processing times. Photo: Matthew Patrohay / Purdue University

Although it may seem instantaneous, it takes time for a camera to process the data coming from a sensor and turn it into a digital picture. The Purdubik’s Cube uses a custom image detection system that skips image processing altogether. It also only focuses on a very small area of what each camera’s sensor sees — a cropped region that’s just 128×124 pixels in size — to reduce the amount of data being moved around.

Raw data from the sensors is sent straight to a high-speed color detection system that uses the RGB measurements from even smaller sample areas on each square to determine their color faster than other approaches — even AI.

“It’s sometimes slightly less reliable,” Patrohay admits, “but even if it’s 90 percent consistent, that’s good enough as long as it’s fast. We really want that speed.”

Despite a lot of the hardware on Purdue’s robot being custom-made, the team chose to go with existing software when it came to figuring out the fastest way to solve a scrambled cube. They used Elias Frantar’s Rob-Twophase, which is a cube-solving algorithm that takes into account the unique capabilities of robots, like being able to spin two sides of a cube simultaneously.

The team also took advantage of a Rubik’s Cube-solving technique called corner cutting where you can start to turn one side of the cube before you’ve finished turning another side that’s perpendicular to it. The advantage to this technique is that you’re not waiting for one side to completely finish its rotation before starting another. For a brief moment, there’s overlap between the movements of the two sides that can result in a significant amount of time saved when you’re chasing a world record.

High-speed footage of the Purdubik’s Cube reveals how it uses the corner-cutting technique to overlap movements and reduce the time it takes to solve the Rubik’s Cube. Photo: Matthew Patrohay / Purdue University

The challenge with corner cutting is that if you use too much force (like a robot is capable of) and don’t time things perfectly, you can physically break or even completely destroy a Rubik’s Cube. In addition to perfecting the timing of the robot’s movements and the acceleration of its motors, the students had to customize the cube itself.

Guinness World Records follows the guidelines of the World Cube Association, which has a long list of regulations that need to be followed before a record will be recognized. It allows competitors to modify their cube, so long as it twists and turns like a standard Rubik’s Cube and has nine colored squares on each of its six sides, with each side a different color. Materials other than plastic can be used, but the color parts all need to have the same texture.

To improve its durability, the Purdue team upgraded the internal structure of their cubes with a custom 3D-printed version made from stronger SLS nylon plastic. The WCA also allows the use of lubricants to help make cubes spin more freely, but here it’s used for a different reason.

“The cube we use for the record is tensioned incredibly tight, like almost hilariously tight,” says Patrohay. “The one that we modified is very difficult to turn. Not impossible, but you can’t turn it with your fingers. You have to really get your wrist into it.” When solving the cube at high speeds, the lubricant helps to smooth out its movements while the increased tension reduces overturns and improves control so time-saving tricks like corner cutting can be used.

Each of the robot’s six servo motors connect to the Rubik’s Cube center squares using a custom-made metal shaft that spins each side. Photo: Matthew Patrohay / Purdue University

Faster servo motors do help to reduce solving times, but it’s not as simple as maxing out their speed and hoping for the best. The Purdubik’s Cube uses six motors attached to metal shafts that slot into the center of each side of the cube. After testing several different approaches the team settled on a trapezoidal motion profile where the servos accelerate at speeds of up to 12,000,000 degrees/s2, but decelerate much slower, closer to 3,000,000 degrees/s2, so the robot can more accurately position each side as it comes to a stop.

Could the Purdubik’s Cube break the record again? Patrohay believes it’s possible, but it would need a stronger cube made out of something other than plastic. “If you were to make a completely application-specific Rubik’s Cube out of some sort of carbon fiber composite, then I could imagine you being able to survive at higher speeds, and just being able to survive at higher speeds would then allow you to bring the time down.”





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June 1, 2025 0 comments
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Cliffhanger's Black Panther game reportedly would have built upon the famously patented Nemesis System
Game Updates

Cliffhanger’s Black Panther game reportedly would have built upon the famously patented Nemesis System

by admin June 1, 2025



Earlier this week, EA did the thing they oh so frequently loves to do, which is making a bad decision. This time, it was cancelling Marvel’s Black Panther, alongside shutting down the two year old studio that was making it, Cliffhanger Games. As every single announcement like this over the past few years has been, it was an incredibly frustrating one that can’t be justified. Now, a new report from Bloomberg has shed a bit of light on why it was cancelled, as well as what the game might have been like.


For starters, according to the report, the announcement came as a shock to Cliffhanger staff. This was in part because the studio was actively hiring, and Black Panther had passed a “gate”, a term EA use for when executives look at how a game is doing and decide whether production should continue.


Some sources did also say that EA executives were still frustrated it hadn’t left pre-production despite being in the works for four years. That slowness was apparently due to the fact that a lot of now laid off staff were hired within the last year, even just the last few weeks and months.


The game itself sounded interesting too. Cliffhanger were being led by former Monolith head Kevin Stephens, the same studio behind the Middle-earth: Shadow series of games. Monolith’s beloved (and patented) Nemesis System was apparently going to be the basis of a new system in Black Panther expanding on those ideas. This included things like being able to play as T’Challa, Killmonger and Shuri, all of which would be competing for the Black Panther role.


You’d be able to play as one of them, with the other two becoming rivals that you could form relationships with. There would be Skrulls, shapeshifting aliens, that would have been trying to overtake Wakanda, some of which might pretend to be allies, others acting based on previous things you as the player might have done. You can see the similarities to the Nemesis System.


However, showing off this feature to executives was apparently difficult; building a game and a studio side by side was part of the struggle here, reportedly. On top of that, Cliffhanger were based in Kirkland, Washington, an expensive city that meant staff would need appropriate (and deserved) wages. EA also recently put in a return to office mandate, so it all seems to add up to the game not being far enough along with a studio that costs too much to run, in their eyes. Probably worth a reminder that EA CEO Andrew Wilson and EA Entertainment president Laura Miele took about $40 million home last year.


The whole thing is just tremendously unfair, and a massive shame. I would have loved to have seen a studio build upon the Nemesis System, easily one of the most interesting gameplay systems in the past decade locked behind something as stifling as a patent. As always, big solidarity to those affected by the layoffs.



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June 1, 2025 0 comments
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Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech
Game Reviews

Thrustmaster T598 + Hypercar Wheel review: a great value PC/PS5 sim racing wheel and pedals built on novel tech

by admin June 1, 2025


We’ve seen an explosion in the number of affordable direct drive (DD) racing wheels over the past couple of years, with Fanatec and Moza offering increasingly inexpensive options that still deliver the precise, quick and long-lasting force feedback that cheaper gear- or belt-driven wheels can’t match.

Now, Thrustmaster is intruding on that territory with the T598, a PlayStation/PC direct drive wheel, wheel base and pedals that costs just £449/$499. That’s on a similar level to the PC-only £459/$599 Moza R5 bundle and the €399/$569 Fanatec CSL DD bundle, so how does the newcomer compare? And what’s changed from the more expensive T818 we reviewed before?

We’ve been testing the T598 – and the fancy upgraded HyperCar wheel that’s available as an upgrade option – for weeks to find out. Our full review follows, so read on – or check out the quick links below to jump to what you’re most interested in.


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Thrustmaster T598 wheel base review: direct axial drive vs traditional direct drive

Interestingly, the T598 arguably comes with a more advanced DD motor than the more expensive T818 does. It uses a “direct axial drive” versus the standard “direct radial drive”, where the magnets are aligned parallel to the wheel shaft rather than perpendicular (see the diagram below). This ought to allow for more efficient torque generation, producing less waste heat, minimising precision-sapping magnetic interference and requiring less copper to produce. It also means the T598 can “overshoot” to deliver more than its rated 5nm of constant torque for short periods.

However, this design also requires a physically taller yet slimmer enclosure (measuring 210x210x120mm), potentially blocking the view forward and requiring a different bolt pattern to attach the base to your desk or sim racing cockpit – both of which are slight annoyances with the T598. (You do get an angle bracket to allow for wider and potentially more compatible holes for your cockpit… but this makes the tall wheel base even taller. Table clamps are also included.) Interestingly, you can also feel a slight vibration and hear a quiet crackling noise emanating from the T598 base while idle – something I haven’t heard or felt with other direct drive motors and is reportedly inherent to this design.

There’s a lot going on inside this wheel base – including some genuine innovation. | Image credit: Thrustmaster/Digital Foundry

Thrustmaster has written a pair of white papers to explain why their take on direct drive (“axial flux”) is better than what came before (“radial flux”). Image credit: Thrustmaster

In terms of the force feedback itself, Thrustmaster have achieved something quite special here. In some titles with a good force feedback implementation – Assetto Corsa, Assetto Corsa Evo and F1 23 stood out to me here – the wheel feels great, with strong force feedback and plenty of detail. If you run up on a kerb or start to lose traction, you know about it right away and can take corrective action. I also appreciated the way that turning the wheel feels perfectly smooth when turning, without any cogging – the slightly jerky sensation common to low-end and mid-range direct drive motors that corresponds to slight attraction as you pass each magnet.

However, balancing this, the wheel’s force feedback feels a little less consistent than others I’ve tested from the likes of Fanatec or Moza at a similar price point, with some games like Project Cars 3 and Forza Motorsport feeling almost bereft of force feedback by comparison. You also have that slight vibration when the wheel is stationary, which is potentially more noticeable than the cogging sensation in traditional DD designs. The overshoot is also a mixed bag – as the sudden jump in torque can feel a little artificial in some scenarios, eg when you’re warming your tyres by weaving in F1 before a safety car restart.

I’d say that these positives and negatives largely cancel each other out, and you’re left with force feedback that is good, way better than non-DD wheels, but not noticeably better than more common radial direct drive designs. Depending on the games you play, either DD style could be preferable. It’ll be interesting to see if Thrustmaster are able to tune out some of these negative characteristics through firmware updates – or simply in later products using the same technology.

Here’s how the T598 looks IRL – from the wheel base itself to the default rim, the upgraded Hypercar wheel and the included dual pedals. Click to enlarge.

Apart from the novel motor, the rest of the wheel base is fairly standard – there’s a small (colour!) display on the top for adjusting your settings and seeing in-game info like a rev counter, four large circular buttons buttons (L3, R3, Mode and Settings), the usual Thrustmaster quick release lock for securing your wheel rim and a small button on the back to turn the wheel base on and off. There are connection options for power, USB and connecting other components like pedals or shifters on the back too.

Weirdly, there’s no ability to change settings in the PC Thrustmaster Panel app – it just says this functionality is “coming soon!” – so right now you can only use it for updating firmware, testing buttons and changing between profiles.

“Coming soon!” starts to become a little less believable six months after the first reviews hit. | Image credit: Digital Foundry

Instead, you’ll be using the built-in screen for making changes, which works well enough but doesn’t provide any allowance for extra information – so you’ll be sticking to the four basic pre-made profiles, referring to the manual or checking suggested setups online rather than reading built-in tool tips.

You still get access to the full whack of settings here, and of course this works well for PS5/PS4 users who wouldn’t expect a software experience anyway, but PC users may be disappointed to learn that there’s no intuitive software interface here. I found the Boosted Media YT review of the wheelbase to offer some good insight into what settings you’re likely to want to change from their default values.

Thrustmaster T598 Sportcar wheel review: a workable default option

The Sportcar wheel rim looks good – but a plastic construction and relatively spartan controls make it “OK” at best.

The “Sportcar” wheel provided in the bundle is a little less impressive-looking than the base itself, with a plasticky feel throughout and fairly mushy buttons – though the paddles are snappy enough and feel good to use. The usual PS-style face buttons are split into two clumps up top with L2 and R2, which is a bit odd, with four individual directional buttons in the lower left, start/select/PS in the lower middle and four configuration buttons in the lower right.

Those configuration buttons require extra explanation, so here we go: the P button at the top swaps between four different pages, indicated with a different colour LED, allowing the remaining three physical buttons to activate up to 12 different functions. (The Fanatec GT DD Pro, by contrast, has dedicated five-way controls for each of its four functions. This costs more to produce, but allows you to use the controls without looking down to see what coloured light is active.) There are no rotary encoders or other additional controls here, so PC players that prefer more complicated racing sims may feel a bit underserved by this clunky, cost-saving solution.

The 815g wheel is at least sized reasonably, with 300mm circular shape that particularly suits drifting, rally and trucking – though all forms of driving and racing are of course possible. The rubber grips under your hands are reasonably comfortable, but you can still feel seams in various places. Overall, the wheel is possibly the weakest part of the package, but perfectly usable and acceptable for the price point.

Thrustmaster Hypercar Wheel Add-On review: true luxury

An incredible wheel with premium materials, excellent controls and a more specialised shape.

Thrustmaster also sent over the £339/$350 Hypercar wheel rim for testing, which is an upgrade option that uses significantly better materials – leather, alcantara, aluminium and carbon – and offers a huge number of extra controls (25 buttons, including four rotary encoders and two pairs of analogue paddles). Its oval shape feels a bit more responsive for faster vehicles (like F1 cars) that require a quick change of direction, but drifting and rally doesn’t feel natural. It supports the same PS4, PS5 and PC platforms as the stock option, but there are no legends printed on the buttons to help you.

The difference in quality here is immediately apparent, with much better tactile feedback from the buttons and a huge number of additional controls for adjusting stuff like ERS deployment or brake bias. Each control feels well-placed, even if the T-shaped layout for the face buttons is slightly unnatural at first, and the paddles for shifting and the clutch are particularly well engineered. I also found holding the wheel a bit more comfortable thanks to that flattened out shape, the more premium materials and the absence of bumps or seams anywhere you’re likely to hold.

It’s a huge upgrade in terms of feel and features then, as you’d hope for a wheel rim that costs nearly as much as the entire T598 kit and caboodle. As an upgrade option, I do rate it, though it perhaps makes slightly more sense for T818 owners that have already invested a bit more in the Thrusmaster ecosystem. Regardless, it was this rim that I used for the majority of my time with the T598, and the wheel base feels significantly better with the upgrade.

Thrustmaster T598 Raceline pedals review: great feedback, but no clutch and no load cell upgrade offered at present

Surprisingly good for two add-in pedals, in terms of feedback and flexibility.

The pedals that come with the T598 are surprisingly good, with an accelerator, a brake pedal (with a choice of two different spring options) and no clutch pedal. Each pedal’s spring assembly can be pushed into one of three positions to change the amount of pre-load – ie make it a bit softer or harder to press and the pedal plates can be shifted up and down. The narrow dimensions of the metal wheel plate meant that it was impossible to mount directly in the centre of the Playseat Trophy I used for testing, but the slightly off-centre installation I ended up with still worked just fine. They connect using a non-USB connection, so you can’t use the pedals with other wheel bases.

Using the middle distance setting and the firmer of the two springs for the brake, I found the T598 produced good results, on par or perhaps even a tad better than other metal-construction Hall Effect position sensor (ie non-load cell) pedals I’ve tested such as the Moza SR-P Lite and Fanatec CSL. Braking is the critical point here, as you want to be able to feel when the brake has mechanically reached its threshold and then modulate your inputs from there, and the T598 pedals do allow for this quite easily. They’re also not so hard to actuate that you end up having to hard-mount them to a sim rig for good results, and the included carpet spikes are reasonably effective in keeping the pedals in place.

Presumably, it ought to be possible to add on a load cell brake pedal down the line to upgrade to a proper (if slightly cramped) three pedal setup. For the F1 style driving that I prefer, the clutch pedal isn’t used anyway, so it wasn’t a massive issue for me – and we frequently see companies like Moza and Fanatec drop the clutch pedal on these aggessively priced bundles so Thrustmaster aren’t losing ground by following suit.

Thrustmaster T598 final verdict: a competitive £450 package with potential

For PlayStation owners, this is an incredible value pickup that ranks among the cheapest DD options – and PC owners ought to consider it too.

For £449/$499, the Thrustmaster T598 is an excellent value direct drive wheel and pedal bundle for PlayStation and PC with some relatively minor quirks. The wheel base is powerful, detailed and responsive in most games, with some advantages over traditional DD designs but also some disadvantages – notably the taller shape and a slight hum/vibration while stationary. Traditional DD designs from the likes of Fanatec and Moza can offer more reliable force feedback that works over a wider range of games, cars and tracks, while also benefitting from better PC software, but there’s certainly potential for Thrustmaster to improve here.

The included wheel feels a bit cheap, with a predominantly plastic design, spongey buttons and a slightly odd layout, but the full circle shape and full PS5/PS4 compatibility is most welcome. Upgrading to the HyperCar wheel provides a huge uptick in materials, tactile feedback and number of controls, though this does come at a fairly steep price of £339/$350. If you plan to use the T598 for years and have the budget for it, this is a super upgrade to aim for.

The included Raceline LTE pedals are the most surprising element for me. These consist of only an accelerator and a brake with only moderate adjustability and a narrow base plate, but they feel great to use, are made from durable metal with HE sensors, and only really lose out to significantly more expensive load cell options. For an add-in for a relatively cheap DD bundle, they’re a solid inclusion, and I hope Thrustmaster release a load cell brake pedal for users to upgrade to a better three-pedal setup later.

Overall, it’s an competitive first outing for Thrustmaster with the T598 and direct axial drive, and I’m curious to see where the company – and the tech – goes from here. With Fanatec still on the rebuild after being acquired by Corsair and Moza’s offerings being hard to order online in some regions, Thrustmaster has a golden opportunity to seize a share of the mid-range and entry-level sim racing market, and the T598 is a positive start.



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