|
6851
|
UE4 Shooter by @Luckmuc | Stardance
|
Luckmuc
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 6361, "ts": "2026 [{"post_id": 6361, "ts": "2026-06-10T18:22:08Z", "hours": 0.0, "text": "I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add"}, {"post_id": 5803, "ts": "2026-06-09T18:44:22Z", "hours": 0.0, "text": "I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog"}]...
|
Title: UE4 Shooter by @Luckmuc | Stardance
Devlog Title: UE4 Shooter by @Luckmuc | Stardance
Devlogs:
I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog
I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add...
|
1793922724.3811355
|
1794786724.3811355
|
|
58974
|
Terminator by @Hamzacross100 | Stardance
|
Hamzacross100
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T11:53:21Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its Done After 2 Weeks", "repo": "https://github.com/Hamzacross/Terminator", "demo": "https://www.hamzacross100.online/projects/terminator"}]...
|
[{"post_id": 63603, "ts": "202 [{"post_id": 63603, "ts": "2026-09-07T15:09:21Z", "hours": 0.7156, "text": "Working On V1.0 The Main Working Version"}]...
|
Title: Terminator by @Hamzacross100 | Stardance
D Title: Terminator by @Hamzacross100 | Stardance
Devlogs:
Working On V1.0 The Main Working Version
Ships:
Its Done After 2 Weeks...
|
1794027074.3226578
|
1794113474.3226578
|
|
59159
|
roomba hat by @dominict3 | Stardance
|
dominict3
|
0
|
0.46
|
0
|
[]
|
[{"post_id": 63599, "ts": "202 [{"post_id": 63599, "ts": "2026-09-07T14:52:23Z", "hours": 0.4575, "text": "roomba hat"}]...
|
Title: roomba hat by @dominict3 | Stardance
Devlo Title: roomba hat by @dominict3 | Stardance
Devlogs:
roomba hat...
|
1793534202.3508863
|
1794139002.3508863
|
|
59423
|
OCR python algebra parser by @saifar03 | Stardance
|
saifar03
|
0
|
1.59
|
0
|
[]
|
[{"post_id": 63598, "ts": "202 [{"post_id": 63598, "ts": "2026-09-07T14:52:03Z", "hours": 1.5869, "text": "I worked on a simple algebra math parser where the user can type a regular math equation such as “2x+1=2” in the form Ax+B=C and it would save them into a json file into the form A=2, B=1, C=2. It’s still in progress, but I’m hoping to finish it as soon as possible."}]...
|
Title: OCR python algebra parser by @saifar03 | St Title: OCR python algebra parser by @saifar03 | Stardance
Devlogs:
I worked on a simple algebra math parser where the user can type a regular math equation such as “2x+1=2” in the form Ax+B=C and it would save them into a json file into the form A=2, B=1, C=2. It’s still in progress, but I’m hoping to finish it as soon as possible....
|
1793559089.002176
|
1794163889.002176
|
|
50858
|
OpenDAW by @saisrihari | Stardance
|
saisrihari
|
0
|
128.54
|
0
|
[]
|
[{"post_id": 63592, "ts": "202 [{"post_id": 63592, "ts": "2026-09-07T14:48:48Z", "hours": 7.7333, "text": "I’VE ADDED TWO HUGE FEATURES!!!: 1)Full Mixer- So now we’ve got a dedicated mixer screen with volume faders, pan, mute/solo and a master channel. The colour of the tracks correspond with the mixer track colours. 2)Fixed Timeline Zoom- The zoom is now visible on the left panel. It changes the timeline width. The zoom is also saved with projects."}, {"post_id": 62627, "ts": "2026-09-06T02:58:38Z", "hours": 8.6619, "text": "I’ve fixed some major bugs with the drum machine. I added a startup window which appears when the application is opened. It appears with entries where you can set your project name, BPM, Make a new project, Open an existing project or even settings. I made a new logo which is displayed at the top. I’ve also added a zoom in timeline feature for better viewing in the timeline."}, {"post_id": 62171, "ts": "2026-09-05T13:08:13Z", "hours": 6.3, "text": "I’ve added a settings window. You can now select your preferred microphone, MIDI and you can refresh devices if you’ve connected a new one. Also the keyboard shortcut list is displayed here. Settings is accessible from both the toolbar or the File dropdown"}, {"post_id": 61937, "ts": "2026-09-05T03:36:26Z", "hours": 5.3333, "text": "I removed the fullscreen arrangement feature cause it kept bugging out and I wasn’t able to fix it. I’ll probably add it back on a future date. I also improved the vocals. You can now select your microphone from the input dropdown. You can record vocals when the instrument is playing. I’ve also added a vocal preset to the fx rack. The project is near completion (I’ll say around 3/4th way through)."}, {"post_id": 60964, "ts": "2026-09-03T17:23:11Z", "hours": 5.7111, "text": "I added a fullscreen arangement view. When you click f11 or the arrangement button in the top the daw expands into the timeline. It’s not perfect yet and it’s very buggy so I might remove it later (or fix it). The feature is inspired from ableton live."}, {"post_id": 59690, "ts": "2026-09-01T16:44:27Z", "hours": 8.5333, "text": "I added markers (they get placed at your playheads position). I added Auto-save which is togglable currently but I’ll probably change that soon. I added clip fades which can be set after clicking the fade in or fade out button. A dialogue box appears asking you at what time you need the track to fade in and out. I also expanded the undo/redo to 100 states which now includes fades and the markers. The project is close to completion!"}, {"post_id": 59000, "ts": "2026-08-31T16:06:50Z", "hours": 8.3353, "text": "I added a drum beat maker ! (It shows up with an error tho whenever I try to play more than two drum tracks). It has a 16 step sequencer, A kick, snare, Hi-hats, clap. You can add cells by clicking them (they’re togglable). It uses your current BPM and is added to the timeline using the “Add to timeline” button. The code works by having separate parts for the tracks, audio engine, and GUI, which work together to load."}, {"post_id": 57853, "ts": "2026-08-30T05:04:15Z", "hours": 7.1, "text": "So I added undo and redo buttons (finally) in the top toolbar you can use ctrl+z and ctrl+y as shortcut keys. I’ve also added a looping feature. You can now enable the loop from the on/off button on the transport bar. Set A sets the loop start at current playhead. Set B sets the loop end at current playhead. “L” toggles looping and playback cycles continuously between Set A and Set B."}, {"post_id": 56752, "ts": "2026-08-28T17:15:33Z", "hours": 8.2692, "text": "I finally added an effects rack. The effects I included were: Gain, Delay, Delay Time, Reverb, Distortion, Compressor, High-pass and low-pass filters. Each track now has an “fx” button or you can use the open effects rack on the left panel. The effects are added both to playback and export and you can use the “f” key to open the rack."}, {"post_id": 55580, "ts": "2026-08-27T15:04:58Z", "hours": 8.3667, "text": "I finally found a purpose for the panel on the left. You can now see the current bpm, track count, track length, selected track, position and length. You can also rename your track, change its colour or split the track here. You can also split a track by moving the playhead and clicking “D” or split at a particular section of the track."}, {"post_id": 55109, "ts": "2026-08-26T15:55:11Z", "hours": 5.6667, "text": "Ok! I added some core features that I was supposed to add before. You can now move your tracks in the timeline. Your supposed to click and drag the waveforms horizontally. I also added settable BPM. Now your BPM is visible in the top toolbar and I set the range from 40bpm to 240 (By default it’s 120). Also your bpm is saved and loaded with projects."}, {"post_id": 54901, "ts": "2026-08-26T03:51:31Z", "hours": 3.4381, "text": "I finally added another instrument in the piano roll. You can now select between an acoustic guitar and a piano. I’ll add more in the coming days."}, {"post_id": 54612, "ts": "2026-08-25T17:09:21Z", "hours": 6.9333, "text": "You can now rename and recolor all your tracks! I also fixed the importing from the piano roll to the timeline. When you click the recolour button it randomly picks a colour. I’ll add particular colour pickers in the near future."}, {"post_id": 53907, "ts": "2026-08-24T16:44:13Z", "hours": 1.2, "text": "Added these keyboard commands"}, {"post_id": 53836, "ts": "2026-08-24T15:09:08Z", "hours": 8.3119, "text": "-I FINALLY FIXED THE RECORD BUTTON. -I added a piano roll which can be switched to using the button on the top left (Probably might switch it’s location later). -It’s a 4 octave piano you can left-click cells to add notes and click them again to remove. -For now there’s only one instrument (Rhodes Piano). I’ll add more soon!"}, {"post_id": 53055, "ts": "2026-08-23T13:31:43Z", "hours": 2.4144, "text": "Tried to fix the record button cus it kept bugging out for some reason and I screwed everything up. I GIVE UP FOR TODAY. I’ll think abt this tmrw."}, {"post_id": 52840, "ts": "2026-08-23T06:13:19Z", "hours": 9.7575, "text": "Had a bit of a longer session this time. The last 3 days have been highly productive for me but now my holidays are over :( . I’ve made some big changes: -Added a record button. (Took me wayyy to long to make) -Added partitions so now all the sections are clearly divided. -Added a timeline. -Added a panel on the left (Still don’t know what I’m gonna do with it) -Added Save, Load, Export and Import features -Now you can trim your audio clips -Moved the add track button to the top left"}, {"post_id": 52371, "ts": "2026-08-22T14:14:53Z", "hours": 8.0044, "text": "Ok… I’ve got some huge changes. The DAW is starting to take shape now. You can now see the waveform of your audio track. I improved the audio quality drastically. I formatted so now everything is centered. I implemented a dark grey theme with neon blue accents. I’ve come up with the name… I think I’ll call it OpenDAW. I still don’t know what I’ll do with the space on the left but I know I’ll come up with something. My passion for this project is increasing every second I work on it."}, {"post_id": 51720, "ts": "2026-08-21T15:35:14Z", "hours": 8.4694, "text": "FINALLY…After 8 hrs smth mins of scripting and debugging I have this….You can add many tracks, change their individual volumes and play it as a whole. My plan is to make an opensource DAW which can easily be modded. I have holidays where I live so I’ll try putting atleast 8hrs a day. I need to format it because it feels pretty barebones rn AND I NEED THAT LAPTOP (i have a 4gb ram rn). Ty all!!"}]...
|
Title: OpenDAW by @saisrihari | Stardance
Devlogs Title: OpenDAW by @saisrihari | Stardance
Devlogs:
FINALLY…After 8 hrs smth mins of scripting and debugging I have this….You can add many tracks, change their individual volumes and play it as a whole. My plan is to make an opensource DAW which can easily be modded. I have holidays where I live so I’ll try putting atleast 8hrs a day. I need to format it because it feels pretty barebones rn AND I NEED THAT LAPTOP (i have a 4gb ram rn). Ty all!!
Ok… I’ve got some huge changes. The DAW is starting to take shape now. You can now see the waveform of your audio track. I improved the audio quality drastically. I formatted so now everything is centered. I implemented a dark grey theme with neon blue accents. I’ve come up with the name… I think I’ll call it OpenDAW. I still don’t know what I’ll do with the space on the left but I know I’ll come up with something. My passion for this project is increasing every second I work on it.
Had a bit of a longer session this time. The last 3 days have been highly productive for me but now my holidays are over :( . I’ve made some big changes: -Added a record button. (Took me wayyy to long to make) -Added partitions so now all the sections are clearly divided. -Added a timeline. -Added a panel on the left (Still don’t know what I’m gonna do with it) -Added Save, Load, Export and Import features -Now you can trim your audio clips -Moved the add track button to the top left
Tried to fix the record button cus it kept bugging out for some reason and I screwed everything up. I GIVE UP FOR TODAY. I’ll think abt this tmrw.
-I FINALLY FIXED THE RECORD BUTTON. -I added a piano roll which can be switched to using the button on the top left (Probably might switch it’s location later). -It’s a 4 octave piano you can left-click cells to add notes and click them again to remove. -For now there’s only one instrument (Rhodes Piano). I’ll add more soon!
Added these keyboard commands
You can now rename and recolor all your tracks! I also fixed the importing from the piano roll to the timeline. When you click the recolour button it randomly picks a colour. I’ll add particular colour pickers in the near future.
I finally added another instrument in the piano roll. You can now select between an acoustic guitar and a piano. I’ll add more in the coming days.
Ok! I added some core features that I was supposed to add before. You can now move your tracks in the timeline. Your supposed to click and drag the waveforms horizontally. I also added settable BPM. Now your BPM is visible in the top toolbar and I set the range from 40bpm to 240 (By default it’s 120). Also your bpm is saved and loaded with projects.
I finally found a purpose for the panel on the left. You can now see the current bpm, track count, track length, selected track, position and length. You can also rename your track, change its colour or split the track here. You can also split a track by moving the playhead and clicking “D” or split at a particular section of the track.
I finally added an effects rack. The effects I included were: Gain, Delay, Delay Time, Reverb, Distortion, Compressor, High-pass and low-pass filters. Each track now has an “fx” button or you can use the open effects rack on the left panel. The effects are added both to playback and export and you can use the “f” key to open the rack.
So I added undo and redo buttons (finally) in the top toolbar you can use ctrl+z and ctrl+y as shortcut keys. I’ve also added a looping feature. You can now enable the loop from the on/off button on the transport bar. Set A sets the loop start at current playhead. Set B sets the loop end at current playhead. “L” toggles looping and playback cycles continuously between Set A and Set B.
I added a drum beat maker ! (It shows up with an error tho whenever I try to play more than two drum tracks). It has a 16 step sequencer, A kick, snare, Hi-hats, clap. You can add cells by clicking them (they’re togglable). It uses your current BPM and is added to the timeline using the “Add to timeline” button. The code works by having separate parts for the tracks, audio engine, and GUI, which work together to load.
I added markers (they get placed at your playheads position). I added Auto-save which is togglable currently but I’ll probably change that soon. I added clip fades which can be set after clicking the fade in or fade out button. A dialogue box appears asking you at what time you need the track to fade in and out. I also expanded the undo/redo to 100 states which now includes fades and the markers. The project is close to completion!
I added a fullscreen arangement view. When you click f11 or the arrangement button in the top the daw expands into the timeline. It’s not perfect yet and it’s very buggy so I might remove it later (or fix it). The feature is inspired from ableton live.
I removed the fullscreen arrangement feature cause it kept bugging out and I wasn’t able to fix it. I’ll probably add it back on a future date. I also improved the vocals. You can now select your microphone from the input dropdown. You can record vocals when the instrument is playing. I’ve also added a vocal preset to the fx rack. The project is near completion (I’ll say around 3/4th way through).
I’ve added a settings window. You can now select your preferred microphone, MIDI and you can refresh devices if you’ve connected a new one. Also the keyboard shortcut list is displayed here. Settings is accessible from both the toolbar or the File dropdown
I’ve fixed some major bugs with the drum machine. I added a startup window which appears when the application is opened. It appears with entries where you can set your project name, BPM, Make a new project, Open an existing project or even settings. I made a new logo which is displayed at the top. I’ve also added a zoom in timeline feature for better viewing in the timeline.
I’VE ADDED TWO HUGE FEATURES!!!: 1)Full Mixer- So now we’ve got a dedicated mixer screen with volume faders, pan, mute/solo and a master channel. The colour of the tracks correspond with the mixer track colours. 2)Fixed Timeline Zoom- The zoom is now visible on the left panel. It changes the timeline width. The zoom is also saved with projects....
|
1793868491.2053394
|
1794732491.2053394
|
|
57777
|
BackSpace by @coderig | Stardance
|
coderig
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T13:30:13Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I started building BACKSPACE, an interactive web experience that takes users through different eras of the internet, from the early web of the 1990s to the modern internet. The idea was to let users explore how web design, technology, and internet culture evolved over time through an immersive, interactive interface. What was challenging? The biggest challenge was creating distinct experiences for different eras while keeping the website interactive, visually engaging, and responsive across devices. I also wanted to make it feel like an actual journey through internet history rather than just another informational website. What are you proud of? I’m proud of the concept and the ambition behind it. I wanted to turn internet history into something people could experience rather than simply read about. Although I couldn’t complete the project as planned because my laptop broke down during development, I learned a lot from the process and still want to revisit the idea. What should people know so they can test your project? BACKSPACE was a work in progress, and the full experience wasn’t completed because of my laptop issues. If you explore the available version, please keep that in mind. I’d especially appreciate feedback on the concept, visual design, and how the experience could become more immersive and engaging.", "repo": "https://github.com/AadarshJain07/BACKSPACE", "demo": "https://backspace-nu.vercel.app/"}]...
|
[{"post_id": 63586, "ts": "202 [{"post_id": 63586, "ts": "2026-09-07T14:44:24Z", "hours": 1.6908, "text": "🚀 BACKSPACE — Devlog #04 | Day 4/30 The Social Stream & Mobile Web Awakening — 2010 Day 4 takes BACKSPACE into 2010 — the era when the web became more social, mobile, interactive, and touch-first. I recreated the experience with a period-inspired Google Chrome 8 browser , featuring interactive versions of Twitter, Facebook & FarmVille, Angry Birds, Instagram, and an HTML5 vs Flash showcase . 🐦 Dual-pane Twitter with 140-character composer & Fail Whale 🚜 Facebook Wall + interactive FarmVille 🏹 Angry Birds-style HTML5 canvas physics 📸 Instagram-inspired vintage filters & photostream ⚡ Interactive Flash vs HTML5 experience 📱 Responsive Web Design multi-device sandbox 🔊 Custom Web Audio API sound effects Built with React + TypeScript + Vite . 2010 was when the web started becoming the web we know today. 🔮 Next: Day 5 — 2015, the Modern Web."}, {"post_id": 62966, "ts": "2026-09-06T15:14:41Z", "hours": 1.9061, "text": "🌐 BACKSPACE — Devlog #03 | Day 3/30 The Web 2.0 Revolution — 2005 Day 3 takes BACKSPACE into 2005 , the era when the web transformed from static pages into an interactive, social playground. I recreated the early Web 2.0 experience with a period-inspired Firefox 1.5 browser , interactive versions of Digg, MySpace, YouTube, Thefacebook, Google Maps, Flickr, and Google Reader , along with draggable maps, Top 8 profiles, AJAX-style interactions, RSS feeds, classic ratings, glossy Web 2.0 UI, and custom Web Audio API sound effects. 7 interactive web experiences ~3,900+ lines of TypeScript/TSX Custom procedural audio effects Period-inspired UI and interactions Built with React + TypeScript + Vite . From static HTML to the social web — 2005 changed everything. 🔮 Next: Day 4 — 2010, the Mobile & Social Web. Revisit the web. One era at a time. #BACKSPACE #Devlog #WebDevelopment #Web20 #React #TypeScript #BuildInPublic #Frontend #StudentDeveloper"}, {"post_id": 61950, "ts": "2026-09-05T04:08:17Z", "hours": 2.2989, "text": "🌐 BACKSPACE — Devlog #02 Day 2 takes BACKSPACE into the Y2K & Dot-Com era — IE 5.5, Winamp, Flash, Napster, AIM, and GeoCities. Cyber Breakout 2000 + Flash arcade Napster 56k Downloader + Winamp integration AIM + SmarterChild chatbot GeoCities neighborhoods + guestbook Y2K Crisis Simulator + DHTML effects Built with React + TypeScript + Vite , Tailwind CSS, Canvas, Web Audio API, and localStorage . 🔮 Next: 2005 The Web 2.0 Revolution — MySpace, YouTube, Digg & Wikipedia. Revisit the web. One era at a time. 🌐 #buildinpublic #webdev #react #y2k #vintagecomputing"}, {"post_id": 61297, "ts": "2026-09-04T04:23:56Z", "hours": 1.8606, "text": "🚀 BACKSPACE — Devlog #1 Built the first version of BACKSPACE, an interactive time machine for the internet. The idea is simple: pick an era from 1995 → 2026 → Future and experience how the web evolved through changing UI, typography, layouts, and design styles. Day 1 focused on the core timeline, era system, dynamic themes, and the first 1995 Web 1.0 experience. Next up: going deeper into each era and making the time-travel experience feel much more alive."}]...
|
Title: BackSpace by @coderig | Stardance
Devlogs: Title: BackSpace by @coderig | Stardance
Devlogs:
🚀 BACKSPACE — Devlog #1 Built the first version of BACKSPACE, an interactive time machine for the internet. The idea is simple: pick an era from 1995 → 2026 → Future and experience how the web evolved through changing UI, typography, layouts, and design styles. Day 1 focused on the core timeline, era system, dynamic themes, and the first 1995 Web 1.0 experience. Next up: going deeper into each era and making the time-travel experience feel much more alive.
🌐 BACKSPACE — Devlog #02 Day 2 takes BACKSPACE into the Y2K & Dot-Com era — IE 5.5, Winamp, Flash, Napster, AIM, and GeoCities. Cyber Breakout 2000 + Flash arcade Napster 56k Downloader + Winamp integration AIM + SmarterChild chatbot GeoCities neighborhoods + guestbook Y2K Crisis Simulator + DHTML effects Built with React + TypeScript + Vite , Tailwind CSS, Canvas, Web Audio API, and localStorage . 🔮 Next: 2005 The Web 2.0 Revolution — MySpace, YouTube, Digg & Wikipedia. Revisit the web. One era at a time. 🌐 #buildinpublic #webdev #react #y2k #vintagecomputing
🌐 BACKSPACE — Devlog #03 | Day 3/30 The Web 2.0 Revolution — 2005 Day 3 takes BACKSPACE into 2005 , the era when the web transformed from static pages into an interactive, social playground. I recreated the early Web 2.0 experience with a period-inspired Firefox 1.5 browser , interactive versions of Digg, MySpace, YouTube, Thefacebook, Google Maps, Flickr, and Google Reader , along with draggable maps, Top 8 profiles, AJAX-style interactions, RSS feeds, classic ratings, glossy Web 2.0 UI, and custom Web Audio API sound effects. 7 interactive web experiences ~3,900+ lines of TypeScript/TSX Custom procedural audio effects Period-inspired UI and interactions Built with React + TypeScript + Vite . From static HTML to the social web — 2005 changed everything. 🔮 Next: Day 4 — 2010, the Mobile & Social Web. Revisit the web. One era at a time. #BACKSPACE #Devlog #WebDevelopment #Web20 #React #TypeScript #BuildInPublic #Frontend #StudentDeveloper
🚀 BACKSPACE — Devlog #04 | Day 4/30 The Social Stream & Mobile Web Awakening — 2010 Day 4 takes BACKSPACE into 2010 — the era when the web became more social, mobile, interactive, and touch-first. I recreated the experience with a period-inspired Google Chrome 8 browser , featuring interactive versions of Twitter, Facebook & FarmVille, Angry Birds, Instagram, and an HTML5 vs Flash showcase . 🐦 Dual-pane Twitter with 140-character composer & Fail Whale 🚜 Facebook Wall + interactive FarmVille 🏹 Angry Birds-style HTML5 canvas physics 📸 Instagram-inspired vintage filters & photostream ⚡ Interactive Flash vs HTML5 experience 📱 Responsive Web Design multi-device sandbox 🔊 Custom Web Audio API sound effects Built with React + TypeScript + Vite . 2010 was when the web started becoming the web we know today. 🔮 Next: Day 5 — 2015, the Modern Web.
Ships:
What did you make? I started building BACKSPACE, an interactive web experience that takes users through different eras of the internet, from the early web of the 1990s to the modern internet. The idea was to let users explore how web design, technology, and internet culture evolved over time through an immersive, interactive interface. What was challenging? The biggest challenge was creating distinct experiences for different eras while keeping the website interactive, visually engaging, and responsive across devices. I also wanted to make it feel like an actual journey through internet history rather than just another informational website. What are you proud of? I’m proud of the concept and the ambition behind it. I wanted to turn internet history into something people could experience rather than simply read about. Although I couldn’t complete the project as planned because my laptop broke down during development, I learned a lot from the process and still want to revisit the idea. What should people know so they can test your project? BACKSPACE was a work in progress, and the full experience wasn’t completed because of my laptop issues. If you explore the available version, please keep that in mind. I’d especially appreciate feedback on the concept, visual design, and how the experience could become more immersive and engaging....
|
1794073807.5047443
|
1794160207.5047443
|
|
39937
|
My very own WebOS by @tr_Blu | Stardance
|
tr_Blu
|
2
|
17.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:50:37Z", "hours": 8.0, "multiplier": 1.38, "payout": 11, "blessing": "neutral", "text": "I added a loading screen when the page loads I added a search app I added an ai chatbot also, if you are loading into the page for the first time it will take 3- 90 seconds so the ai model can load", "repo": "https://github.com/daveandbustrer/bluOS", "demo": "https://daveandbustrer.github.io/bluOS/"}, {"ship_num": 2, "ts": "2026-08-29T15:22:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this OS with feature that seem interesting and new to do I really like what the project turned out to be", "repo": "https://github.com/daveandbustrer/bluOS", "demo": "https://daveandbustrer.github.io/bluOS/"}]...
|
[{"post_id": 63585, "ts": "202 [{"post_id": 63585, "ts": "2026-09-07T14:44:19Z", "hours": 0.9361, "text": "I though the other one was different but i was so sleep deprived that I didn’t realize I didn’t post about what I did previously rather than adding extra hours but now I can tell you so I added an internet access that will send you to google if you search something and dynamic loading and a loading screen(those two are from the perversely added features). also there is three more blogs I was also sleep deprivaved if you look at the time when they were posted you would see why"}, {"post_id": 63347, "ts": "2026-09-07T03:45:56Z", "hours": 1.4272, "text": "this is an extra devlog because I didn’t reload before I posted the other devlog and I didn’t want to lose 1 and a half hours, so I didn’t realize that these hours weren’t apart of it so here’s the first screenshot of my OS"}, {"post_id": 62370, "ts": "2026-09-05T18:16:32Z", "hours": 2.1483, "text": "I did after 2 hours I finally did it… the whole chatbot is done!!! it took me so long and I had to fix little errors and figure out how to make it mistake proof so that the ai doesn’t break with 10 user messages for one AI message although I probably need to add a generating screen saying the message is generating and a loading screen for the OS because when you first load in you have to wait until the ai model is loaded in… also don’t mind about what I was talking to the ai about I was trying to think of topics to talk about to test it and I was trying to make the scroll bar appear inside the box but it doesn’t want to so I gave up"}, {"post_id": 62267, "ts": "2026-09-05T15:41:51Z", "hours": 1.9203, "text": "holy it took forever to do this like I had to change the ai so many times but in the end i settled into webllm since it’s free, a webai thing and it was super easy and the only thing I needed AI for was one error but other than that no ai was used… I mean other than the ai I’m getting"}, {"post_id": 61261, "ts": "2026-09-04T03:20:09Z", "hours": 1.5217, "text": "im tring to make a chatbot but the ai is actually stupid i tried to give it an input in the bottom but it just returned the same thing"}, {"post_id": 56350, "ts": "2026-08-28T02:57:53Z", "hours": 0.6364, "text": "ive added the changing of pages for the blog right now it has two page one is a welcome to the blog and the other is a test and I’m going to leave it since I like leaving my “mark” I leave on thing alone and have it stay there"}, {"post_id": 54883, "ts": "2026-08-26T02:57:32Z", "hours": 0.4544, "text": "I’ve added the blog app into my autoload thingy and I’m starting on the script to have different blogs on it. I have the number system working and allowing me to have multiple numbers working. next I have to make the amount cap have it shift left and right and the buttons to work"}, {"post_id": 54203, "ts": "2026-08-25T02:49:21Z", "hours": 0.3828, "text": "I started on the change page thing I want it to be like on the bottom of a google page with the line of number the next and before button"}, {"post_id": 51411, "ts": "2026-08-21T02:57:40Z", "hours": 0.3778, "text": "I’ve been working on the blog app making it look as good as I can before adding the other blogs and the blog changing since this is the hardest part, also I had imported a custom font it’s called bebas neue"}, {"post_id": 50747, "ts": "2026-08-20T03:05:30Z", "hours": 0.3556, "text": "my plan for the blog app is to be able to have a next and past button like a side bar but more condensed into a smaller thing since I don’t want a bulky looking app unless I should but right now, I don’t want it to look bulky. i also am working on how the blog look from coping from other news, blogs, and other pages to get inspiration, so I have been changing the css for the content to make it look perfect but can’t get it right, so if you have anything you think I should change or add to it to make it look better tell me in the comments so that I can know and improve my page since I would like to have it look good before I ship."}, {"post_id": 50059, "ts": "2026-08-19T03:02:15Z", "hours": 0.3997, "text": "i have been working on the blog app and after that I need to make the sidebar for the app so it can swap from different blogs I might replace the welcome page to this as it is better than the welcome app"}, {"post_id": 49328, "ts": "2026-08-18T02:44:34Z", "hours": 1.4747, "text": "so, I had streamlined the process and making everything dynamically load instead of loading everything at the start. I have everything in the root div but now everything is empty and organized by the app instead of being cluttered in the html and since they won’t show to begin with they won’t affect how it looks"}, {"post_id": 47264, "ts": "2026-08-15T02:30:32Z", "hours": 0.8161, "text": "I have been working on my notes app. I have made it editable. also, I have the stacking and minimizing working with the app icons and I didn’t talk about it last time, but I made an icon for the app, in pixel art of course. also, you can format the text but i would like to be able to make custom formatting but for now it’s the default html formatting… also give me any ideas on the button since i don’t know what to do about it and I got the design from https://www.w3schools.com/tools/tool_css_button.php it helped me preview it and modify easier."}, {"post_id": 46661, "ts": "2026-08-14T02:52:38Z", "hours": 0.63, "text": "I might have accidently added the controlling multiple widows before I was told. so, when I was following the guide, I made it so it can be done more easier without needing to use multiple variables for one simple task, so I made one function to contain the app, and it accidently made it so it can work for any window."}, {"post_id": 36461, "ts": "2026-07-28T16:17:14Z", "hours": 0.5494, "text": "I added closing and opening the uhm… right, the window. I am able to open and close the window also aapps"}, {"post_id": 36173, "ts": "2026-07-28T02:55:55Z", "hours": 1.1103, "text": "I make the window movable, but some bugs are there. I’m tired so good night this will be the last devlog for today."}, {"post_id": 36150, "ts": "2026-07-28T01:41:21Z", "hours": 1.2158, "text": "i have a bottom bar thing that can track time"}, {"post_id": 34987, "ts": "2026-07-26T04:11:43Z", "hours": 0.4339, "text": "got the frame of the OS and I will added it into the website in some way but not now as I want to just build it to have it build"}]...
|
Title: My very own WebOS by @tr_Blu | Stardance
D Title: My very own WebOS by @tr_Blu | Stardance
Devlogs:
got the frame of the OS and I will added it into the website in some way but not now as I want to just build it to have it build
i have a bottom bar thing that can track time
I make the window movable, but some bugs are there. I’m tired so good night this will be the last devlog for today.
I added closing and opening the uhm… right, the window. I am able to open and close the window also aapps
I might have accidently added the controlling multiple widows before I was told. so, when I was following the guide, I made it so it can be done more easier without needing to use multiple variables for one simple task, so I made one function to contain the app, and it accidently made it so it can work for any window.
I have been working on my notes app. I have made it editable. also, I have the stacking and minimizing working with the app icons and I didn’t talk about it last time, but I made an icon for the app, in pixel art of course. also, you can format the text but i would like to be able to make custom formatting but for now it’s the default html formatting… also give me any ideas on the button since i don’t know what to do about it and I got the design from https://www.w3schools.com/tools/tool_css_button.php it helped me preview it and modify easier.
so, I had streamlined the process and making everything dynamically load instead of loading everything at the start. I have everything in the root div but now everything is empty and organized by the app instead of being cluttered in the html and since they won’t show to begin with they won’t affect how it looks
i have been working on the blog app and after that I need to make the sidebar for the app so it can swap from different blogs I might replace the welcome page to this as it is better than the welcome app
my plan for the blog app is to be able to have a next and past button like a side bar but more condensed into a smaller thing since I don’t want a bulky looking app unless I should but right now, I don’t want it to look bulky. i also am working on how the blog look from coping from other news, blogs, and other pages to get inspiration, so I have been changing the css for the content to make it look perfect but can’t get it right, so if you have anything you think I should change or add to it to make it look better tell me in the comments so that I can know and improve my page since I would like to have it look good before I ship.
I’ve been working on the blog app making it look as good as I can before adding the other blogs and the blog changing since this is the hardest part, also I had imported a custom font it’s called bebas neue
I started on the change page thing I want it to be like on the bottom of a google page with the line of number the next and before button
I’ve added the blog app into my autoload thingy and I’m starting on the script to have different blogs on it. I have the number system working and allowing me to have multiple numbers working. next I have to make the amount cap have it shift left and right and the buttons to work
ive added the changing of pages for the blog right now it has two page one is a welcome to the blog and the other is a test and I’m going to leave it since I like leaving my “mark” I leave on thing alone and have it stay there
im tring to make a chatbot but the ai is actually stupid i tried to give it an input in the bottom but it just returned the same thing
holy it took forever to do this like I had to change the ai so many times but in the end i settled into webllm since it’s free, a webai thing and it was super easy and the only thing I needed AI for was one error but other than that no ai was used… I mean other than the ai I’m getting
I did after 2 hours I finally did it… the whole chatbot is done!!! it took me so long and I had to fix little errors and figure out how to make it mistake proof so that the ai doesn’t break with 10 user messages for one AI message although I probably need to add a generating screen saying the message is generating and a loading screen for the OS because when you first load in you have to wait until the ai model is loaded in… also don’t mind about what I was talking to the ai about I was trying to think of topics to talk about to test it and I was trying to make the scroll bar appear inside the box but it doesn’t want to so I gave up
this is an extra devlog because I didn’t reload before I posted the other devlog and I didn’t want to lose 1 and a half hours, so I didn’t realize that these hours weren’t apart of it so here’s the first screenshot of my OS
I though the other one was different but i was so sleep deprived that I didn’t realize I didn’t post about what I did previously rather than adding extra hours but now I can tell you so I added an internet access that will send you to google if you search something and dynamic loading and a loading screen(those two are from the perversely added features). also there is three more blogs I was also sleep deprivaved if you look at the time when they were posted you would see why
Ships:
i made this OS with feature that seem interesting and new to do I really like what the project turned out to be
I added a loading screen when the page loads I added a search app I added an ai chatbot also, if you are loading into the page for the first time it will take 3- 90 seconds so the ai model can load...
|
1793911750.0000196
|
1793998150.0000196
|
|
58531
|
Maestro by @yaasshh | Stardance
|
yaasshh
|
0
|
10.38
|
0
|
[]
|
[{"post_id": 63580, "ts": "202 [{"post_id": 63580, "ts": "2026-09-07T14:31:50Z", "hours": 10.3825, "text": "This is a 6-key macropad arranged in a 2x3 matrix, with a rotary encoder for analog-style control and a 0.91” OLED for live feedback. It is built on a custom PCB, with the Seeeduino XIAO RP2040 socketed on top. It runs QMK, so every key, layer, and encoder action is fully remappable, and you get access to the entire QMK feature set (layers, tap-dance, macros, combos.The whole thing is housed in a 3D printed case designed to hold the PCB, switches, encoder, OLED, and XIAO board in place. Features 6 mechanical switches wired in a 2x3 matrix Rotary encoder with push-button. 0.91” OLED display for layer and status readout Seeeduino XIAO RP2040 microcontroller. Runs QMK firmware with full layer and macro support. Custom designed PCB with socketed XIAO RP20403D printed three-part case."}]...
|
Title: Maestro by @yaasshh | Stardance
Devlogs:
T Title: Maestro by @yaasshh | Stardance
Devlogs:
This is a 6-key macropad arranged in a 2x3 matrix, with a rotary encoder for analog-style control and a 0.91” OLED for live feedback. It is built on a custom PCB, with the Seeeduino XIAO RP2040 socketed on top. It runs QMK, so every key, layer, and encoder action is fully remappable, and you get access to the entire QMK feature set (layers, tap-dance, macros, combos.The whole thing is housed in a 3D printed case designed to hold the PCB, switches, encoder, OLED, and XIAO board in place. Features 6 mechanical switches wired in a 2x3 matrix Rotary encoder with push-button. 0.91” OLED display for layer and status readout Seeeduino XIAO RP2040 microcontroller. Runs QMK firmware with full layer and macro support. Custom designed PCB with socketed XIAO RP20403D printed three-part case....
|
1793497698.2494848
|
1794102498.2494848
|
|
57177
|
Retro WebOS by @thatoneburntroot | Stardance
|
thatoneburntroot
|
1
|
14.84
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T12:30:57Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The year is 1998. You’ve just turned on your computer, the CRT monitor flickers to life, and RetroOS loads. I built RetroOS as a little experiment to recreate what using a computer around 1998 might have felt like. What started as a simple HTML project slowly turned into a full retro desktop with draggable windows, a Start menu, taskbar, Notepad, file explorer, IDE, fake internet browser, and even a power button. The hardest part was getting everything to work together, especially making the windows behave properly without constantly overlapping or breaking. What I’m most proud of is that it feels less like a webpage and more like an actual little computer. You’ll find: A mini internet explorer A built in working IDE A file explorer A working notepad A readme.txt file to help you navigate the OS Desktop icons for the applications A volume control bar A power button The time(if you need it i guess) Enjoy!", "repo": "https://github.com/thatoneburntroot/RetroOS", "demo": "https://retro-os-sepia.vercel.app/"}]...
|
[{"post_id": 63578, "ts": "202 [{"post_id": 63578, "ts": "2026-09-07T14:29:00Z", "hours": 1.8222, "text": "The 3rd and final new feature added to my retro webos is a mini retro snake game with “New game” and “Full screen” buttons along with simple instructions on how to play. Its not too impressive to be honest and the styling could be better but i thought it would be good to add a game to the os so it becomes fun to use. let me know what improvements could be made."}, {"post_id": 62077, "ts": "2026-09-05T09:57:25Z", "hours": 3.1747, "text": "I added the Second new feature to Retro WebOS, all notepad and ide files now have a save to documents option which actually stores them in the browsers local storage as well as the file manager where they can be accessed at any time!"}, {"post_id": 60748, "ts": "2026-09-03T09:57:22Z", "hours": 7.8444, "text": "Back working on new features for Retro WebOS, Sadly i spent so long coding new startup and switch off animations but you can still see the desktop for a few milliseconds while its switching on and off. I plan on trying to fix this but i might just give up and call it a day"}, {"post_id": 60181, "ts": "2026-09-02T12:14:46Z", "hours": 0.4147, "text": "Finished all the applications and added a taskbar I forgot to include the notepad and file manager in the last devlog I think im finished for now, will definitely develop this project further in the WebOS 2 mission"}, {"post_id": 59739, "ts": "2026-09-01T17:47:13Z", "hours": 0.8331, "text": "Added a README.txt file along with a notepad application , a volume bar and a power button with the time next to it. I’ll gonna add a bunch of other applications and finish up soon"}, {"post_id": 59655, "ts": "2026-09-01T15:57:43Z", "hours": 0.4294, "text": "The initial layout for Retro WebOS is set for now, im gonna try adding cooler animations along with the actual OS"}]...
|
Title: Retro WebOS by @thatoneburntroot | Stardanc Title: Retro WebOS by @thatoneburntroot | Stardance
Devlogs:
The initial layout for Retro WebOS is set for now, im gonna try adding cooler animations along with the actual OS
Added a README.txt file along with a notepad application , a volume bar and a power button with the time next to it. I’ll gonna add a bunch of other applications and finish up soon
Finished all the applications and added a taskbar I forgot to include the notepad and file manager in the last devlog I think im finished for now, will definitely develop this project further in the WebOS 2 mission
Back working on new features for Retro WebOS, Sadly i spent so long coding new startup and switch off animations but you can still see the desktop for a few milliseconds while its switching on and off. I plan on trying to fix this but i might just give up and call it a day
I added the Second new feature to Retro WebOS, all notepad and ide files now have a save to documents option which actually stores them in the browsers local storage as well as the file manager where they can be accessed at any time!
The 3rd and final new feature added to my retro webos is a mini retro snake game with “New game” and “Full screen” buttons along with simple instructions on how to play. Its not too impressive to be honest and the styling could be better but i thought it would be good to add a game to the os so it becomes fun to use. let me know what improvements could be made.
Ships:
The year is 1998. You’ve just turned on your computer, the CRT monitor flickers to life, and RetroOS loads. I built RetroOS as a little experiment to recreate what using a computer around 1998 might have felt like. What started as a simple HTML project slowly turned into a full retro desktop with draggable windows, a Start menu, taskbar, Notepad, file explorer, IDE, fake internet browser, and even a power button. The hardest part was getting everything to work together, especially making the windows behave properly without constantly overlapping or breaking. What I’m most proud of is that it feels less like a webpage and more like an actual little computer. You’ll find: A mini internet explorer A built in working IDE A file explorer A working notepad A readme.txt file to help you navigate the OS Desktop icons for the applications A volume control bar A power button The time(if you need it i guess) Enjoy!...
|
1794098928.2369046
|
1794185328.2369046
|
|
59138
|
TrefleSite by @reaue | Stardance
|
reaue
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:49:34Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I created a website connected to the trefle.io API, which show you some informations and images about plants. You can choose between searching for a specific plant or let the random selector choose for you. What was challenging? API requesting was challenging because for the search request I had some issues with how to select it and it took me time to debug it. what are you proud of? I’m happy to have learned API requesting in JS, it was my first time What should people know so they can test your project If you want try this project it’s online : https://reaue.github.io/TrefleSite .", "repo": "https://github.com/reaue/TrefleSite", "demo": "https://reaue.github.io/TrefleSite/"}]...
|
[{"post_id": 63572, "ts": "202 [{"post_id": 63572, "ts": "2026-09-07T14:21:48Z", "hours": 0.5506, "text": "Devlog 2 - Work on the frontend. I writed the CSS file and now the site it’s done. I think I have well respect the idea of this mission and hope that it will be accepted for the ship."}, {"post_id": 63529, "ts": "2026-09-07T13:19:14Z", "hours": 2.5744, "text": "Devlog 1 - All the backend features are implemented ! I start the Give Your Website a Pulse mission, my goal it’s to build a website connected to the Trefle.io API to show random plants with a search bar and a random plant button. I also add a light and dark mode but all the CSS it’s not already done."}]...
|
Title: TrefleSite by @reaue | Stardance
Devlogs:
Title: TrefleSite by @reaue | Stardance
Devlogs:
Devlog 1 - All the backend features are implemented ! I start the Give Your Website a Pulse mission, my goal it’s to build a website connected to the Trefle.io API to show random plants with a search bar and a random plant button. I also add a light and dark mode but all the CSS it’s not already done.
Devlog 2 - Work on the frontend. I writed the CSS file and now the site it’s done. I think I have well respect the idea of this mission and hope that it will be accepted for the ship.
Ships:
What did you make? I created a website connected to the trefle.io API, which show you some informations and images about plants. You can choose between searching for a specific plant or let the random selector choose for you. What was challenging? API requesting was challenging because for the search request I had some issues with how to select it and it took me time to debug it. what are you proud of? I’m happy to have learned API requesting in JS, it was my first time What should people know so they can test your project If you want try this project it’s online : https://reaue.github.io/TrefleSite ....
|
1793937260.5749753
|
1794023660.5749753
|
|
54961
|
icp-scout by @qqxzew | Stardance
|
qqxzew
|
1
|
34.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:22:09Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? An assistant for a salesperson, not another lead list. You give it a customer profile, it walks the Czech public registers, and once a week it hands back a handful of companies with something that actually changed this week — each with a full dossier where every claim carries the exact quote it came from and a link to the page it was found on. Built as a take-home assignment for RTsoft (they sell custom shop-floor management software), and it’s live in production, not just running on my machine. What was challenging? Hallucination is the whole risk of this task, not a side concern — an invented fact about a company that a salesperson pastes into an email is worse than no output at all. So the model never gets to assert anything; it proposes a claim + a quote, and my code searches for that exact quote in the page text I archived. First time I ran a verifier that rechecked stored claims against their own archived pages, 100 of 172 supposedly-verified facts failed — all from one code path, the part reading the state register, which had been marking its own claims “verified” without ever passing them through the check. The other hard part: I assumed a good weighted score could rank “why this company.” Two separate experiments — a permutation test and a 1536-dim embedding of company sites — both came back at chance. The site text just doesn’t say who’s buying software. Had to throw the score out and rebuild ranking around what’s actually provable instead. What are you proud of? One line in the schema: claim.snapshot_id NOT NULL REFERENCES snapshot(id). A claim about a company physically cannot be inserted into the database unless it points at a stored page snapshot — “nothing without a source” isn’t a rule I have to remember, it’s a foreign key. Also proud that manual review keeps finding real bugs the statistics don’t: a solar-panel subsidy misfiled as “scaling up production,” a company ranked #1 whose own grant paperwork said they’d already bought the system — both caught by reading five actual cards, after two rigorous experiments said everything was fine. What should people know so they can test it? It only works for Czech companies — the sources are Czech state registers. python -m pipeline.run –check tells you exactly what’s missing before you run anything. The number that matters on every dossier is the last line — “N verified facts · N inferences · N discarded” — click a claim’s source link and check the quote is actually on that page; that’s the whole trust model, so it should be checkable, not taken on faith.", "repo": "https://github.com/qqxzew/icp-scout", "demo": "https://www.icp-scout.fun/"}]...
|
[{"post_id": 63571, "ts": "202 [{"post_id": 63571, "ts": "2026-09-07T14:20:11Z", "hours": 7.4442, "text": "Wired up actual deploy: push to main, and a minute later the demo is running that commit. git archive straight over ssh into a receive script — no registry, no git pull on the server, so the server never holds credentials for this repo. The one thing it refuses to do is kill a run in progress: /api/run spawns the pipeline as a subprocess, and a container restart takes it down with it. Now the script asks first, and if a run is going it stops and exits non-zero — red, on purpose, because a deploy that shipped code but didn’t put it into service has no business looking green.Rebuilding the whole thing from nothing on a clean machine found what months of running it on my own box never did. All five delivered companies 404’d after the first real run — the candidate list gets loaded once at import, a run rewrites the files under it, and the process just kept serving eight-hour-old data until somebody restarted it by hand. The “what’s missing” preflight check was lying in both directions: it called the API key missing on a machine that had it as an env var instead of a .env file, and it reported success on a machine where the industry codebook never downloaded — which doesn’t crash anything, it just prints every industry as a bare five-digit code and calls that fine.README got rewritten to lead with the one sentence the tool actually stands on, plus an ARCHITECTURE.md the code can point to instead of explaining itself in comments, a Czech translation, and an MIT licence with the honest caveat: what’s verified is that a sentence was on a page, not that it’s true."}, {"post_id": 61785, "ts": "2026-09-04T21:17:56Z", "hours": 6.3292, "text": "Built a carousel for the week’s five cards - swipe through them one at a time, or flip to a plain grid"}, {"post_id": 60452, "ts": "2026-09-02T19:46:09Z", "hours": 5.5703, "text": "Ran two experiments trying to find better weights for the outreach-order score — a permutation test on our own signals, and a 1536-dim embedding of company sites — both landed at chance (AUC 0.39, p≈0.8). Turns out public site text just doesn’t say whether a company is buying planning software; that’s a ceiling in the source, not something more features would fix, so scoring got replaced with an order read straight off the client’s own ICP document instead of invented weights. Then reading five actual weekly cards by hand caught two things neither experiment did: a solar-panel subsidy misfiled as “scaling up production,” and the #1 company on the list whose own grant description said “we’re buying a complete information system” — already a lost lead, not a hot one. Fixed the classifier — it was only reading project titles, never descriptions — and one signal class jumped from 214 to 1014 matches, 415 of which used to be pitched as reasons to call. Two rigorous measurements found nothing; two hours of eyeballing cards found the bugs sitting at the top of the list."}, {"post_id": 57638, "ts": "2026-08-29T20:55:41Z", "hours": 2.9286, "text": "The assistant now produces real company cards - every claim on one carries the exact quote it came from and a link to the source it was found in. To make sure that actually held, I wrote a check that re-verifies every stored fact against the archived page it supposedly came from, and ran it over the whole database.100 of 172 “facts” failed. Every single one came from my own code: the part that reads the state company register was writing claims marked “verified” without ever passing them through the verifier. The irony is that the register is the most trustworthy source in the entire project - it was just the only one asserting things instead of proving them. Now 177 of 177 pass.I also cut the weekly run from ~50 minutes to about 2, after finding an official API that lists which companies changed recently - 30 of mine in a week, instead of re-checking all 3,299."}, {"post_id": 55490, "ts": "2026-08-27T11:36:43Z", "hours": 11.6494, "text": "I started working on icp-scout - an AI assistant that helps find potential B2B customers. The idea behind the project is simple: instead of a salesperson spending hours searching for companies, opening different websites, and collecting information manually, the assistant should handle this routine work. The goal is not just to provide a list of companies, but to explain why each company could be a good fit and why now might be the right time to contact them. Right now, I’m working on the basic project architecture and thinking about how to make AI results more reliable. The biggest challenge with systems like this is that AI can confidently generate information that is not true. That’s why it is important that every important statement can be verified and has a clear source. Next, I plan to connect public company data sources, build the first analysis pipeline, and test it with real examples."}]...
|
Title: icp-scout by @qqxzew | Stardance
Devlogs:
Title: icp-scout by @qqxzew | Stardance
Devlogs:
I started working on icp-scout - an AI assistant that helps find potential B2B customers. The idea behind the project is simple: instead of a salesperson spending hours searching for companies, opening different websites, and collecting information manually, the assistant should handle this routine work. The goal is not just to provide a list of companies, but to explain why each company could be a good fit and why now might be the right time to contact them. Right now, I’m working on the basic project architecture and thinking about how to make AI results more reliable. The biggest challenge with systems like this is that AI can confidently generate information that is not true. That’s why it is important that every important statement can be verified and has a clear source. Next, I plan to connect public company data sources, build the first analysis pipeline, and test it with real examples.
The assistant now produces real company cards - every claim on one carries the exact quote it came from and a link to the source it was found in. To make sure that actually held, I wrote a check that re-verifies every stored fact against the archived page it supposedly came from, and ran it over the whole database.100 of 172 “facts” failed. Every single one came from my own code: the part that reads the state company register was writing claims marked “verified” without ever passing them through the verifier. The irony is that the register is the most trustworthy source in the entire project - it was just the only one asserting things instead of proving them. Now 177 of 177 pass.I also cut the weekly run from ~50 minutes to about 2, after finding an official API that lists which companies changed recently - 30 of mine in a week, instead of re-checking all 3,299.
Ran two experiments trying to find better weights for the outreach-order score — a permutation test on our own signals, and a 1536-dim embedding of company sites — both landed at chance (AUC 0.39, p≈0.8). Turns out public site text just doesn’t say whether a company is buying planning software; that’s a ceiling in the source, not something more features would fix, so scoring got replaced with an order read straight off the client’s own ICP document instead of invented weights. Then reading five actual weekly cards by hand caught two things neither experiment did: a solar-panel subsidy misfiled as “scaling up production,” and the #1 company on the list whose own grant description said “we’re buying a complete information system” — already a lost lead, not a hot one. Fixed the classifier — it was only reading project titles, never descriptions — and one signal class jumped from 214 to 1014 matches, 415 of which used to be pitched as reasons to call. Two rigorous measurements found nothing; two hours of eyeballing cards found the bugs sitting at the top of the list.
Built a carousel for the week’s five cards - swipe through them one at a time, or flip to a plain grid
Wired up actual deploy: push to main, and a minute later the demo is running that commit. git archive straight over ssh into a receive script — no registry, no git pull on the server, so the server never holds credentials for this repo. The one thing it refuses to do is kill a run in progress: /api/run spawns the pipeline as a subprocess, and a container restart takes it down with it. Now the script asks first, and if a run is going it stops and exits non-zero — red, on purpose, because a deploy that shipped code but didn’t put it into service has no business looking green.Rebuilding the whole thing from nothing on a clean machine found what months of running it on my own box never did. All five delivered companies 404’d after the first real run — the candidate list gets loaded once at import, a run rewrites the files under it, and the process just kept serving eight-hour-old data until somebody restarted it by hand. The “what’s missing” preflight check was lying in both directions: it called the API key missing on a machine that had it as an env var instead of a .env file, and it reported success on a machine where the industry codebook never downloaded — which doesn’t crash anything, it just prints every industry as a bare five-digit code and calls that fine.README got rewritten to lead with the one sentence the tool actually stands on, plus an ARCHITECTURE.md the code can point to instead of explaining itself in comments, a Czech translation, and an MIT licence with the honest caveat: what’s verified is that a sentence was on a page, not that it’s true.
Ships:
What did you make? An assistant for a salesperson, not another lead list. You give it a customer profile, it walks the Czech public registers, and once a week it hands back a handful of companies with something that actually changed this week — each with a full dossier where every claim carries the exact quote it came from and a link to the page it was found on. Built as a take-home assignment for RTsoft (they sell custom shop-floor management software), and it’s live in production, not just running on my machine. What was challenging? Hallucination is the whole risk of this task, not a side concern — an invented fact about a company that a salesperson pastes into an email is worse than no output at all. So the model never gets to assert anything; it proposes a claim + a quote, and my code searches for that exact quote in the page text I archived. First time I ran a verifier that rechecked stored claims against their own archived pages, 100 of 172 supposedly-verified facts failed — all from one code path, the part reading the state register, which had been marking its own claims “verified” without ever passing them through the check. The other hard part: I assumed a good weighted score could rank “why this company.” Two separate experiments — a permutation test and a 1536-dim embedding of company sites — both came back at chance. The site text just doesn’t say who’s buying software. Had to throw the score out and rebuild ranking around what’s actually provable instead. What are you proud of? One line in the schema: claim.snapshot_id NOT NULL REFERENCES snapshot(id). A claim about a company physically cannot be inserted into the database unless it points at a stored page snapshot — “nothing without a source” isn’t a rule I have to remember, it’s a foreign key. Also proud that manual review keeps finding real bugs the statistics don’t: a solar-panel subsidy misfiled as “scaling up production,” a company ranked #1 whose own grant paperwork said they’d already bought the system — both caught by reading five actual cards, after two rigorous experiments said everything was fine. What should people know so they can test it? It only works for Czech companies — the sources are Czech state registers. python -m pipeline.run –check tells you exactly what’s missing before you run anything. The number that matters on every dossier is the last line — “N verified facts · N inferences · N discarded” — click a claim’s source link and check the quote is actually on that page; that’s the whole trust model, so it should be checkable, not taken on faith....
|
1794012825.9693222
|
1794099225.9693222
|
|
8178
|
GVK renderer by @gungu | Stardance
|
gungu
|
2
|
60.0
|
1009
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:22:35Z", "hours": 13.0, "multiplier": 19.44, "payout": 261, "blessing": "neutral", "text": "This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not. Changelog since the last ship: 2 new post-processing effects, pixelation and fog I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games. one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration. I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game) and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked.", "repo": "https://github.com/gungugugungu/GVK-Engine", "demo": "https://github.com/gungugugungu/GVK-Engine/releases"}, {"ship_num": 2, "ts": "2026-08-17T20:15:46Z", "hours": 47.0, "multiplier": 15.86, "payout": 748, "blessing": "neutral", "text": "GVK (short for gungu vulkan) is my new renderer using the Vulkan graphics api. I miss the times when I worked with pygame and love2d, where rendering an image was one simple line of code, and I intend to bring that experience to 3D with this project. Everything is designed to be as easy as possible for the user, just writes gvk::draw_mesh(mesh, material, position, scale, rotation); and the mesh is where you want it, how you want it. But don’t mistake it, this is not a game engine, this is just a renderer, something you can build an engine on. I made this tool so my later projects have a graphical backbone to build on, but every game needs a different engine. Ever since I started graphics programming last year I knew that one day I had to learn Vulkan if I ever wanted a job in it in the future, and I’m very proud of myself for finally doing it. This was the greatest challenge I faced in programming so far, and I so glad I tackled it. And as for AI: This project was created so I could learn Vulkan, and if I copied everything from AI that would have been to effective. My goal was to use as little AI as I could, while still leaving out the headaches of development. Here’s what I used AI for: Many of the shaders were written by AI, but that’s because I haven’t learned any of the maths I need to know to write any of these shader. When a shader wasn’t too math heavy I wrote it myself, but there weren’t too many of those. The GLTF loading isn’t hard, it’s just a headache to work with it. GLTF is a horrible format for developers, but it’s the best I knew, so I rather had AI write the GLTF loading functions. I’m still glad I did that, I would have learned nothing from writing those.", "repo": "https://github.com/gungugugungu/GVK-Engine", "demo": "https://github.com/gungugugungu/GVK-Engine/releases"}]...
|
[{"post_id": 63563, "ts": "202 [{"post_id": 63563, "ts": "2026-09-07T14:07:41Z", "hours": 0.4622, "text": "I made a few minor tweaks to fog, and I started debugging it, which I ended up completely stopping and reverting, as it was useless. To be honest I’m really trying to find where this 27 minutes appeared, because I don’t remember spending half an hour on this"}, {"post_id": 61085, "ts": "2026-09-03T20:06:12Z", "hours": 0.76, "text": "FOG Yeah I just added fog because I thought it would look cool in my game. Obviously it’s over the top in this image because I wanted to show it off. I’m pretty proud of this one, definitely one of the more complex post-processing effects."}, {"post_id": 60850, "ts": "2026-09-03T14:06:32Z", "hours": 0.2822, "text": "SKYBOX REFLECTIONS This is a neat trick I did in my last engine and I’m happy I recreated it in this one. Every single shiny surface reflects the skybox, which while isn’t realistic, it does make those surfaces look a lot more shiny than what they actually are, which is a great hack. It sure as hell looks better in the environments I make."}, {"post_id": 60834, "ts": "2026-09-03T13:41:51Z", "hours": 0.5078, "text": "Screen-space reflections would be a major challenge, but I learned that making the skybox reflect off of shiny surfaces is a pretty good way of making your renders seem much better. As of right now it technically works, but I came to realize that I wasn’t loading materials right, so if an image didn’t have a roughness texture, then it would end up completely shiny. I’m almost done fixing it."}, {"post_id": 59082, "ts": "2026-08-31T18:07:57Z", "hours": 0.5186, "text": "I also fixed a bug where the bloom’s blur looped around to the other side of the screen."}, {"post_id": 58887, "ts": "2026-08-31T13:42:45Z", "hours": 0.8592, "text": "PIXELATION POST-PROCESSING EFFECT I made my post-processing system so expandable that I just casually added it ‘cause I thought it would look cool in the game I’m making. I’m sure as hell right about that."}, {"post_id": 58002, "ts": "2026-08-30T10:41:46Z", "hours": 3.0525, "text": "I wasted so much time trying to optimize it all to lead to nothing, but I did end up optimizing some stuff with the Surfaces along with actual color blending for them. I did end up optimizing a bit, but that’s basically nothing. This is the most worthless update to this entire project, I don’t even know how I spent 3 hours on this."}, {"post_id": 52632, "ts": "2026-08-22T21:10:39Z", "hours": 1.3003, "text": "I completely rewrote the text rendering in the Surface class and also fixed a giant memory leak. Here’s a picture of it in use in my game."}, {"post_id": 51872, "ts": "2026-08-21T19:11:56Z", "hours": 0.6219, "text": "I rewrote the texture loading part of GLTF loading because it just plain didn’t work since I updated everything to tinygltf3, but I didn’t notice because it was after the demo. Anyways, it’s done now."}, {"post_id": 51319, "ts": "2026-08-20T22:03:59Z", "hours": 0.4669, "text": "I also rewrote the single mesh gltf loading function to return the material and the entire vertex and index arrays, because I’ll need them for a feature I’m making for my game. This is slowly turning into engine development and I kinda like it."}, {"post_id": 50898, "ts": "2026-08-20T11:18:10Z", "hours": 4.5806, "text": "I worked for over 4 hours, but the renderer finally works as a library!!! That’s right, just put it in as a git submodule, add it as a subdirectory to you CMake project, and there it is! Way too much work for something so simple, but I had to debug a whole lot of stuff. I also edited the README to feature usage instructions and also how to try the demo."}, {"post_id": 49166, "ts": "2026-08-17T20:06:43Z", "hours": 1.8336, "text": "THE GREAT DEBUGGING and A DEMO This is the final post as long as everything works as intended. I fixed every single validation layer error that occurred, so this project is officially bug-free (to my knowledge) . I also made a really simple demo that I uploaded to the github releases tab of the repository. I also finalized the readme, so now the project also has a fancy description. What a ride, I love this project."}, {"post_id": 47631, "ts": "2026-08-15T17:22:29Z", "hours": 0.6358, "text": "FINAL POLISHING (mostly just making the API more useable) I genuinely can’t believe this. I did it, I made a renderer in Vulkan. Well, I’m still not in the clear yet, but I’m very close. Changelog: updated Skin struct to include find_joint() function added Pose struct updated existing skinned mesh systems to work with the Pose struct added sample_clip(), compute_global_pose(), compute_skinning_matrices(), pose_set_local(), pose_set_global(), pose_get_global(), update_animation() and finalize_pose(). These are all helpers for making work with animated and rigged meshes a whole lot easier moved all of the functions inside the gvk namespace, because they were about half and half before."}, {"post_id": 47191, "ts": "2026-08-14T22:29:34Z", "hours": 3.0672, "text": "SKINNED MESHES AND RIGGING This renderer is extremely close to done. I just implemented fully rigged (and animated) meshes. They render properly and animations work too (although I didn’t really care enough to show an example) . Now I am at the last 2 steps of this renderer before starting work on a game in it: 1. Polish up all the API commands so it’s more user friendly. For example, skinned meshes work and can be adjusted manually, but I have a really good idea on how to make working with them super easy, so I’ll definitely implement that. 2. Make a demo that includes basically everything I have developed so far. This step also includes writing compatibility for multiple platforms, because so far I’ve only tested this project on Ubuntu, and I’ll definitely need a windows version too. And that’s it, the project is nearing it’s completion. I can’t wait to make a proper game in this, which I’ll document too of course. Also, I’m writing all of this while I’m on a vacation in Denmark, so I’m quite far from home, but I’m extremely motivated to get this project finished."}, {"post_id": 45337, "ts": "2026-08-11T18:43:26Z", "hours": 3.4436, "text": "SSAO (screen-space ambient occlusion) This one was fun. Ambient occlusion is just a little shadow thing at the edge of meshes. It is not realistic, technically it doesn’t exist in the real world, yet it looks so much better with it. To be honest I don’t have a lot to say about this, it’s done and it’s cool."}, {"post_id": 42894, "ts": "2026-08-07T21:01:17Z", "hours": 1.6756, "text": "SCENE LOADING I just got home from a 10 day adventure that’ll never forget, but I’m back to code, and to get myself to shake into the civilized world again I decided to do a simpler feature before shadow mapping, so I implemented full scene loading from GLTF files. It’s a pretty handy feature, I’m glad I finally made it. It doesn’t just load models and materials, but lights too, pretty handy."}, {"post_id": 35091, "ts": "2026-07-26T09:27:19Z", "hours": 0.3281, "text": "NORMAL MAPPING This was a really easy update, most of the shader changes were copied from my last engine, and the CPU side of things was just changing the vertex struct and loading the tangents in the mesh loading function. But it works."}, {"post_id": 34858, "ts": "2026-07-25T22:07:52Z", "hours": 3.8317, "text": "Well well well. Seems like it’s time for LIGHTING !!!!! finally This was not easy, and yet it was made so much easier by having done it once before last year. I added support for a directional light, a dynamic (aka not hard coded, so pratically infinite amount of) point lights and spot lights, full PBR, and I also made a little handy editor to go along with it, although that’s not in the renderer that’s just in the demo project. Anyways, this was an incredible journey filled with pain and suffering like never before, and I’m so glad I’m through it all. And if this was a challenge, I don’t know what shadow mapping is going to be, which is going to be basically right now, I’m going to add tanget space normal mapping and then it’s already shadowmapping. I’m mentally unprepared, but oh well what can I do?"}, {"post_id": 33983, "ts": "2026-07-24T11:18:42Z", "hours": 1.8858, "text": "This change is not too visible, but it is a major change in the engine MATERIALS Everybody who worked in any sort of 3D graphics knows what materials are. And those know, that the next step after this is lighting . This wouldn’t have been that big of a change, if not for one issue. I’m developing on linux, and every once in a while my GPU drivers uninstall themselves, so everything runs on the integrated graphics on the CPU. That happened, but I thought that the code just became really slow because I was sending 6 images to the GPU every single frame, and that slowed it down. So I spent a bunch of time making a large optimization, and it worked like a charm, it ran fast. Then I found out the entire thing was running on the CPU and I didn’t even need to optimize it. Anyway, it’s here, and it’s fast"}, {"post_id": 33448, "ts": "2026-07-23T12:32:42Z", "hours": 2.7142, "text": "POST-PROCESSING STACK and TONEMAPPING AND COLOR GRADING (post-processing effect 5) This is the finale to the post-processing saga, because I’m finished with tonemapping and color grading. Everything will look really good and cool and whatever, altough I’ve been coding non-stop for 2.5 hours and I don’t really care to give an explanation right now. I don’t have to explain color grading everybody knows that, and tonemapping is the process of mapping the internal HDR render image to an LDR (whatever it’s called) image that the display can actually render properly, how cool is that?"}, {"post_id": 32903, "ts": "2026-07-22T11:24:50Z", "hours": 1.3728, "text": "BLOOM (post-processing effect 4) I’m almost done with all of the post-processing effects, and this was by far the hardest of them all, but I managed to push through it. I’m really proud of myself, because I finally understand Vulkan enough where I didn’t need any sort of outside help to debug this error. I think I can finally call myself someone who understands Vulkan now. Anyway, now I just need to make tonemapping and the effects are done. After that I just make the simplest pipeline to composite it all, and I’m done with that as well."}, {"post_id": 32861, "ts": "2026-07-22T09:31:30Z", "hours": 1.115, "text": "VIGNETTE (post-processing effect 3) This was the most fun I’ve had debugging something in a while. This was really simple to implement, although I can’t really say a lot. The initialization was the same as the other effects, the actual logic of it was pretty similar, the shader wasn’t too hard to write too, but added up it was pretty bad. I accidentally left one of the push parameters in the CPU code as an int, but a float in the GPU code, which I ended up having to chase down for quite a while. The values are over the top on the image so it is more visible on the screenshot, of course I won’t leave it like this. Also, I have written a new readme for the github page. I just kinda wanted to, and thought why not?"}, {"post_id": 32630, "ts": "2026-07-21T22:19:26Z", "hours": 0.3061, "text": "BOX BLUR (post-processing effect 2) I have to admit this took 11 minutes, and the rest of the 5 minutes I spent in this devlog was spent debugging 3 new errors so I can make a post about this feature too. It took so little because I literally just copied and renamed the gaussian blur functions, and changed the shader. Still, I have box blur now. Actually, I think there’s quite a difference between the 2 blurs, quite cool. Of course now that I look at it it’s barely visible in the screenshots."}, {"post_id": 32617, "ts": "2026-07-21T22:00:32Z", "hours": 2.6194, "text": "I thought how cool would it be if I just did a whole 10 hour devlog with all of post-processing in it, but I realized I wouldn’t be able to show off all the cool stuff I’ve done, so I’m doing it effect by effect, anyway, GAUSSIAN BLUR (post-processing effect 1) But not just that, I also brainstormed out the entire post-processing system, and “implemented” it. I didn’t exactly implement it yet because I need to finish all the effects, but it’s there. I still have to finish: box blur, bloom, vignette and tonemapping, and I also want support for custom effects, but that’ll be really easy so I don’t want to put it on this list."}, {"post_id": 31844, "ts": "2026-07-20T15:30:20Z", "hours": 1.5975, "text": "MSAA !! (multisampled anti-aliasing) I always viewed anit-aliasing as this mystery thing that can make a game prettier and I’ll never know how it works. I have to say, it was way easier than expected, most of the time I spent was on some stupid bug or general debugging. You can’t really see the difference in a small screenshot, but it looks so much better full screen."}, {"post_id": 31201, "ts": "2026-07-19T12:30:48Z", "hours": 1.5542, "text": "2D rendering!! I have to admit this feature was kinda easy to implement, because most of it was ripped straight from my last game engine, but I did it because I think it is a really smart way of handling how a 2D system should work. Everything relies on the Surface class, the display itself is a surface, the loaded images are surfaces, and those surfaces can draw to eachother. This makes the system easy yet expandable. I think it’s kinda cool. It was heavily inspired by how pygame does things."}, {"post_id": 31151, "ts": "2026-07-19T10:09:03Z", "hours": 1.3306, "text": "And just like that, the next major update is done! SKYBOXES and other stuff Here’s a full changelog of the last 3 posts: I wrote a really handy shader compiler to make this update just a bit easier, now it automatically compiles all shaders at once I don’t have to do it one by one I wrote a compositing pass that finally has a use case as can be seen right now. The skybox and the objects are rendered separately to separate images, and the compositing pass combines them and renders them to the screen together. Might sound simple, and I have to admit if I understood Vulkan a bit better it might have been, but right now I’m really proud of myself for it. Of course the headline feature: The Skybox . This is most of what I’ve been working on for the last 3 updates. It’s done in a really cool way. The easy way of doing a skybox is to just render it as one giant object and then bim bam boom there it is, but sadly that has a couple of issues, the largest one is that this is extremely lazy. So I did it the smart way instead. What you’re seeing there is actually a cube a tad bit smaller than the monkey, but it’s rendered in a separate pass, where I only pass the camera’s rotation and not the position, and I also have the depth disabled. I render that to a separate image, use the compositing pass, and there it is, a beautiful, very stable and very professional skybox. I’m almost done rambling, but I have to mention one last feature, and that is the loading of equirectangular images into a cubemap texture . I think I’ve typed enough for this update, but if you care you can look it up or like look at my code. Next up: 2D rendering and I have some great ideas for it"}, {"post_id": 30908, "ts": "2026-07-18T21:44:56Z", "hours": 1.5617, "text": "This is a change that cannot be seen, but the composite pipeline is actually working. This is a really simple step in the graphics pipeline, it takes the images from the previous passes and combines them to make a final image. This will be useful for future features like 2D drawing, post-processing, the skybox, etc., so I’m happy I managed to implement it. It’s not something that can be seen with the naked eye, but believe me it’s there and I’m so happy for it. As always, this is next to some generic bugfixes here and there, but it’s been 1.5 hours and I forgot what I fixed and what I didn’t so if you happen to care enough this is open-source just like go and check it out."}, {"post_id": 30852, "ts": "2026-07-18T19:58:13Z", "hours": 1.6753, "text": "I’m well into developing the skybox system along with a compositing pass , but since I needed to write so many new shaders for this update, I decided to write a simple shader compiler, and I kinda want to show it off so it’s not lost in the giant list of changes that I’ll push in the next update. That’s it, I rest my case, that’s all I wanted until I’m finished."}, {"post_id": 30103, "ts": "2026-07-17T12:46:44Z", "hours": 2.2475, "text": "I finished frustum culling . You’ve probably seen this feature in some random wannabe gamedevs post on tiktok saying how they “optimized their game” by enabling frustum culling in Unity and calling themselves genius for it. Well it wasn’t as easy as pressing a button for me. Here’s how it works: I generate an axis aligned bounding box (AABB) for every object when loaded. Every frame I generate 6 planes for each boundary of the camera, the left, right, bottom, top, near and far planes. Then I also calculate the world position AABB for each mesh, which is just translating the original AABB and making a new one from that’s boundary. From that, it’s actually quite simple to compare if the box is inside the frustum or not, though it’s kinda hard to explain so I won’t bother, but I just run that for every object, and it basically makes it, so if an object is not inside the camera’s vision, then it just makes it disappear. I attached the majority of the logic in the second picture"}, {"post_id": 28824, "ts": "2026-07-15T10:08:18Z", "hours": 1.3122, "text": "I implemented a fully automatic mipmap system . Basically, mipmaps are lower quality version of a texture that appear the farther you are from an object. The image I attached is of mipmap layer 4, but of course this was set manually to showcase the system working."}, {"post_id": 28331, "ts": "2026-07-14T14:52:20Z", "hours": 0.6636, "text": "I wrote a giant list on what I want to implement into this framework to make it full. I’m pretty sure I’ll be done in about 150-200 hours, which I have about 40 days to make before the end of this thing. That is 3.75 - 5 hours of coding in a day. Anyway, here’s the list: TODO FEATURES: lighting gpu scene data uniform buffer ambient light directional light point lights tangent space normal mapping tangent generation in gltf loading dynamic light count proper api for handling lights shadow mapping depth-only pipeline shadow map image light space matrix shadow pass shadow sampling in the main fragment shader shadow bias PCF filtering material system material struct (albedo map, normal map, roughness map, emissive map, scalar tint and roughness and metallic factors) material descriptor layout default fallback textures gltf material loading draw_mesh api update emissive support in the shader creating and destroying materials for user-made materials mipmaps and proper sample management mipmap generation on upload mip count calculation sampler cache (so samplers are never duplicated) instanced rendering per-instance storage buffer draw_mesh_instanced api write the shader for it (gl_InstanceIndex) move to indirect drawing so the instance count can eventually come from gpu-side data skybox cubemap loading skybox pipeline skybox shader set_skybox api frustrum culling bounding sphere per mesh (compute in loading by finding the disctance from the centroid across all vectires) frustrum plane extraction (gribb-hartmann) cull loop stats readout post processing stack fullscreen traingle pipeline HDR tonemapping guassian blur api box blur api bloom vignette 2D rendering quad mesh 2D pipeline surface class default surface draw_surface draw_rect font atlas rendering MSAA multisample draw image resolve attachment configurable sample count"}, {"post_id": 28166, "ts": "2026-07-14T09:18:04Z", "hours": 0.8786, "text": "I have to admit I’m pretty proud of myself. I implemented the proper transformations for objects , I also made a good camera system , and I fixed the uv mapping of objects, so textures finally work properly. All this in under an hour."}, {"post_id": 19382, "ts": "2026-06-30T17:57:36Z", "hours": 1.0408, "text": "To be completely honest this engine development thing is going a lot more awful than I could have imagined. I tried to implement a proper camera and transformations for the objects, and now nothing works, yet I barely changed anything. I have been staring at this function for like 2 hours, I’ve tried everything, and nothing works."}, {"post_id": 18575, "ts": "2026-06-29T19:26:50Z", "hours": 1.0686, "text": "I finally finished the guide (🥳🥳🥳), so it’s time to make the game engine I want . My first improvement was adding a render queue, which basically means I can render anything in a much user friendly way."}, {"post_id": 18301, "ts": "2026-06-29T12:31:38Z", "hours": 0.8061, "text": "Thanks to the major rework of the allocation of descriptors, I have managed to implemented textures into rendering. I haven’t made texture loading yet, since it’ll be an engine feature and I’m working on project setup , so enjoy the beautiful pink-black checkerboard pattern on Suzie, the Blender monkey."}, {"post_id": 18277, "ts": "2026-06-29T11:27:47Z", "hours": 1.3389, "text": "I did a giant rework of the descriptor allocation to make handling textures a breeze in the future. Yes, I did mostly just follow the guide, but I am really getting the hang of how Vulkan works, and the guide is ending in a couple of chapers, and the rest will be up to me, and I already feel ready for the task. I have to admit it doesn’t exactly work yet, but I’m working on patching it, it shouldn’t be an issue."}, {"post_id": 18218, "ts": "2026-06-29T09:03:15Z", "hours": 0.4683, "text": "Mesh rendering is finally complete. This is a full 3D scene with a little monkey, rendered perfectly in perspective."}, {"post_id": 17917, "ts": "2026-06-28T21:08:40Z", "hours": 1.0294, "text": "So mesh loading and rendering works, although I haven’t gotten the world matrix and transformations quite right😅 The guide I’m using to learn Vulkan actually recommended I use fastgltf, but I ended up going with tinygltf, as I’ve used it before and have a bunch more experience in it, and oh boy is having experience a good feeling when learning VK"}, {"post_id": 17836, "ts": "2026-06-28T19:36:25Z", "hours": 1.1339, "text": "I’m progressing rather fast, I implemented a full mesh buffer system, which allows me to render any mesh. Mesh loading will be the next task, but until then the best display I can do is a colorful rectangle, I hope that’s good enough"}, {"post_id": 16164, "ts": "2026-06-26T08:40:00Z", "hours": 0.4853, "text": "Implementing a proper graphics pipeline was surprisingly easy. I remembered a lot from my experience in sokol and of course the guide was quite helpful as well. Got from a compute shader to a proper pipeline very fast. I’m still very eager to get back to the fun part of graphics programming and not be stuck in setup hell, but the next step is writing the mesh buffers, so that’ll be fun."}, {"post_id": 11826, "ts": "2026-06-19T08:22:42Z", "hours": 1.095, "text": "I finished the ImGui implementation, I’m starting to get the hang of things. I’m still following vkguide.dev for the setup phase, but I’m eager to finally get to the fun part of graphics programming"}, {"post_id": 4078, "ts": "2026-06-07T08:34:21Z", "hours": 1.0794, "text": "After about an hour of following vkguide.dev, I managed to make a little compute shader that display 16×16 cells of a gradient. Great start!"}]...
|
Title: GVK renderer by @gungu | Stardance
Devlogs Title: GVK renderer by @gungu | Stardance
Devlogs:
After about an hour of following vkguide.dev, I managed to make a little compute shader that display 16×16 cells of a gradient. Great start!
I finished the ImGui implementation, I’m starting to get the hang of things. I’m still following vkguide.dev for the setup phase, but I’m eager to finally get to the fun part of graphics programming
Implementing a proper graphics pipeline was surprisingly easy. I remembered a lot from my experience in sokol and of course the guide was quite helpful as well. Got from a compute shader to a proper pipeline very fast. I’m still very eager to get back to the fun part of graphics programming and not be stuck in setup hell, but the next step is writing the mesh buffers, so that’ll be fun.
I’m progressing rather fast, I implemented a full mesh buffer system, which allows me to render any mesh. Mesh loading will be the next task, but until then the best display I can do is a colorful rectangle, I hope that’s good enough
So mesh loading and rendering works, although I haven’t gotten the world matrix and transformations quite right😅 The guide I’m using to learn Vulkan actually recommended I use fastgltf, but I ended up going with tinygltf, as I’ve used it before and have a bunch more experience in it, and oh boy is having experience a good feeling when learning VK
Mesh rendering is finally complete. This is a full 3D scene with a little monkey, rendered perfectly in perspective.
I did a giant rework of the descriptor allocation to make handling textures a breeze in the future. Yes, I did mostly just follow the guide, but I am really getting the hang of how Vulkan works, and the guide is ending in a couple of chapers, and the rest will be up to me, and I already feel ready for the task. I have to admit it doesn’t exactly work yet, but I’m working on patching it, it shouldn’t be an issue.
Thanks to the major rework of the allocation of descriptors, I have managed to implemented textures into rendering. I haven’t made texture loading yet, since it’ll be an engine feature and I’m working on project setup , so enjoy the beautiful pink-black checkerboard pattern on Suzie, the Blender monkey.
I finally finished the guide (🥳🥳🥳), so it’s time to make the game engine I want . My first improvement was adding a render queue, which basically means I can render anything in a much user friendly way.
To be completely honest this engine development thing is going a lot more awful than I could have imagined. I tried to implement a proper camera and transformations for the objects, and now nothing works, yet I barely changed anything. I have been staring at this function for like 2 hours, I’ve tried everything, and nothing works.
I have to admit I’m pretty proud of myself. I implemented the proper transformations for objects , I also made a good camera system , and I fixed the uv mapping of objects, so textures finally work properly. All this in under an hour.
I wrote a giant list on what I want to implement into this framework to make it full. I’m pretty sure I’ll be done in about 150-200 hours, which I have about 40 days to make before the end of this thing. That is 3.75 - 5 hours of coding in a day. Anyway, here’s the list: TODO FEATURES: lighting gpu scene data uniform buffer ambient light directional light point lights tangent space normal mapping tangent generation in gltf loading dynamic light count proper api for handling lights shadow mapping depth-only pipeline shadow map image light space matrix shadow pass shadow sampling in the main fragment shader shadow bias PCF filtering material system material struct (albedo map, normal map, roughness map, emissive map, scalar tint and roughness and metallic factors) material descriptor layout default fallback textures gltf material loading draw_mesh api update emissive support in the shader creating and destroying materials for user-made materials mipmaps and proper sample management mipmap generation on upload mip count calculation sampler cache (so samplers are never duplicated) instanced rendering per-instance storage buffer draw_mesh_instanced api write the shader for it (gl_InstanceIndex) move to indirect drawing so the instance count can eventually come from gpu-side data skybox cubemap loading skybox pipeline skybox shader set_skybox api frustrum culling bounding sphere per mesh (compute in loading by finding the disctance from the centroid across all vectires) frustrum plane extraction (gribb-hartmann) cull loop stats readout post processing stack fullscreen traingle pipeline HDR tonemapping guassian blur api box blur api bloom vignette 2D rendering quad mesh 2D pipeline surface class default surface draw_surface draw_rect font atlas rendering MSAA multisample draw image resolve attachment configurable sample count
I implemented a fully automatic mipmap system . Basically, mipmaps are lower quality version of a texture that appear the farther you are from an object. The image I attached is of mipmap layer 4, but of course this was set manually to showcase the system working.
I finished frustum culling . You’ve probably seen this feature in some random wannabe gamedevs post on tiktok saying how they “optimized their game” by enabling frustum culling in Unity and calling themselves genius for it. Well it wasn’t as easy as pressing a button for me. Here’s how it works: I generate an axis aligned bounding box (AABB) for every object when loaded. Every frame I generate 6 planes for each boundary of the camera, the left, right, bottom, top, near and far planes. Then I also calculate the world position AABB for each mesh, which is just translating the original AABB and making a new one from that’s boundary. From that, it’s actually quite simple to compare if the box is inside the frustum or not, though it’s kinda hard to explain so I won’t bother, but I just run that for every object, and it basically makes it, so if an object is not inside the camera’s vision, then it just makes it disappear. I attached the majority of the logic in the second picture
I’m well into developing the skybox system along with a compositing pass , but since I needed to write so many new shaders for this update, I decided to write a simple shader compiler, and I kinda want to show it off so it’s not lost in the giant list of changes that I’ll push in the next update. That’s it, I rest my case, that’s all I wanted until I’m finished.
This is a change that cannot be seen, but the composite pipeline is actually working. This is a really simple step in the graphics pipeline, it takes the images from the previous passes and combines them to make a final image. This will be useful for future features like 2D drawing, post-processing, the skybox, etc., so I’m happy I managed to implement it. It’s not something that can be seen with the naked eye, but believe me it’s there and I’m so happy for it. As always, this is next to some generic bugfixes here and there, but it’s been 1.5 hours and I forgot what I fixed and what I didn’t so if you happen to care enough this is open-source just like go and check it out.
And just like that, the next major update is done! SKYBOXES and other stuff Here’s a full changelog of the last 3 posts: I wrote a really handy shader compiler to make this update just a bit easier, now it automatically compiles all shaders at once I don’t have to do it one by one I wrote a compositing pass that finally has a use case as can be seen right now. The skybox and the objects are rendered separately to separate images, and the compositing pass combines them and renders them to the screen together. Might sound simple, and I have to admit if I understood Vulkan a bit better it might have been, but right now I’m really proud of myself for it. Of course the headline feature: The Skybox . This is most of what I’ve been working on for the last 3 updates. It’s done in a really cool way. The easy way of doing a skybox is to just render it as one giant object and then bim bam boom there it is, but sadly that has a couple of issues, the largest one is that this is extremely lazy. So I did it the smart way instead. What you’re seeing there is actually a cube a tad bit smaller than the monkey, but it’s rendered in a separate pass, where I only pass the camera’s rotation and not the position, and I also have the depth disabled. I render that to a separate image, use the compositing pass, and there it is, a beautiful, very stable and very professional skybox. I’m almost done rambling, but I have to mention one last feature, and that is the loading of equirectangular images into a cubemap texture . I think I’ve typed enough for this update, but if you care you can look it up or like look at my code. Next up: 2D rendering and I have some great ideas for it
2D rendering!! I have to admit this feature was kinda easy to implement, because most of it was ripped straight from my last game engine, but I did it because I think it is a really smart way of handling how a 2D system should work. Everything relies on the Surface class, the display itself is a surface, the loaded images are surfaces, and those surfaces can draw to eachother. This makes the system easy yet expandable. I think it’s kinda cool. It was heavily inspired by how pygame does things.
MSAA !! (multisampled anti-aliasing) I always viewed anit-aliasing as this mystery thing that can make a game prettier and I’ll never know how it works. I have to say, it was way easier than expected, most of the time I spent was on some stupid bug or general debugging. You can’t really see the difference in a small screenshot, but it looks so much better full screen.
I thought how cool would it be if I just did a whole 10 hour devlog with all of post-processing in it, but I realized I wouldn’t be able to show off all the cool stuff I’ve done, so I’m doing it effect by effect, anyway, GAUSSIAN BLUR (post-processing effect 1) But not just that, I also brainstormed out the entire post-processing system, and “implemented” it. I didn’t exactly implement it yet because I need to finish all the effects, but it’s there. I still have to finish: box blur, bloom, vignette and tonemapping, and I also want support for custom effects, but that’ll be really easy so I don’t want to put it on this list.
BOX BLUR (post-processing effect 2) I have to admit this took 11 minutes, and the rest of the 5 minutes I spent in this devlog was spent debugging 3 new errors so I can make a post about this feature too. It took so little because I literally just copied and renamed the gaussian blur functions, and changed the shader. Still, I have box blur now. Actually, I think there’s quite a difference between the 2 blurs, quite cool. Of course now that I look at it it’s barely visible in the screenshots.
VIGNETTE (post-processing effect 3) This was the most fun I’ve had debugging something in a while. This was really simple to implement, although I can’t really say a lot. The initialization was the same as the other effects, the actual logic of it was pretty similar, the shader wasn’t too hard to write too, but added up it was pretty bad. I accidentally left one of the push parameters in the CPU code as an int, but a float in the GPU code, which I ended up having to chase down for quite a while. The values are over the top on the image so it is more visible on the screenshot, of course I won’t leave it like this. Also, I have written a new readme for the github page. I just kinda wanted to, and thought why not?
BLOOM (post-processing effect 4) I’m almost done with all of the post-processing effects, and this was by far the hardest of them all, but I managed to push through it. I’m really proud of myself, because I finally understand Vulkan enough where I didn’t need any sort of outside help to debug this error. I think I can finally call myself someone who understands Vulkan now. Anyway, now I just need to make tonemapping and the effects are done. After that I just make the simplest pipeline to composite it all, and I’m done with that as well.
POST-PROCESSING STACK and TONEMAPPING AND COLOR GRADING (post-processing effect 5) This is the finale to the post-processing saga, because I’m finished with tonemapping and color grading. Everything will look really good and cool and whatever, altough I’ve been coding non-stop for 2.5 hours and I don’t really care to give an explanation right now. I don’t have to explain color grading everybody knows that, and tonemapping is the process of mapping the internal HDR render image to an LDR (whatever it’s called) image that the display can actually render properly, how cool is that?
This change is not too visible, but it is a major change in the engine MATERIALS Everybody who worked in any sort of 3D graphics knows what materials are. And those know, that the next step after this is lighting . This wouldn’t have been that big of a change, if not for one issue. I’m developing on linux, and every once in a while my GPU drivers uninstall themselves, so everything runs on the integrated graphics on the CPU. That happened, but I thought that the code just became really slow because I was sending 6 images to the GPU every single frame, and that slowed it down. So I spent a bunch of time making a large optimization, and it worked like a charm, it ran fast. Then I found out the entire thing was running on the CPU and I didn’t even need to optimize it. Anyway, it’s here, and it’s fast
Well well well. Seems like it’s time for LIGHTING !!!!! finally This was not easy, and yet it was made so much easier by having done it once before last year. I added support for a directional light, a dynamic (aka not hard coded, so pratically infinite amount of) point lights and spot lights, full PBR, and I also made a little handy editor to go along with it, although that’s not in the renderer that’s just in the demo project. Anyways, this was an incredible journey filled with pain and suffering like never before, and I’m so glad I’m through it all. And if this was a challenge, I don’t know what shadow mapping is going to be, which is going to be basically right now, I’m going to add tanget space normal mapping and then it’s already shadowmapping. I’m mentally unprepared, but oh well what can I do?
NORMAL MAPPING This was a really easy update, most of the shader changes were copied from my last engine, and the CPU side of things was just changing the vertex struct and loading the tangents in the mesh loading function. But it works.
SCENE LOADING I just got home from a 10 day adventure that’ll never forget, but I’m back to code, and to get myself to shake into the civilized world again I decided to do a simpler feature before shadow mapping, so I implemented full scene loading from GLTF files. It’s a pretty handy feature, I’m glad I finally made it. It doesn’t just load models and materials, but lights too, pretty handy.
SSAO (screen-space ambient occlusion) This one was fun. Ambient occlusion is just a little shadow thing at the edge of meshes. It is not realistic, technically it doesn’t exist in the real world, yet it looks so much better with it. To be honest I don’t have a lot to say about this, it’s done and it’s cool.
SKINNED MESHES AND RIGGING This renderer is extremely close to done. I just implemented fully rigged (and animated) meshes. They render properly and animations work too (although I didn’t really care enough to show an example) . Now I am at the last 2 steps of this renderer before starting work on a game in it: 1. Polish up all the API commands so it’s more user friendly. For example, skinned meshes work and can be adjusted manually, but I have a really good idea on how to make working with them super easy, so I’ll definitely implement that. 2. Make a demo that includes basically everything I have developed so far. This step also includes writing compatibility for multiple platforms, because so far I’ve only tested this project on Ubuntu, and I’ll definitely need a windows version too. And that’s it, the project is nearing it’s completion. I can’t wait to make a proper game in this, which I’ll document too of course. Also, I’m writing all of this while I’m on a vacation in Denmark, so I’m quite far from home, but I’m extremely motivated to get this project finished.
FINAL POLISHING (mostly just making the API more useable) I genuinely can’t believe this. I did it, I made a renderer in Vulkan. Well, I’m still not in the clear yet, but I’m very close. Changelog: updated Skin struct to include find_joint() function added Pose struct updated existing skinned mesh systems to work with the Pose struct added sample_clip(), compute_global_pose(), compute_skinning_matrices(), pose_set_local(), pose_set_global(), pose_get_global(), update_animation() and finalize_pose(). These are all helpers for making work with animated and rigged meshes a whole lot easier moved all of the functions inside the gvk namespace, because they were about half and half before.
THE GREAT DEBUGGING and A DEMO This is the final post as long as everything works as intended. I fixed every single validation layer error that occurred, so this project is officially bug-free (to my knowledge) . I also made a really simple demo that I uploaded to the github releases tab of the repository. I also finalized the readme, so now the project also has a fancy description. What a ride, I love this project.
I worked for over 4 hours, but the renderer finally works as a library!!! That’s right, just put it in as a git submodule, add it as a subdirectory to you CMake project, and there it is! Way too much work for something so simple, but I had to debug a whole lot of stuff. I also edited the README to feature usage instructions and also how to try the demo.
I also rewrote the single mesh gltf loading function to return the material and the entire vertex and index arrays, because I’ll need them for a feature I’m making for my game. This is slowly turning into engine development and I kinda like it.
I rewrote the texture loading part of GLTF loading because it just plain didn’t work since I updated everything to tinygltf3, but I didn’t notice because it was after the demo. Anyways, it’s done now.
I completely rewrote the text rendering in the Surface class and also fixed a giant memory leak. Here’s a picture of it in use in my game.
I wasted so much time trying to optimize it all to lead to nothing, but I did end up optimizing some stuff with the Surfaces along with actual color blending for them. I did end up optimizing a bit, but that’s basically nothing. This is the most worthless update to this entire project, I don’t even know how I spent 3 hours on this.
PIXELATION POST-PROCESSING EFFECT I made my post-processing system so expandable that I just casually added it ‘cause I thought it would look cool in the game I’m making. I’m sure as hell right about that.
I also fixed a bug where the bloom’s blur looped around to the other side of the screen.
Screen-space reflections would be a major challenge, but I learned that making the skybox reflect off of shiny surfaces is a pretty good way of making your renders seem much better. As of right now it technically works, but I came to realize that I wasn’t loading materials right, so if an image didn’t have a roughness texture, then it would end up completely shiny. I’m almost done fixing it.
SKYBOX REFLECTIONS This is a neat trick I did in my last engine and I’m happy I recreated it in this one. Every single shiny surface reflects the skybox, which while isn’t realistic, it does make those surfaces look a lot more shiny than what they actually are, which is a great hack. It sure as hell looks better in the environments I make.
FOG Yeah I just added fog because I thought it would look cool in my game. Obviously it’s over the top in this image because I wanted to show it off. I’m pretty proud of this one, definitely one of the more complex post-processing effects.
I made a few minor tweaks to fog, and I started debugging it, which I ended up completely stopping and reverting, as it was useless. To be honest I’m really trying to find where this 27 minutes appeared, because I don’t remember spending half an hour on this
Ships:
GVK (short for gungu vulkan) is my new renderer using the Vulkan graphics api. I miss the times when I worked with pygame and love2d, where rendering an image was one simple line of code, and I intend to bring that experience to 3D with this project. Everything is designed to be as easy as possible for the user, just writes gvk::draw_mesh(mesh, material, position, scale, rotation); and the mesh is where you want it, how you want it. But don’t mistake it, this is not a game engine, this is just a renderer, something you can build an engine on. I made this tool so my later projects have a graphical backbone to build on, but every game needs a different engine. Ever since I started graphics programming last year I knew that one day I had to learn Vulkan if I ever wanted a job in it in the future, and I’m very proud of myself for finally doing it. This was the greatest challenge I faced in programming so far, and I so glad I tackled it. And as for AI: This project was created so I could learn Vulkan, and if I copied everything from AI that would have been to effective. My goal was to use as little AI as I could, while still leaving out the headaches of development. Here’s what I used AI for: Many of the shaders were written by AI, but that’s because I haven’t learned any of the maths I need to know to write any of these shader. When a shader wasn’t too math heavy I wrote it myself, but there weren’t too many of those. The GLTF loading isn’t hard, it’s just a headache to work with it. GLTF is a horrible format for developers, but it’s the best I knew, so I rather had AI write the GLTF loading functions. I’m still glad I did that, I would have learned nothing from writing those.
This is the second ship of my game engine / renderer. To explain, I like calling it a renderer instead of a game engine, because I purposefully tried to add as few bloat features as I could, I just wanted something that made rendering something that I don’t have to think about. More info on the README page, this isn’t a good explanation. Just know that it isn’t just a basic Vulkan abstraction, this is a full renderer with PBR, many post-processing effects, skyboxes, dynamic lights, rigged and animated meshes and frustrum culling ’cause why not. Changelog since the last ship: 2 new post-processing effects, pixelation and fog I also added a feature where shiny objects reflect the skybox, which isn’t realistic, but it adds a great sense of realism and I like to add it to my games. one of the largest changes was turning this into an actual library instead of an executable, which allows easier integration. I also made a full game as a tech demo for this project, it can be found at this link or under my stardance profile. It turned out really well, and I’m proud of myself, because I finally made a game engine that I can actually make games in easily. (The screenshot is from the game) and the smallest but still a significant change was rewriting the entire 2D rendering part of the engine for 2 reasons: it had a memory leak, and text rendering was buggy, slow and barely worked....
|
1793955333.7159402
|
1794041733.7159402
|
|
59340
|
My very own WebOS by @rora | Stardance
|
rora
|
0
|
0.54
|
0
|
[]
|
[{"post_id": 63562, "ts": "202 [{"post_id": 63562, "ts": "2026-09-07T14:06:44Z", "hours": 0.5367, "text": "MyOS- Hi so meybe my 32min are nothing compared to the multiple hours people spend on these, but I’m trying my best to grow the time I spend coding. As I joined literally yesterday, I can confidentially say I did NOT get the hang of this. but check it out I like cats :P"}]...
|
Title: My very own WebOS by @rora | Stardance
Dev Title: My very own WebOS by @rora | Stardance
Devlogs:
MyOS- Hi so meybe my 32min are nothing compared to the multiple hours people spend on these, but I’m trying my best to grow the time I spend coding. As I joined literally yesterday, I can confidentially say I did NOT get the hang of this. but check it out I like cats :P...
|
1793545044.9719658
|
1794149844.9719658
|
|
59114
|
hackpad by @juli13 | Stardance
|
juli13
|
0
|
3.58
|
0
|
[]
|
[{"post_id": 63560, "ts": "202 [{"post_id": 63560, "ts": "2026-09-07T14:04:40Z", "hours": 3.5817, "text": "hackpad"}]...
|
Title: hackpad by @juli13 | Stardance
Devlogs:
ha Title: hackpad by @juli13 | Stardance
Devlogs:
hackpad...
|
1793533756.1946774
|
1794138556.1946774
|
|
336
|
bedrockR by @xFN10x | Stardance
|
xFN10x
|
1
|
67.0
|
1141
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:06:05Z", "hours": 67.0, "multiplier": 17.05, "payout": 1141, "blessing": "neutral", "text": "I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues.", "repo": "https://github.com/xFN10x/bedrockR", "demo": "https://github.com/xFN10x/bedrockR/releases/tag/a3.0PRER3"}]...
|
[{"post_id": 63553, "ts": "202 [{"post_id": 63553, "ts": "2026-09-07T13:58:20Z", "hours": 7.1344, "text": "devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!"}, {"post_id": 60784, "ts": "2026-09-03T11:41:43Z", "hours": 3.7117, "text": "devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months."}, {"post_id": 58512, "ts": "2026-08-30T22:58:50Z", "hours": 5.2397, "text": "devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use."}, {"post_id": 54598, "ts": "2026-08-25T16:59:29Z", "hours": 10.1442, "text": "devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )"}, {"post_id": 44934, "ts": "2026-08-11T00:52:38Z", "hours": 9.5525, "text": "devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )"}, {"post_id": 42146, "ts": "2026-08-06T19:10:23Z", "hours": 9.1933, "text": "devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start."}, {"post_id": 40173, "ts": "2026-08-03T16:04:12Z", "hours": 8.5211, "text": "devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)"}, {"post_id": 37960, "ts": "2026-07-31T00:48:37Z", "hours": 5.9425, "text": "devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates"}, {"post_id": 23586, "ts": "2026-07-06T17:02:00Z", "hours": 2.3186, "text": "Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…"}, {"post_id": 22285, "ts": "2026-07-04T17:50:38Z", "hours": 0.6433, "text": "Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them."}, {"post_id": 7015, "ts": "2026-06-11T19:27:00Z", "hours": 4.3383, "text": "it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)"}, {"post_id": 107, "ts": "2026-05-31T19:30:56Z", "hours": 0.3497, "text": "I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing"}]...
|
Title: bedrockR by @xFN10x | Stardance
Devlogs:
I Title: bedrockR by @xFN10x | Stardance
Devlogs:
I’ve been working on creating a bedrockR installer in C#, this will be cross-platform, and it will be released with each version, handling installing, and i also might add a way to run it without installing
it took a long time, but i finally figured out how to style the ui, and i recreated the bedrockR style. (the versions page will be fixed soon)
Im back to working on this, stopped using visual studio because it was horrible, now im using Jetbrains Rider. Ive implemented some methods to get releases from the github, so now im gonna implement them.
Progress is going faster than before now that im using Rider now, I have made an API for getting the versions, instead of using the latest.json file in the github, and now im using it in the installer, and next hotfix i’ll use it for bedrockR updating. Oh and bedrockR 1.3.1 is finally out now… i guess i forgot to upload the release assets when i published it…
devlog 1 Alright, I’m actually resuming normal development. I’M NOT MAKING THAT INSTALLER. I expect to be doing a bunch of code clean, now that I have even MORE experience with java. For release a2.2, I’m planning structures , but thats gonna take a bunch of work internally… because i’ll have to redo a bunch of stuff to make this program easier to work on. I also MIGHT continue on the android version. slack channel for more updates
devlog 2, again i kinda forgot to mention this… but im completely redoing the resource system…. oh wait i already did yea i thought i said this last devlog, but cleaned more code, and redid most of the program again. Resources instead of saving to one json file with the files, now save in a structured directory system, that you can see in the screenshot. (its actually a full workspace, but you get the idea.) Resources also are now their own classes, which makes it soooo much easier to add them… they are quite similar to how i programmed elements. Right now, you can’t convert older workspaces to these new resource system one, but thatll be worked on later. Time to do some ui! (also i did more code cleaning, and i renamed a ton of stuff)
devlog 3, this is why you write clean code early ok so the dreaded day has finally come… The largest class in this program, RElementValue is finally being cleaned up. It is the thing you see when changing your settings, or when editing ANY element… it automatically changes depending on the type of the variable its targeting… but the code i wrote for it was SO BAD! 🥀 3 giant if statements, checking through each possible implemented type, making the class over 1300+ lines long. However, I finally decided to redo the whole thing to continue my “code cleaning quest” So now different types get their own classes, e. g, strings get; REStringValue booleans get; REBoolValue (not actually implemented yet), etc. And as usual, this has NO effect on the user experience, which is… great to be putting so much effort into… but it has to be done before it gets to out of hand. (I promise im gonna start doing fun stuff soon 😅) This is why you write clean code from the start.
devlog 4 pssst, hey i have a slack channel if you want more dev things im not rewriting everything i said again, stardance utils deleted this whole thing, instead ill give you 1 sentence bullet points: i redid the recipe screen wow it was so bad redid launch page mmm smooth animation also did a bunch of random ass things that i cant explain cause they were mostly like 1 line of code being altered… also, stardance utils doesn’t edit this textbox correctly, so below should be the changelog v Changelog make this appear on the right screen ( 6d8b140 ) make the recipe creation screen better ( 0660edd ) make this smooth ( 52e32fb ) clean ( 8e86c27 ) fix the positioning ( 2c88991 ) Bump gradle-wrapper from 9.6.1 to 9.7.0 ( 928260d ) clean, make help button a class ( 2fc07dc ) make windows open on the current screen the mouse is on ( 23ee12f ) add more greetings, and make it a record ( 6bbee27 ) fix where windows open ( f33af46 )
devlog 5 i kinda underestimated how long i was coding for yesterday I did more cleaning, and some more ui stuff. One of those was the social icons. I finally finished adding back all of the RElementValues , so now i can focus on other things. One of those other things was fixing some block texture related things, like fixing a random bug i introduced, aaand also making the block downloading 10x faster…. Block Downloading It was always annoying when trying to test bedrockR on other platforms, and i would have to sit through the block downloading… so i added a way to cancel it… but now i completely negated that problem; i multi-threaded it. Yea it actually seems like its 10x faster now, which is nice. RMapValue s rework Just like with RElementValue s, the class for RMapValue was huge… so now im doing the same thing with it; seperating it into different classes. So far, i dont have many reimplemented, but thats because i was doing something else; Resource UI Yes, im finally adding the new resource UI. I’ve started with remaking the resource tab, it looks pretty good so far, but i still need to do some work. Now im gonna continue resource stuff Changelog add resource gui in RWorkspace, and icons ( c7747e9 ) Bump gradle-wrapper from 9.7.0 to 9.7.1 ( 48bbd25 ) Bump com.google.guava:guava from 33.6.0-jre to 33.7.1-jre ( 6dd20bc ) make resources appear i think ( 4ad3140 ) fix layout ( 202dae9 ) move abstract resource classes to a new package, rename some resource functions, and add new resource category function ( c351bcc ) alright, i need to lock in, so now i actually need new resource ui ( 11154bb ) fix stuff with RMapElementValues and RElementValues + random code clean ( a9d82e7 ) fix top image, and make downloading 10x faster ( d03cc6a ) rename item components, and start readding map values ( 72c30f1 )
devlog 6 this time, i didn’t take 10 hours to do something! Yes, this devlog is only ~5 hours, not 10 lime usual, however, i did actually do something. More Resource work Now, you can actually use resources. You can select them in elements, and do things to them called “Resource tasks.” You execute them by right clicking them in the workspace view. You can also FINALLY select them for blocks and such. (hopefully the video works) General UI fixes Ive also fixed some other UI things, mainly being the icons for UI looking kinda crunchy… its very obvious with the social icons. The issue was with werid java scaling stuff… but its fixed now. I also changed the icon that the program uses from 1600x1600 to 1024x1024, because of some scaling artifacts. Also, I implemented some old, custom window icons, that i never figured out how to use.
devlog 7 I wasn’t planning on making this… but seeing as im going to highschool for the first time in 30 minutes , uhhh… i think i should make this. Resource Building I finally started implementing resource building. Ive been doing all of this with plugins in mind, so its very flexible. Well, this devlog is quite short, but… oh it doesn’t work… (well ill fix it when i have time) New item & block selectors I redid the Item selector, to make it easier to use, and program with, and I also removed the old block selector, seeing as it was literally the same class, but with some slightly different filtering… This release I’ve also decided that i should probably release this version in 2 releases, a3.0PRE , and a3.0 , because i haven’t released any versions in over 4 months.
devlog 8 It’s time… Yes, I’m finally shipping a3.0PRE. I thought i would have more time to release the whole version at once, but a new YSWS is starting today, and i haven’t released a bedrockR version in quite a while. Resource Building (again) I did fix the resources, so now they do build properly, but there are some weird bugs that i have no idea where to even start with… this is why i made a known issues file on the github, because im hoping i can narrow down what might be causing this. What to expect from this release This release is about 50% of the work that will be in a3.0, the release is lacking quite a few important things that the final release will have. Mainly workspace upgrading, new UI features, and more network features. You almost certainly WILL find bugs, I NEED these reported , I don’t want an a2.0.2 situation again, where the whole program was found to be broken AFTER I shipped. . Anyways, this might very well be the last of me on Stardance , thank you for following my code optimization journey, and I hope you enjoy bedrockR!
Ships:
I am shipping bedrockR a3.0PRE, a pre-release to the next major alpha version a3.0. bedrockR has been my main project for about a year now, starting it in Summer Of Making last year. This is the first bedrockR pre-release, you will most likely find bugs. Please report them here Please also read https://github.com/xFN10x/bedrockR/blob/master/a3PRE-known-issues.md to make sure you aren’t reporting already known issues....
|
1794019726.9958076
|
1794106126.9958076
|
|
58904
|
clicker by @juli13 | Stardance
|
juli13
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:46:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a clicker game using ai", "repo": "https://github.com/fueralles1233-sys/clicker", "demo": "https://fueralles1233-sys.github.io/clicker/"}]...
|
[{"post_id": 63548, "ts": "202 [{"post_id": 63548, "ts": "2026-09-07T13:52:59Z", "hours": 1.55, "text": "clicker"}]...
|
Title: clicker by @juli13 | Stardance
Devlogs:
cl Title: clicker by @juli13 | Stardance
Devlogs:
clicker
Ships:
i made a clicker game using ai...
|
1793918853.0769327
|
1794005253.0769327
|
|
57055
|
GeoSim by @AbdurRehman | Stardance
|
AbdurRehman
|
0
|
29.28
|
0
|
[]
|
[{"post_id": 63547, "ts": "202 [{"post_id": 63547, "ts": "2026-09-07T13:52:27Z", "hours": 8.4125, "text": "Since the last dev log, I’ve mostly been working on improving the appearance and detail of the buildings in GeoSim. I started by working on procedural textures for the building materials. Instead of having buildings use mostly flat colors, I added procedural textures for things like brick, concrete, plaster, metal, and glass. I also added stuff like roughness maps so the different materials react to lighting differently. I did this to make the buildings feel more varied without having to rely on a huge collection of texture files. I worked extra on glass to make it look more like an actual glass facade rather than just a blue colored shiny wall. After that, I moved on to windows. I added procedural windows that are generated based on the building itself, so I don’t have to manually model them or something. I also added different window styles for different types of buildings, so residential buildings can look different from offices and industrial buildings. There were a few problems with the windows. For example, windows were being generated on surfaces where they shouldn’t be, including horizontal faces and things like roof structures or antennas. I added logic to make sure windows are only placed on vertical surfaces and improved the checks used to determine the parts that should receive windows. I also tuned the settings for quite a while till I was satisfied. Once the windows were looking better, I started focusing more on performance. The procedural textures were lagging stuff, so I made some changes to improve performance. I also added chunks to the building batching system. This will make it simple to add tiling later since the performance right now is not really the best and treating the whole map as one big area is the cause of it I think. Next I want to continue adding architectural details, starting with enterances and then balconies. After that I’ll move on to things like roofs, roads, and terrain, before eventually getting into environmental details like trees and the actual disaster simulations."}, {"post_id": 62019, "ts": "2026-09-05T07:11:35Z", "hours": 5.4933, "text": "Since the last dev log, I’ve mostly been working on the visual side of GeoSim and trying to make the environment feel less like a bunch of basic geometry. I started by adding a proper sky to the scene. I spent quite a bit of time tweaking the sky settings until I got something I was happy with. It makes a pretty big difference compared to having a plain black background. After that I moved on to clouds. I wanted something more interesting than just putting a few transparent cloud textures in the sky, so I ended up implementing procedural volumetric clouds using a 3D noise texture and ray marching using GLSL. The clouds have multiple layers of procedural noise to control their shape and detail, along with a separate procedural mask to give them a more natural form. I also added some basic volumetric lighting so they react to the sun and ambient light instead of just looking like white blobs. The clouds are also animated, so the volume slowly moves through the sky rather than staying completely static. Getting them to actually look good took quite a bit of experimenting with the different settings like density, coverage, etc. Once I had the clouds looking good, I ran into a problem I was pretty much expecting which was reduced performance. Well the performance wasn’t really good to begin with and the clouds made it worse. So I spent some time optimizing the clouds and managed to get a pretty significant performance improvement without sacrificing the looks too much. After that, I decided to optimize the buildings too while I was at it. Before, the way I was generating building geometry was doing a lot more work than necessary, so I implemented geometry batching. This ended up making the performance a whole lot better. At this point the project has a good looking sky, clouds and is pretty performant. So next I want improve the appearance of the buildings. Right now they still look like like blocks so I want to start using the data I am pulling to generate things like windows, entrances, balconies, and other architectural details when the information is available. For buildings where that information isn’t available, I want to procedurally generate the details based on the building’s shape, type, etc. I also want to improve the building materials and add textures so that different buildings feel less alike and then I’ll move to roofs, roads, and terrain and also stuff like trees and then simulating stuff like floods."}, {"post_id": 61307, "ts": "2026-09-04T05:00:27Z", "hours": 5.4931, "text": "Since the last dev log, I’ve been working on actually making more use of the building data I’m pulling from OSM and improving how the buildings look in the scene. I added a basic building feature extraction system that takes things like entrances, windows, balconies, parking areas, and garages from the data and then associates them with the buildings they belong to, using things like proximity and address information to make the matching more reliable. I have to do this because features and buildings are given as separate objects but this gives me a good foundation for eventually generating these details onto the 3D buildings instead of keeping buildings as mundane blocks. I also started building a material system for the buildings. Buildings can now use different materials based on their building type and material information, while explicit colors are used when available. I also added some procedural variation to buildings using the same material so they don’t look completely identical. The system right now is really basic and doesn’t look too good but it makes everything look a little bit better. While working on the materials, I ran into a pretty annoying z fighting issue between overlapping building parts. It took a really long time to figure it out but I eventually fixed it by introducing a tiny vertical offset between building parts, preventing those surfaces from fighting with each other. At this point I’m shifting more toward the visuals of the project. I mean the building data is becoming pretty detailed, so I think the best next step is figuring out how to turn that data into neat visuals. I want to start generating windows, balconies, entrances, and other architectural details either procedurally or from the data when that information is available. Other than that I also want to work on things like roofs to really make the city realistic. After that I’ll work on adding stuff like terrain and infrastructure like roads before moving on to implementing the disasters like floods, etc."}, {"post_id": 60696, "ts": "2026-09-03T07:43:42Z", "hours": 2.9478, "text": "Since the last dev log, I’ve been working on making the buildings a lot more accurate and improving how the map data is handled. The biggest change was improving the building data coming from OpenStreetMap. Buildings can now use their actual height when it’s available, with building levels and other information being used when it isn’t. I also added Wikidata as a fallback for buildings where OSM doesn’t have enough information. This makes the buildings look much closer to the real world. I also improved the geometry handling including better support for outer geometry and multipolygon buildings, which makes the overall city representation more accurate especially for more complicated buildings. Along the way I cleaned up some of the Three.js setup, improved the error screen with a retry button, and increased the test areato better test all of the changes. There’s still a lot to improve, especially with performance since larger areas with a lot of buildings can now lag. Stuff like caching and tiling will be important later so I don’t have to load everything at once. For now, though, the basic city data is starting to feel much more like an actual 3D representation of a real place rather than just a collection of blocks. Next I want to make the buildings look even better by making use use of as much of the available building data as possible, including roofs, windows, entrances, balconies, building type, colors, materials, and other details that can be used in the 3D representation. This also means improving the data side of things. I’ve already started pulling a lot more information from OSM than I was at the beginning but I’ll need to pull more stuff."}, {"post_id": 60333, "ts": "2026-09-02T16:47:00Z", "hours": 4.4903, "text": "I made a pretty big step forward with GeoSim. Instead of just displaying the raw data, I can now take it data and turn it into actual 3D buildings in the scene. I first got the basic Three.js setup working by setting up the camera, controls, lighting and renderer before implementing the building creation logic. I also added a simple loading and error screen instead of leaving the page empty while the data is being loaded and also improved the old UI a little and also added a section that displays the coordinates of the current area. The buildings themselves are still very basic for now. They’re mostly just simple blocks and some of their heights aren’t completely accurate yet. So now I want to work on fixing that and also making them look better using as much data provided by OSM as I can to make everything more accurate."}, {"post_id": 59705, "ts": "2026-09-01T17:02:49Z", "hours": 2.4408, "text": "I established GeoSim’s initial foundation and built the very basic data pipeline. I set up the project structure, defined types I will use in the future such as bounding boxes and OSM related stuff, and integrated the OpenStreetMap Overpass API to fetch building related data such as geometry for a predefined test area for now. I also added a simple interface to display the raw data before I actually start converting it into actual 3D buildings. I also ran into something called CORS issue when calling Overpass directly from the browser, so I added a Vercel serverless API route to request Overpass and that fixed it. Along the way I also came through many other weird API related issues so I eventually switched from the overpass-api.de endpoint to another public Overpass instance hosted by Mail.ru and now stuff seems to be working. Next, I’ll move from only displaying the raw OSM building data to turning it into actual 3D geometry using Three.js."}]...
|
Title: GeoSim by @AbdurRehman | Stardance
Devlogs Title: GeoSim by @AbdurRehman | Stardance
Devlogs:
I established GeoSim’s initial foundation and built the very basic data pipeline. I set up the project structure, defined types I will use in the future such as bounding boxes and OSM related stuff, and integrated the OpenStreetMap Overpass API to fetch building related data such as geometry for a predefined test area for now. I also added a simple interface to display the raw data before I actually start converting it into actual 3D buildings. I also ran into something called CORS issue when calling Overpass directly from the browser, so I added a Vercel serverless API route to request Overpass and that fixed it. Along the way I also came through many other weird API related issues so I eventually switched from the overpass-api.de endpoint to another public Overpass instance hosted by Mail.ru and now stuff seems to be working. Next, I’ll move from only displaying the raw OSM building data to turning it into actual 3D geometry using Three.js.
I made a pretty big step forward with GeoSim. Instead of just displaying the raw data, I can now take it data and turn it into actual 3D buildings in the scene. I first got the basic Three.js setup working by setting up the camera, controls, lighting and renderer before implementing the building creation logic. I also added a simple loading and error screen instead of leaving the page empty while the data is being loaded and also improved the old UI a little and also added a section that displays the coordinates of the current area. The buildings themselves are still very basic for now. They’re mostly just simple blocks and some of their heights aren’t completely accurate yet. So now I want to work on fixing that and also making them look better using as much data provided by OSM as I can to make everything more accurate.
Since the last dev log, I’ve been working on making the buildings a lot more accurate and improving how the map data is handled. The biggest change was improving the building data coming from OpenStreetMap. Buildings can now use their actual height when it’s available, with building levels and other information being used when it isn’t. I also added Wikidata as a fallback for buildings where OSM doesn’t have enough information. This makes the buildings look much closer to the real world. I also improved the geometry handling including better support for outer geometry and multipolygon buildings, which makes the overall city representation more accurate especially for more complicated buildings. Along the way I cleaned up some of the Three.js setup, improved the error screen with a retry button, and increased the test areato better test all of the changes. There’s still a lot to improve, especially with performance since larger areas with a lot of buildings can now lag. Stuff like caching and tiling will be important later so I don’t have to load everything at once. For now, though, the basic city data is starting to feel much more like an actual 3D representation of a real place rather than just a collection of blocks. Next I want to make the buildings look even better by making use use of as much of the available building data as possible, including roofs, windows, entrances, balconies, building type, colors, materials, and other details that can be used in the 3D representation. This also means improving the data side of things. I’ve already started pulling a lot more information from OSM than I was at the beginning but I’ll need to pull more stuff.
Since the last dev log, I’ve been working on actually making more use of the building data I’m pulling from OSM and improving how the buildings look in the scene. I added a basic building feature extraction system that takes things like entrances, windows, balconies, parking areas, and garages from the data and then associates them with the buildings they belong to, using things like proximity and address information to make the matching more reliable. I have to do this because features and buildings are given as separate objects but this gives me a good foundation for eventually generating these details onto the 3D buildings instead of keeping buildings as mundane blocks. I also started building a material system for the buildings. Buildings can now use different materials based on their building type and material information, while explicit colors are used when available. I also added some procedural variation to buildings using the same material so they don’t look completely identical. The system right now is really basic and doesn’t look too good but it makes everything look a little bit better. While working on the materials, I ran into a pretty annoying z fighting issue between overlapping building parts. It took a really long time to figure it out but I eventually fixed it by introducing a tiny vertical offset between building parts, preventing those surfaces from fighting with each other. At this point I’m shifting more toward the visuals of the project. I mean the building data is becoming pretty detailed, so I think the best next step is figuring out how to turn that data into neat visuals. I want to start generating windows, balconies, entrances, and other architectural details either procedurally or from the data when that information is available. Other than that I also want to work on things like roofs to really make the city realistic. After that I’ll work on adding stuff like terrain and infrastructure like roads before moving on to implementing the disasters like floods, etc.
Since the last dev log, I’ve mostly been working on the visual side of GeoSim and trying to make the environment feel less like a bunch of basic geometry. I started by adding a proper sky to the scene. I spent quite a bit of time tweaking the sky settings until I got something I was happy with. It makes a pretty big difference compared to having a plain black background. After that I moved on to clouds. I wanted something more interesting than just putting a few transparent cloud textures in the sky, so I ended up implementing procedural volumetric clouds using a 3D noise texture and ray marching using GLSL. The clouds have multiple layers of procedural noise to control their shape and detail, along with a separate procedural mask to give them a more natural form. I also added some basic volumetric lighting so they react to the sun and ambient light instead of just looking like white blobs. The clouds are also animated, so the volume slowly moves through the sky rather than staying completely static. Getting them to actually look good took quite a bit of experimenting with the different settings like density, coverage, etc. Once I had the clouds looking good, I ran into a problem I was pretty much expecting which was reduced performance. Well the performance wasn’t really good to begin with and the clouds made it worse. So I spent some time optimizing the clouds and managed to get a pretty significant performance improvement without sacrificing the looks too much. After that, I decided to optimize the buildings too while I was at it. Before, the way I was generating building geometry was doing a lot more work than necessary, so I implemented geometry batching. This ended up making the performance a whole lot better. At this point the project has a good looking sky, clouds and is pretty performant. So next I want improve the appearance of the buildings. Right now they still look like like blocks so I want to start using the data I am pulling to generate things like windows, entrances, balconies, and other architectural details when the information is available. For buildings where that information isn’t available, I want to procedurally generate the details based on the building’s shape, type, etc. I also want to improve the building materials and add textures so that different buildings feel less alike and then I’ll move to roofs, roads, and terrain and also stuff like trees and then simulating stuff like floods.
Since the last dev log, I’ve mostly been working on improving the appearance and detail of the buildings in GeoSim. I started by working on procedural textures for the building materials. Instead of having buildings use mostly flat colors, I added procedural textures for things like brick, concrete, plaster, metal, and glass. I also added stuff like roughness maps so the different materials react to lighting differently. I did this to make the buildings feel more varied without having to rely on a huge collection of texture files. I worked extra on glass to make it look more like an actual glass facade rather than just a blue colored shiny wall. After that, I moved on to windows. I added procedural windows that are generated based on the building itself, so I don’t have to manually model them or something. I also added different window styles for different types of buildings, so residential buildings can look different from offices and industrial buildings. There were a few problems with the windows. For example, windows were being generated on surfaces where they shouldn’t be, including horizontal faces and things like roof structures or antennas. I added logic to make sure windows are only placed on vertical surfaces and improved the checks used to determine the parts that should receive windows. I also tuned the settings for quite a while till I was satisfied. Once the windows were looking better, I started focusing more on performance. The procedural textures were lagging stuff, so I made some changes to improve performance. I also added chunks to the building batching system. This will make it simple to add tiling later since the performance right now is not really the best and treating the whole map as one big area is the cause of it I think. Next I want to continue adding architectural details, starting with enterances and then balconies. After that I’ll move on to things like roofs, roads, and terrain, before eventually getting into environmental details like trees and the actual disaster simulations....
|
1793415077.9143848
|
1794019877.9143848
|
|
58544
|
Mario Kart Track Randomizer by @Mintia11 | Stardan Mario Kart Track Randomizer by @Mintia11 | Stardance...
|
Mintia11
|
1
|
2.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T13:50:44Z", "hours": 2.0, "multiplier": 2.89, "payout": 6, "blessing": "neutral", "text": "Hii everyone, I just finished this simple Mario Kart track chooser, making it work well on mobile was one of my priorities and i think that i succeded, hope that at least someone will use this in their game nights, it’s made for Mario Kart 8 Deluxe and it even gives out tracks from the CTGP Deluxe mod so if someone uses modded and doesn’t want to choose the tracks to play himself it should work well", "repo": "https://github.com/Mintia11/mariokart-randomizer", "demo": "https://mintia11.github.io/mariokart-randomizer/"}]...
|
[{"post_id": 63544, "ts": "202 [{"post_id": 63544, "ts": "2026-09-07T13:48:34Z", "hours": 0.9231, "text": "Hii everyone, i just added the last finishing touches and i made it work better on mobile"}, {"post_id": 62166, "ts": "2026-09-05T13:00:31Z", "hours": 1.0878, "text": "Hiii everyone, I built a silly Mario Kart track randomizer to use when I play modded with my friends. I think I should add some more miscellaneous options, lol maybe like per-console tracks or something in that ballpark"}]...
|
Title: Mario Kart Track Randomizer by @Mintia11 | Title: Mario Kart Track Randomizer by @Mintia11 | Stardance
Devlogs:
Hiii everyone, I built a silly Mario Kart track randomizer to use when I play modded with my friends. I think I should add some more miscellaneous options, lol maybe like per-console tracks or something in that ballpark
Hii everyone, i just added the last finishing touches and i made it work better on mobile
Ships:
Hii everyone, I just finished this simple Mario Kart track chooser, making it work well on mobile was one of my priorities and i think that i succeded, hope that at least someone will use this in their game nights, it’s made for Mario Kart 8 Deluxe and it even gives out tracks from the CTGP Deluxe mod so if someone uses modded and doesn’t want to choose the tracks to play himself it should work well...
|
1794084947.6077151
|
1794171347.6077151
|
|
59378
|
webos1 by @juli13 | Stardance
|
juli13
|
0
|
0.32
|
0
|
[]
|
[{"post_id": 63542, "ts": "202 [{"post_id": 63542, "ts": "2026-09-07T13:47:49Z", "hours": 0.3156, "text": "working on my webos. maybe give up. is to hard"}]...
|
Title: webos1 by @juli13 | Stardance
Devlogs:
wor Title: webos1 by @juli13 | Stardance
Devlogs:
working on my webos. maybe give up. is to hard...
|
1793552099.4490523
|
1794156899.4490523
|
|
59381
|
Argus by @jackr4bbit | Stardance
|
jackr4bbit
|
0
|
14.3
|
0
|
[]
|
[{"post_id": 63538, "ts": "202 [{"post_id": 63538, "ts": "2026-09-07T13:38:38Z", "hours": 14.2997, "text": "Devlog #1 I’m making a server where you can add cameras from different protocols, view them from a web dashboard (like MotionEye’s, but better), route each input to an output, record, and have real-world things happen when things happen in your camera. I’ve worked 14 hours so far, but I was planning to ship Argus to Macondo, which doesn’t require devlogs, so I’m losing 4 hours now (Don’t ask what the video is in the screenshot; I found some random HLS test feed 💀) Protocols What I’ve written so far (Stardance doesn’t support task lists apparently): Input ☑︎RTMP(S) ☑︎RTSP(S) ☐WebRTC / WHEP ☐SRT ☑︎HLS ☑︎MJPEG ☐MPEG-DASH ☐WHIP ☐HTTP Progressive ☐HomeKit ☐MSE ☐Command (custom) ☐Web client Output ☐RTMP(S) ☐RTSP(S) ☑︎WebRTC / WHEP ☐SRT ☐HLS ☑︎MJPEG ☐MPEG-DASH ☐WHIP ☐HTTP Progressive ☐HomeKit ☐MSE Recording Always Never On trigger (with manual button) Triggers Triggers are actions that take place when something happens. Triggers are supplied by extensions. Triggers can start/stop recordings or take actions provided by extensions. Some examples: Start recording when a specific cat walks into the room Stop recording when I arrive home Send me a notification (via a Pushcuts webhook) when somebody walks onto my porch (a zone) Extensions People can make extensions that can Add triggers Add trigger actions Add source and output protocols Add overlays to recordings, dashboard views, and outputs (like a box around a person) Extensions that come pre-installed include: Motion detection Anywhere In a zone Face/person recognition Detection Anywhere In a zone Add a name Emotion Groups of people Overlay (box, name, emotion, and certainty) Email and webhook (trigger actions) Custom Overlays You can add text/images including Timestamps Protocol Custom text Animals Detection Anywhere In a zone Species Color Add a name Overlay"}]...
|
Title: Argus by @jackr4bbit | Stardance
Devlogs:
Title: Argus by @jackr4bbit | Stardance
Devlogs:
Devlog #1 I’m making a server where you can add cameras from different protocols, view them from a web dashboard (like MotionEye’s, but better), route each input to an output, record, and have real-world things happen when things happen in your camera. I’ve worked 14 hours so far, but I was planning to ship Argus to Macondo, which doesn’t require devlogs, so I’m losing 4 hours now (Don’t ask what the video is in the screenshot; I found some random HLS test feed 💀) Protocols What I’ve written so far (Stardance doesn’t support task lists apparently): Input ☑︎RTMP(S) ☑︎RTSP(S) ☐WebRTC / WHEP ☐SRT ☑︎HLS ☑︎MJPEG ☐MPEG-DASH ☐WHIP ☐HTTP Progressive ☐HomeKit ☐MSE ☐Command (custom) ☐Web client Output ☐RTMP(S) ☐RTSP(S) ☑︎WebRTC / WHEP ☐SRT ☐HLS ☑︎MJPEG ☐MPEG-DASH ☐WHIP ☐HTTP Progressive ☐HomeKit ☐MSE Recording Always Never On trigger (with manual button) Triggers Triggers are actions that take place when something happens. Triggers are supplied by extensions. Triggers can start/stop recordings or take actions provided by extensions. Some examples: Start recording when a specific cat walks into the room Stop recording when I arrive home Send me a notification (via a Pushcuts webhook) when somebody walks onto my porch (a zone) Extensions People can make extensions that can Add triggers Add trigger actions Add source and output protocols Add overlays to recordings, dashboard views, and outputs (like a box around a person) Extensions that come pre-installed include: Motion detection Anywhere In a zone Face/person recognition Detection Anywhere In a zone Add a name Emotion Groups of people Overlay (box, name, emotion, and certainty) Email and webhook (trigger actions) Custom Overlays You can add text/images including Timestamps Protocol Custom text Animals Detection Anywhere In a zone Species Color Add a name Overlay...
|
1793552106.41438
|
1794156906.41438
|
|
56260
|
Glyph - Stenographic Keyboard by @vertriwayz | Sta Glyph - Stenographic Keyboard by @vertriwayz | Stardance...
|
vertriwayz
|
0
|
4.35
|
0
|
[]
|
[{"post_id": 63537, "ts": "202 [{"post_id": 63537, "ts": "2026-09-07T13:37:24Z", "hours": 4.3497, "text": "Devlog #1 - Building Glyph So, this is the first devlog, and basically I am aiming to design a simple and minimalistic (also open-source) stenographic keyboard to help with speeding up productivity with faster WPM, and just for coding and writing essays, etc. So far the project is going fairly well as I have gone to the PCB stage, which will probably be the main focus of this project besides the CAD, as I need to design a unique design for the keyboard. It has gone really well and I hope to see how it looks like soon. So far I have worked on: Schema PCB Stuff to work on soon or now: CAD Firmware Other touches to project Production/Project files Github Repo"}]...
|
Title: Glyph - Stenographic Keyboard by @vertriway Title: Glyph - Stenographic Keyboard by @vertriwayz | Stardance
Devlogs:
Devlog #1 - Building Glyph So, this is the first devlog, and basically I am aiming to design a simple and minimalistic (also open-source) stenographic keyboard to help with speeding up productivity with faster WPM, and just for coding and writing essays, etc. So far the project is going fairly well as I have gone to the PCB stage, which will probably be the main focus of this project besides the CAD, as I need to design a unique design for the keyboard. It has gone really well and I hope to see how it looks like soon. So far I have worked on: Schema PCB Stuff to work on soon or now: CAD Firmware Other touches to project Production/Project files Github Repo...
|
1794113362.0432522
|
1794718162.0432522
|
|
52767
|
Aviation Trivia by @nurofenracealasigripa | Starda Aviation Trivia by @nurofenracealasigripa | Stardance...
|
nurofenracealasigripa
|
1
|
16.0
|
250
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:01:03Z", "hours": 16.0, "multiplier": 15.86, "payout": 250, "blessing": "neutral", "text": "Aviation trivia is a cozy quiz game that has questions about aviation. I was made ebtierly in vs code with c++ and SFML. Features: -A simple user interface that can be understood by everyone -Chill music to help you relax -The game keeps track of games played, no of right and wrong answers and rate of right answers -You can chose if you want the intro or not -How to play guide -40+ questions -Chose how many questions do you want to have To have a succesfull instalation please refer to the github readme All art is made by me in piskel For feedback acces this link: https://docs.google.com/forms/d/e/1FAIpQLSd_PYRWfn150R5Bi3gj90nlJ-TgKZuzrlvwGKAd-GypAZUxvg/viewform?usp=header Here is a video of some gameplay: https://youtu.be/YEtsLT6En9I I hope you enjoy the game Note: this is only v1.0.0 so there will be future updates. If you have any ideas for something for the game please leave the in the feedback form.", "repo": "https://github.com/stoicaandrei-blip/Aviation-Trivia", "demo": "https://github.com/stoicaandrei-blip/Aviation-Trivia/releases/tag/V1.0.0"}]...
|
[{"post_id": 63530, "ts": "202 [{"post_id": 63530, "ts": "2026-09-07T13:19:48Z", "hours": 0.6086, "text": "Devlog 15: I finished the first version of the game. I added some chill music and a reset button. I will prepare the game for release now :]"}, {"post_id": 63507, "ts": "2026-09-07T12:25:22Z", "hours": 2.2594, "text": "Devlog 15: I added a feature that lets you pick how many questions you want: between 1 and 25. I also added the settings page which right now let’s you only toggle a button that makes the game skip the intro. I also dont’t think i will be able to finish the game and polish it before stardance ends. I don’t think i will do the advancements page or the SFX for the buttons. I will add them with some more questions but later. Right now i will add music, finish the Settings page, add a button to reset the stats."}, {"post_id": 61470, "ts": "2026-09-04T12:26:59Z", "hours": 1.1767, "text": "Devlog 14: I added all the commands that you can input in the terminal of the game. i wanted to use cin, but the game would freeze. I did some research and found out i needed to use multiple CPU threads. after i found out how to do that i just needed to add all commands to the game. Also, now when a file is missing the game also tells you the name of the file.Next i will probably add settings or some more questions :]"}, {"post_id": 60789, "ts": "2026-09-03T11:48:49Z", "hours": 1.0572, "text": "devlog 13: I finally finished the how to play menu. I wrote it thinking about the final game some some things that i wrote about are not yet implemented. it has 6 sections: buttons, playing, customizing, settings, achievments and commands. I dindn’t manage to add 50 questions but now we have 11 instead of 3. there was a minor bug where if you pressed an arrow to navigate the how to play section it would jump some of them. The fix was putting else if insted of just if. Next i will add a feature letting you pick how many questions you have in the quiz: between 1-25. And i will work on the terminal commands i want to add :]"}, {"post_id": 60376, "ts": "2026-09-02T17:49:15Z", "hours": 1.5639, "text": "Devlog 12: i worked a bit more on the more menu. i added a credits button that takes you to a menu where you can see where are all credits. there is also an how to play button that takes you to a menu where you can see an in dept guide about everything in the game. But due to the font spritesheet not having some things it sound kinda rudimentary. I wrote only the first section of the guide. next i will finish the guide and add 50 questions. I also made it so that every x button closes the game and there are now arrows to navigate the menus. :]"}, {"post_id": 59765, "ts": "2026-09-01T18:11:51Z", "hours": 1.1528, "text": "Devlog 11: i added a couple of things . First of all, now the x button on the right closes the game in whichever part of the game you are. i added an arrow in the left that returns to the last menu. Next i made it so that the variables for the stats page update correctly and are saved. I also started working on the more button that takes you to a menu in which you currently have 2 buttons - feedback and more games - which do exactly waht they sound like. next i will try to finish the more menu and work on reformating the score display + a reset stats button. :]"}, {"post_id": 59533, "ts": "2026-09-01T12:21:37Z", "hours": 0.6633, "text": "Devlog 10: I started working on the menus. first of all i removed the airplane from the quiz part of the game. The i added a stats menu that displays numebr of right and wrong answers, games played and the rate at which you make right choices. right now it is just a menu and it can read from a file with the stats. next i will need to make it so that the game updates the variables every time you play."}, {"post_id": 58923, "ts": "2026-08-31T14:20:51Z", "hours": 0.5006, "text": "Devlog 9: firstly there was a bug where if you pressed on the upper side of the play button the game would kinda glitch because you would also click on the bottom selection box of the quiz. i tried adding a timer but didn’t since i already knew i needed to move the question more to the middle so i just did that. Next i made it so that the background is the same as for the menu but i will probably change it evantually. Since the font is black and the background is dark, some things wouldn’s be so visible, so this is what i did: for the question i added a strip that runs across the screen and i like how it turned out and for the score i just moved it to the left where it is more visible. Next i will change the quiz’s background and i should really start working on the menu. i also need to think about other background for the other menus. Any idea is appreciated :]"}, {"post_id": 58880, "ts": "2026-08-31T13:36:54Z", "hours": 0.4594, "text": "Devlog 8: For this one i just rearanged the menu buttons from the middle to the down-left. I also spent quite some time painting the background image. Side note : something i don’t like about stardance is that for software projects it only counts the time spent coding. For this image i spent like an hour making it but only the 2 minutes spent adding it counted which drives me crazy. Whatever, next i will start working on the other menus :]"}, {"post_id": 56760, "ts": "2026-08-28T17:25:04Z", "hours": 1.0386, "text": "Devlog 7: I finished the quiz part of the game! Now the game shuffles the question order. After you give your answer the game waits 3 seconds and the procedes to the next question. First i didn’t shuffle the question order, but when i wanted to add that i forgot to clear a vector and to update a variable which led to some time spent debugging. I also made it so that the exit button becomes highlighted when you hover over it. next i will work on the art and the menus. :]"}, {"post_id": 56611, "ts": "2026-08-28T13:08:24Z", "hours": 0.9617, "text": "Devlog 6: I started working on the quiz game itself. I added 4 boxes where the answers will be. If you hover the mouse over them they become highlighted. When pressing on one of the, if the answer is correct, the box becomes green. If you press the wrong one it becomes red and the right one becomes green. There was a bug where after you already selected something you could select more boxes. Next, i will add more questions and a score counter."}, {"post_id": 55545, "ts": "2026-08-27T13:53:43Z", "hours": 0.7539, "text": "Devlog 5: I made a spritesheet for the custom font and it works. i also made the play button functional and it currently displays only the first question when you click on it. There is a problem tho: the answers never get reshuffled after each round. Also there was a problem with the font because each letter is 5x5 but M was 6x5. It took me a bit to realise. Next i will work in the quiz part !"}, {"post_id": 55502, "ts": "2026-08-27T12:03:36Z", "hours": 0.415, "text": "Before i start with the devlog, i have a problem : yestarday morning i saw that where it would normally say the time logged it said couldn’t load time. I checked hackatime and it had a problem with the server - whatever. The part that bugs me happend later when the servers came back up and i could make a devlog. I wrote it, posted it, but when i went to check it it didn’t exist. When i went back to the home page it said AGAIN that it couldn’t load time spent coding. I went to check hackatime and i saw that it logged time correctly. For the rest of the day i couldn’t make any devlog which made me lose my streak. i don’t know if this happened to anybody else, but it was annoying. Whatever, let’s start with what happened. Devlog 4: i have drawn some of the buttons neccesary and added a close one that closes the game. In my other games the exit button was rectangular, but for this one i chose to make it round since it takes less space and looks a bit better in my opinion. Next i will make a custom font spritesheet and make the quiz part of the game. :]"}, {"post_id": 55182, "ts": "2026-08-26T18:03:37Z", "hours": 0.99, "text": "Devlog 3: I started working on the intro, which is some text fading to black.I had an issue where the screen would go from white to black instantlly, but a minor tweak to the code fixed it. I also added the more button and drawn some other ones. Next, i will focus on macking the gam itself and then the menus. ;]"}, {"post_id": 53624, "ts": "2026-08-24T08:36:49Z", "hours": 0.7069, "text": "Devlog 2: First i transformed the file that handles question loading into a header file to keep things organized. Then i started adding graphics to the game but there was an issue: the screen was white when it needed to look like in the video - it turned out it was because of a function that was interfering with the screen. Now there is a temporary background and i added a button to see how it would look. Next i will add an intro and work on some art :] Also, the video shows the button changing when you hover the mouse over it"}, {"post_id": 53012, "ts": "2026-08-23T12:13:40Z", "hours": 1.4308, "text": "Devlog 1: I started working on a trivia game that has questions about aviation. It will have graphics, but right now i just finished the question adding system: Basically there is a txt file that is structured like this: total number of questions Question1|Correct answe|Wrong answer|wrong answer|wrong answer|number of points … The code reads the number of questions and then adds each thing to it’s own vector for storage. I made it so that the answers to the question would be shuffled each time. There was also a bug where the code wouldn’t read the whole question but only the first word- it turns out you have to use getline. Next i will start Working on some art for the game!"}]...
|
Title: Aviation Trivia by @nurofenracealasigripa | Title: Aviation Trivia by @nurofenracealasigripa | Stardance
Devlogs:
Devlog 1: I started working on a trivia game that has questions about aviation. It will have graphics, but right now i just finished the question adding system: Basically there is a txt file that is structured like this: total number of questions Question1|Correct answe|Wrong answer|wrong answer|wrong answer|number of points … The code reads the number of questions and then adds each thing to it’s own vector for storage. I made it so that the answers to the question would be shuffled each time. There was also a bug where the code wouldn’t read the whole question but only the first word- it turns out you have to use getline. Next i will start Working on some art for the game!
Devlog 2: First i transformed the file that handles question loading into a header file to keep things organized. Then i started adding graphics to the game but there was an issue: the screen was white when it needed to look like in the video - it turned out it was because of a function that was interfering with the screen. Now there is a temporary background and i added a button to see how it would look. Next i will add an intro and work on some art :] Also, the video shows the button changing when you hover the mouse over it
Devlog 3: I started working on the intro, which is some text fading to black.I had an issue where the screen would go from white to black instantlly, but a minor tweak to the code fixed it. I also added the more button and drawn some other ones. Next, i will focus on macking the gam itself and then the menus. ;]
Before i start with the devlog, i have a problem : yestarday morning i saw that where it would normally say the time logged it said couldn’t load time. I checked hackatime and it had a problem with the server - whatever. The part that bugs me happend later when the servers came back up and i could make a devlog. I wrote it, posted it, but when i went to check it it didn’t exist. When i went back to the home page it said AGAIN that it couldn’t load time spent coding. I went to check hackatime and i saw that it logged time correctly. For the rest of the day i couldn’t make any devlog which made me lose my streak. i don’t know if this happened to anybody else, but it was annoying. Whatever, let’s start with what happened. Devlog 4: i have drawn some of the buttons neccesary and added a close one that closes the game. In my other games the exit button was rectangular, but for this one i chose to make it round since it takes less space and looks a bit better in my opinion. Next i will make a custom font spritesheet and make the quiz part of the game. :]
Devlog 5: I made a spritesheet for the custom font and it works. i also made the play button functional and it currently displays only the first question when you click on it. There is a problem tho: the answers never get reshuffled after each round. Also there was a problem with the font because each letter is 5x5 but M was 6x5. It took me a bit to realise. Next i will work in the quiz part !
Devlog 6: I started working on the quiz game itself. I added 4 boxes where the answers will be. If you hover the mouse over them they become highlighted. When pressing on one of the, if the answer is correct, the box becomes green. If you press the wrong one it becomes red and the right one becomes green. There was a bug where after you already selected something you could select more boxes. Next, i will add more questions and a score counter.
Devlog 7: I finished the quiz part of the game! Now the game shuffles the question order. After you give your answer the game waits 3 seconds and the procedes to the next question. First i didn’t shuffle the question order, but when i wanted to add that i forgot to clear a vector and to update a variable which led to some time spent debugging. I also made it so that the exit button becomes highlighted when you hover over it. next i will work on the art and the menus. :]
Devlog 8: For this one i just rearanged the menu buttons from the middle to the down-left. I also spent quite some time painting the background image. Side note : something i don’t like about stardance is that for software projects it only counts the time spent coding. For this image i spent like an hour making it but only the 2 minutes spent adding it counted which drives me crazy. Whatever, next i will start working on the other menus :]
Devlog 9: firstly there was a bug where if you pressed on the upper side of the play button the game would kinda glitch because you would also click on the bottom selection box of the quiz. i tried adding a timer but didn’t since i already knew i needed to move the question more to the middle so i just did that. Next i made it so that the background is the same as for the menu but i will probably change it evantually. Since the font is black and the background is dark, some things wouldn’s be so visible, so this is what i did: for the question i added a strip that runs across the screen and i like how it turned out and for the score i just moved it to the left where it is more visible. Next i will change the quiz’s background and i should really start working on the menu. i also need to think about other background for the other menus. Any idea is appreciated :]
Devlog 10: I started working on the menus. first of all i removed the airplane from the quiz part of the game. The i added a stats menu that displays numebr of right and wrong answers, games played and the rate at which you make right choices. right now it is just a menu and it can read from a file with the stats. next i will need to make it so that the game updates the variables every time you play.
Devlog 11: i added a couple of things . First of all, now the x button on the right closes the game in whichever part of the game you are. i added an arrow in the left that returns to the last menu. Next i made it so that the variables for the stats page update correctly and are saved. I also started working on the more button that takes you to a menu in which you currently have 2 buttons - feedback and more games - which do exactly waht they sound like. next i will try to finish the more menu and work on reformating the score display + a reset stats button. :]
Devlog 12: i worked a bit more on the more menu. i added a credits button that takes you to a menu where you can see where are all credits. there is also an how to play button that takes you to a menu where you can see an in dept guide about everything in the game. But due to the font spritesheet not having some things it sound kinda rudimentary. I wrote only the first section of the guide. next i will finish the guide and add 50 questions. I also made it so that every x button closes the game and there are now arrows to navigate the menus. :]
devlog 13: I finally finished the how to play menu. I wrote it thinking about the final game some some things that i wrote about are not yet implemented. it has 6 sections: buttons, playing, customizing, settings, achievments and commands. I dindn’t manage to add 50 questions but now we have 11 instead of 3. there was a minor bug where if you pressed an arrow to navigate the how to play section it would jump some of them. The fix was putting else if insted of just if. Next i will add a feature letting you pick how many questions you have in the quiz: between 1-25. And i will work on the terminal commands i want to add :]
Devlog 14: I added all the commands that you can input in the terminal of the game. i wanted to use cin, but the game would freeze. I did some research and found out i needed to use multiple CPU threads. after i found out how to do that i just needed to add all commands to the game. Also, now when a file is missing the game also tells you the name of the file.Next i will probably add settings or some more questions :]
Devlog 15: I added a feature that lets you pick how many questions you want: between 1 and 25. I also added the settings page which right now let’s you only toggle a button that makes the game skip the intro. I also dont’t think i will be able to finish the game and polish it before stardance ends. I don’t think i will do the advancements page or the SFX for the buttons. I will add them with some more questions but later. Right now i will add music, finish the Settings page, add a button to reset the stats.
Devlog 15: I finished the first version of the game. I added some chill music and a reset button. I will prepare the game for release now :]
Ships:
Aviation trivia is a cozy quiz game that has questions about aviation. I was made ebtierly in vs code with c++ and SFML. Features: -A simple user interface that can be understood by everyone -Chill music to help you relax -The game keeps track of games played, no of right and wrong answers and rate of right answers -You can chose if you want the intro or not -How to play guide -40+ questions -Chose how many questions do you want to have To have a succesfull instalation please refer to the github readme All art is made by me in piskel For feedback acces this link: https://docs.google.com/forms/d/e/1FAIpQLSd_PYRWfn150R5Bi3gj90nlJ-TgKZuzrlvwGKAd-GypAZUxvg/viewform?usp=header Here is a video of some gameplay: https://youtu.be/YEtsLT6En9I I hope you enjoy the game Note: this is only v1.0.0 so there will be future updates. If you have any ideas for something for the game please leave the in the feedback form....
|
1793991269.9336643
|
1794077669.9336643
|
|
58810
|
Delulu is Solulu by @amhisanglikarboltoy_01 | Star Delulu is Solulu by @amhisanglikarboltoy_01 | Stardance...
|
amhisanglikarboltoy_01
|
0
|
4.94
|
0
|
[]
|
[{"post_id": 63521, "ts": "202 [{"post_id": 63521, "ts": "2026-09-07T12:53:21Z", "hours": 4.94, "text": "An app for the curios minds"}]...
|
Title: Delulu is Solulu by @amhisanglikarboltoy_01 Title: Delulu is Solulu by @amhisanglikarboltoy_01 | Stardance
Devlogs:
An app for the curios minds...
|
1793515700.9929116
|
1794120500.9929116
|
|
59280
|
Personal Slack bot by @AbhrajitGogoi | Stardance
|
AbhrajitGogoi
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T02:09:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello World!! This is my personal slack bot project call “THE GB-BOT”. It is a fun basic bot which can tell you the weather in 5 cities, a cute fact about cats and the quote of the day. It also has a /gb-bot-help command to show you the available commands. try it at: https://hackclub.enterprise.slack.com/archives/C0P5NE354 Available commands: - /gb-bot-ping : Check bot latency - /gb-bot-catfact : Get a random cute cat fact - /gb-bot-qotd : Get the quote of the day - /gb-bot-weather : View current weather for selected cities - /gb-bot-help : Display the command list The container part was the thing I understood the least. I have no experience with linux and honestly i was blindly following the guide and hope the bot would get deployed without any issues which it did and i am grateful for that. Phew. This is only a basic bot up to this point. I will also be working on a V2.0 which would be more niche and tailored to my personality. THE GB BOT V2.0 coming soon!!!", "repo": "https://github.com/Abhrajit-Gogoi/gb-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 63517, "ts": "202 [{"post_id": 63517, "ts": "2026-09-07T12:47:58Z", "hours": 0.7358, "text": "GB-BOT V1.0 complete!!!! Added a cat fact command and a quote of the day command. It was way easier than the weather app.. . The V1.0 is complete and ready to ship. It was a short but memorable journey. Signing off!!!!!….."}, {"post_id": 63500, "ts": "2026-09-07T11:58:23Z", "hours": 1.1861, "text": "added a weather command /gb-bot-weather. it fetched the weather data for 5 cities and has a dropdown you can select from. it took longer than i thought it would and i also had to look up the community to help me fix bugs."}, {"post_id": 63463, "ts": "2026-09-07T10:22:53Z", "hours": 0.675, "text": "Initial devlog Created the slack bot and added basic latency and help commands as shown in the guide. Will now try to figure out to add a profile pic and new commands……."}]...
|
Title: Personal Slack bot by @AbhrajitGogoi | Star Title: Personal Slack bot by @AbhrajitGogoi | Stardance
Devlogs:
Initial devlog Created the slack bot and added basic latency and help commands as shown in the guide. Will now try to figure out to add a profile pic and new commands…….
added a weather command /gb-bot-weather. it fetched the weather data for 5 cities and has a dropdown you can select from. it took longer than i thought it would and i also had to look up the community to help me fix bugs.
GB-BOT V1.0 complete!!!! Added a cat fact command and a quote of the day command. It was way easier than the weather app.. . The V1.0 is complete and ready to ship. It was a short but memorable journey. Signing off!!!!!…..
Ships:
Hello World!! This is my personal slack bot project call “THE GB-BOT”. It is a fun basic bot which can tell you the weather in 5 cities, a cute fact about cats and the quote of the day. It also has a /gb-bot-help command to show you the available commands. try it at: https://hackclub.enterprise.slack.com/archives/C0P5NE354 Available commands: - /gb-bot-ping : Check bot latency - /gb-bot-catfact : Get a random cute cat fact - /gb-bot-qotd : Get the quote of the day - /gb-bot-weather : View current weather for selected cities - /gb-bot-help : Display the command list The container part was the thing I understood the least. I have no experience with linux and honestly i was blindly following the guide and hope the bot would get deployed without any issues which it did and i am grateful for that. Phew. This is only a basic bot up to this point. I will also be working on a V2.0 which would be more niche and tailored to my personality. THE GB BOT V2.0 coming soon!!!...
|
1793771703.3370273
|
1794635703.3370273
|
|
57156
|
mail.swrg by @swargaraj | Stardance
|
swargaraj
|
1
|
21.0
|
361
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T12:49:16Z", "hours": 21.0, "multiplier": 17.54, "payout": 361, "blessing": "neutral", "text": "mail.swrg · a fast, minimal, disposable inbox Every sketchy site wants your email before showing you anything. That used to mean either handing over your real inbox to the spam pipeline or juggling slow, ad-infested temp-mail sites with clutter everywhere. I built mail.swrg: a fast, minimal disposable email service. What it does: One click → instant random address like [email protected] Incoming mail shows up automatically Clean inbox UI: dark, distraction-free, zero ads, zero trackers Keep / reuse your address across sessions with one-click export & import (save the session file, load it anywhere later) Wipe — delete the entire mailbox anytime, nothing lingers Everything runs on Cloudflare edge: Workers, D1, Email Routing Why I’m being honest about “fast”: mail takes about ~10 seconds to appear. Most mail clients hold outgoing messages in a queue for ~5s before actually sending them, and the inbox refreshes every ~5s after that. So if you test it and nothing shows instantly, give it a second. It’s on them, not us.", "repo": "https://gitlab.com/swrg/mail", "demo": "https://mail.swrg.dev"}]...
|
[{"post_id": 63515, "ts": "202 [{"post_id": 63515, "ts": "2026-09-07T12:45:06Z", "hours": 2.6211, "text": "#7 - it’s done the inbox now says “Pulling Emails” until the first fetch is done. way less confusing. added a small note in the footer that mail takes ~10s to show up bc most mail clients hold ur email in a queue for 5s before sending. and i spent way too long on scrollbar-gutter not working in chrome. works in firefox. anyway the project is actually finished now. it opens fast, it doesn’t freeze, and im not touching it anymore. thanks for reading i guess, this is the last one. gg"}, {"post_id": 62917, "ts": "2026-09-06T13:40:14Z", "hours": 1.3333, "text": "6th - Another cleanup session. moved message fetching to tanstack query so i could delete like 50 lines of manual polling code. fixed the notification sound not playing (browser autoplay policy is annoying). fixed delete mailbox clearing localStorage even when the server request fails. added error handling in a bunch of places where it was missing. removed dead code. tanstack query is really nice once you set it up but the default behavior around networkMode: \"online\" and staleTime can bite you. the query just silently skips if youre offline which is confusing thats it"}, {"post_id": 62760, "ts": "2026-09-06T08:52:08Z", "hours": 1.2008, "text": "#5 - Did a lot of cleanup. first thing, the refresh system was kinda broken? so i had to refactor the whole countdown logic in use-refresh.tsx to use a ref flag instead. also figured out that messages were being fetched TWICE. like useMessages had its own refetchInterval: 5000 AND useRefresh was doing the same thing with its own interval. so now useRefresh is the single source of truth for polling and i removed the redundant one from useMessages. also cleaned up a bunch of stuff that was just… messy: extracted validateSession, exportSession, and STORAGE_KEY to lib/utils.ts because they were duplicated across files the delete button had no confirmation dialog, now it has useCopyToClipboard had a timeout leak where if you copied twice fast the old timeout would still fire. fixed that with a ref the delete handler now reloads the page after success so it auto-creates a new mailbox also the countdown was ticking even when there was no session (like after deleting) which made no sense so now it checks if a session exists before counting down anyway thats pretty much it. next up i actually need to get the inbox working"}, {"post_id": 62733, "ts": "2026-09-06T07:23:56Z", "hours": 2.0186, "text": "#4 - To add a way to export and import mail sessions, i added two buttons in the header. one for export, one for import. export was pretty simple. to import, we read the file, parse the JSON, and then validate it. validateSession function checks if the object has address and key and that theyre both non-empty strings. now i wanted two different states: if the file is valid -> show a warning “this will overwrite your current session, u sure?” if the file is invalid -> just show an error with the Alert component used AlertDialog from cossui for both. the valid one has a Cancel and Continue button, and the invalid one just shows the error in a red Alert and an OK button to close also had to make sure the dialog state is controlled with open and onOpenChange because otherwise it wouldnt close properly after importing. next up i wanna work on the inbox and make it actually look good when theres no emails"}, {"post_id": 62672, "ts": "2026-09-06T04:49:19Z", "hours": 2.3631, "text": "#3 - Now i needed rate limiting because without it anyone could just spam the API and create like a million mailboxes which would be really bad. so i started looking into how to do this with cloudflare workers because thats what im using and they have this fancy Rate Limiting Binding that looked really clean. you just add some config to wrangler.toml, add the binding to your code, and boom - rate limiting. so i added the bindings, deployed, tested… and nothing. like the binding was there, wrangler showed it in the deploy output, i could even see it in the cloudflare dashboard. but when i actually hit the API with like 8 requests in a row, every single one went through. no 429s, nothing. i spent way too long on this. i was reading the docs, checking if my plan supported it, checking if the binding was actually being called, trying different keys… nothing worked. the binding just silently does nothing. like it deploys fine but then just… doesnt do anything? i dont even know whats wrong at this point. so after giving up on the official way, i just went with D1. yeah the database. im literally storing rate limit counters in a sql table which is… not great for performance obviously because now every single request has to do a database query just to check if youre rate limited. but hey at least it actually works. so right now every POST to /mailboxes does a SELECT on the rate_limits table, checks the count, either increments it or creates a new row, and THEN does the actual mailbox creation. so youre looking at like 2 extra database queries per request just for rate limiting. its not ideal but its what i got. hopefully i figure out the cloudflare one someday because this is genuinely a worse solution in every way except that it works. but for now it prevents abuse so whatever. anyway thats where im at. rate limiting works but its slow."}, {"post_id": 62214, "ts": "2026-09-05T14:03:57Z", "hours": 1.7353, "text": "#2 - For the ui i went with shadcn but not the default one, im using the coss ui variant which has nicer colors and the components feel more polished. the buttons and inputs have this subtle shadow thing that looks clean in dark mode. for state management im keeping it simple, just storing the address and recovery key in localStorage. on first load if theres nothing in storage it auto creates a mailbox. the key is needed for every request so without it you cant read any messages. when you delete the mailbox it clears storage and resets everything. right now the ui has a header with refresh and delete buttons, an input group showing the address with a copy button. gonna add the inbox next…"}, {"post_id": 62128, "ts": "2026-09-05T11:47:07Z", "hours": 9.3033, "text": "#1 - Had a domain lying around, so I thought, why not put it to some use? so basically i wanted a temp mail service. nothing crazy, just something that works fast and especially no ads . been sitting on the idea for a while and finally started it this week. first 2 days were basically me fighting cloudflare email routing. had no idea how workers could intercept emails before this. like the concept is simple but actually getting it to work took way longer than i expected. the worker handles everything now. creating mailboxes, storing incoming emails, serving them through the api. used hono for routing which is surprisingly nice for workers. postal-mime for parsing the raw email content. d1 for the database. pretty straightforward stack honestly. Still need to build the frontend properly but the backend is solid."}]...
|
Title: mail.swrg by @swargaraj | Stardance
Devlog Title: mail.swrg by @swargaraj | Stardance
Devlogs:
#1 - Had a domain lying around, so I thought, why not put it to some use? so basically i wanted a temp mail service. nothing crazy, just something that works fast and especially no ads . been sitting on the idea for a while and finally started it this week. first 2 days were basically me fighting cloudflare email routing. had no idea how workers could intercept emails before this. like the concept is simple but actually getting it to work took way longer than i expected. the worker handles everything now. creating mailboxes, storing incoming emails, serving them through the api. used hono for routing which is surprisingly nice for workers. postal-mime for parsing the raw email content. d1 for the database. pretty straightforward stack honestly. Still need to build the frontend properly but the backend is solid.
#2 - For the ui i went with shadcn but not the default one, im using the coss ui variant which has nicer colors and the components feel more polished. the buttons and inputs have this subtle shadow thing that looks clean in dark mode. for state management im keeping it simple, just storing the address and recovery key in localStorage. on first load if theres nothing in storage it auto creates a mailbox. the key is needed for every request so without it you cant read any messages. when you delete the mailbox it clears storage and resets everything. right now the ui has a header with refresh and delete buttons, an input group showing the address with a copy button. gonna add the inbox next…
#3 - Now i needed rate limiting because without it anyone could just spam the API and create like a million mailboxes which would be really bad. so i started looking into how to do this with cloudflare workers because thats what im using and they have this fancy Rate Limiting Binding that looked really clean. you just add some config to wrangler.toml, add the binding to your code, and boom - rate limiting. so i added the bindings, deployed, tested… and nothing. like the binding was there, wrangler showed it in the deploy output, i could even see it in the cloudflare dashboard. but when i actually hit the API with like 8 requests in a row, every single one went through. no 429s, nothing. i spent way too long on this. i was reading the docs, checking if my plan supported it, checking if the binding was actually being called, trying different keys… nothing worked. the binding just silently does nothing. like it deploys fine but then just… doesnt do anything? i dont even know whats wrong at this point. so after giving up on the official way, i just went with D1. yeah the database. im literally storing rate limit counters in a sql table which is… not great for performance obviously because now every single request has to do a database query just to check if youre rate limited. but hey at least it actually works. so right now every POST to /mailboxes does a SELECT on the rate_limits table, checks the count, either increments it or creates a new row, and THEN does the actual mailbox creation. so youre looking at like 2 extra database queries per request just for rate limiting. its not ideal but its what i got. hopefully i figure out the cloudflare one someday because this is genuinely a worse solution in every way except that it works. but for now it prevents abuse so whatever. anyway thats where im at. rate limiting works but its slow.
#4 - To add a way to export and import mail sessions, i added two buttons in the header. one for export, one for import. export was pretty simple. to import, we read the file, parse the JSON, and then validate it. validateSession function checks if the object has address and key and that theyre both non-empty strings. now i wanted two different states: if the file is valid -> show a warning “this will overwrite your current session, u sure?” if the file is invalid -> just show an error with the Alert component used AlertDialog from cossui for both. the valid one has a Cancel and Continue button, and the invalid one just shows the error in a red Alert and an OK button to close also had to make sure the dialog state is controlled with open and onOpenChange because otherwise it wouldnt close properly after importing. next up i wanna work on the inbox and make it actually look good when theres no emails
#5 - Did a lot of cleanup. first thing, the refresh system was kinda broken? so i had to refactor the whole countdown logic in use-refresh.tsx to use a ref flag instead. also figured out that messages were being fetched TWICE. like useMessages had its own refetchInterval: 5000 AND useRefresh was doing the same thing with its own interval. so now useRefresh is the single source of truth for polling and i removed the redundant one from useMessages. also cleaned up a bunch of stuff that was just… messy: extracted validateSession, exportSession, and STORAGE_KEY to lib/utils.ts because they were duplicated across files the delete button had no confirmation dialog, now it has useCopyToClipboard had a timeout leak where if you copied twice fast the old timeout would still fire. fixed that with a ref the delete handler now reloads the page after success so it auto-creates a new mailbox also the countdown was ticking even when there was no session (like after deleting) which made no sense so now it checks if a session exists before counting down anyway thats pretty much it. next up i actually need to get the inbox working
6th - Another cleanup session. moved message fetching to tanstack query so i could delete like 50 lines of manual polling code. fixed the notification sound not playing (browser autoplay policy is annoying). fixed delete mailbox clearing localStorage even when the server request fails. added error handling in a bunch of places where it was missing. removed dead code. tanstack query is really nice once you set it up but the default behavior around networkMode: "online" and staleTime can bite you. the query just silently skips if youre offline which is confusing thats it
#7 - it’s done the inbox now says “Pulling Emails” until the first fetch is done. way less confusing. added a small note in the footer that mail takes ~10s to show up bc most mail clients hold ur email in a queue for 5s before sending. and i spent way too long on scrollbar-gutter not working in chrome. works in firefox. anyway the project is actually finished now. it opens fast, it doesn’t freeze, and im not touching it anymore. thanks for reading i guess, this is the last one. gg
Ships:
mail.swrg · a fast, minimal, disposable inbox Every sketchy site wants your email before showing you anything. That used to mean either handing over your real inbox to the spam pipeline or juggling slow, ad-infested temp-mail sites with clutter everywhere. I built mail.swrg: a fast, minimal disposable email service. What it does: One click → instant random address like [email protected] Incoming mail shows up automatically Clean inbox UI: dark, distraction-free, zero ads, zero trackers Keep / reuse your address across sessions with one-click export & import (save the session file, load it anywhere later) Wipe — delete the entire mailbox anytime, nothing lingers Everything runs on Cloudflare edge: Workers, D1, Email Routing Why I’m being honest about “fast”: mail takes about ~10 seconds to appear. Most mail clients hold outgoing messages in a queue for ~5s before actually sending them, and the inbox refreshes every ~5s after that. So if you test it and nothing shows instantly, give it a second. It’s on them, not us....
|
1793771387.7313461
|
1794635387.7313461
|
|
59231
|
mp3 player unprofessional by @gnomoletto | Stardan mp3 player unprofessional by @gnomoletto | Stardance...
|
gnomoletto
|
0
|
1.14
|
0
|
[]
|
[{"post_id": 63514, "ts": "202 [{"post_id": 63514, "ts": "2026-09-07T12:45:05Z", "hours": 1.1361, "text": "just a prewiew of what i think i want the mp3 to look like"}]...
|
Title: mp3 player unprofessional by @gnomoletto | Title: mp3 player unprofessional by @gnomoletto | Stardance
Devlogs:
just a prewiew of what i think i want the mp3 to look like...
|
1793540884.0379379
|
1794145684.0379379
|
|
54176
|
Study OS by @rayyans4890 | Stardance
|
rayyans4890
|
1
|
40.02
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T08:06:54Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a website that i have personally made for students it includes alot of features such as Planner,Assignments,Focus Time,Study Statistics,etc. This website was built in vscode using html and it was built for a stardance project. This project was made so that students can track their studys and also improve over time with their stats.", "repo": "https://github.com/rayyans4890-png/Study-OS-", "demo": "https://rayyans4890-png.github.io/Study-OS-/#subjects"}]...
|
[{"post_id": 63509, "ts": "202 [{"post_id": 63509, "ts": "2026-09-07T12:33:45Z", "hours": 5.0156, "text": "I basically redid the whole thing to make it feel way more like my own project and less like one of those super polished AI-generated websites. I changed the design completely and went for more of simple yet clean green and white aesthetic. Even though i had not used ai that much in the code while building the site in the end the website still came out too vibecoded so i had to like basically remove the WAYYY TO AI features to make it look more as if it was manually coded. It kept getting flagged for ai by the stardance reviewer so i jst decided to remove the ai features completely and work on my other features."}, {"post_id": 61643, "ts": "2026-09-04T17:11:44Z", "hours": 7.8667, "text": "Study OS — Devlog 6 (FINAL) FINALLY completed the project. 7h 52m logged today and this was the last real push to get everything across the finish line. What got done Went through and tested every single feature one by one to make sure nothing was broken Added the last remaining features I mentioned in the previous devlog Troubleshot everything until I was confident there were no mistakes left in the code Made sure every feature is actually working correctly, not just “looks fine but silently breaks” working Reflecting on it Not gonna lie, this project took way longer than I expected going in. There were multiple points where I had to stop, troubleshoot for hours, and basically rebuild parts of it (looking at you, Dashboard). But I’m genuinely glad I stuck with it, and honestly happy I finished it earlier than I thought I would after all those setbacks. Final state Study OS now has a working Dashboard, Focus sessions, Planner, Assignments, Exams, Notes, Flashcards, Quizzes, Grades, Subjects, and Study Insights — all built out and functioning together instead of as separate disconnected pieces. That’s a wrap on Study OS. Thanks for following along through all the bugs and rewrites 🙏"}, {"post_id": 60756, "ts": "2026-09-03T10:16:28Z", "hours": 7.6333, "text": "Study OS — Devlog 5 I finally got every feature I planned actually built out. Full sidebar’s complete — Assignments, Exams, Notes, Flashcards, Quizzes, Grades, Subjects, Study Insights, all of it exists now. The catch Only problem is the Dashboard isn’t picking up the input from any of these features. Like everything works fine on its own page, but none of it is actually showing up back on the Dashboard where it’s supposed to summarize. Why this is happening (probably) I think this is because I built each feature kinda separately instead of hooking them into the Dashboard from the start, so now they’re just not talking to each other properly. The plan Gonna end up rewriting the Dashboard basically from scratch so instead of being its own isolated thing, it actually pulls from all the features and displays their output cleanly in one place. Kind of annoying to redo but it’s the right move long term instead of patching it feature by feature. What’s next Rewrite Dashboard logic so it collectively reads from every feature Test that inputs from Planner/Quizzes/Grades/etc actually reflect properly once that’s"}, {"post_id": 60149, "ts": "2026-09-02T10:23:05Z", "hours": 7.7169, "text": "Study OS — Devlog 4 Put in another 7h 43m today and this one was mostly about rounding things out. Feels like the finish line is actually in sight now. What got done Added most of the final features I had planned — Quizzes, Grades, Subjects, and a new Study Insights section Went through and troubleshot the site for errors again, way less painful than last time Sidebar is basically complete now, everything’s got its place Where things stand Honestly feeling pretty good about where this is at. Most of the core structure is in place, just need to: Finish wiring up the last few features Make sure everything actually talks to each other — like tasks/quizzes/grades all updating the Dashboard properly instead of existing in their own little bubble What’s next Thinking this’ll take another 1-2 sessions to fully wrap up. Main focus now is connecting everything together so the Dashboard actually reflects real data instead of just sitting there with 0s everywhere."}, {"post_id": 58776, "ts": "2026-08-31T10:54:12Z", "hours": 7.4072, "text": "Study OS — Devlog 3 Big one today, put in 7h 24m and got a lot done, mostly with some help from YouTube tutorials to figure out stuff I was stuck on. New stuff added Added a search bar up top for quick navigation Split the sidebar into proper sections — Study OS (Dashboard, Focus, Planner) and School (Assignments, Exams, Notes, Flashcards) Sidebar’s looking way more organized now compared to before The bug that almost killed me Spent a good chunk of today troubleshooting the older features (Dashboard/Planner) because they kept taking input but just… not showing it anywhere. No errors, nothing, just silently not working which was honestly more annoying than an actual crash. Can’t fully explain what fixed it but after digging around for a while I finally got rid of it. Sometimes you just gotta stare at the code long enough until it gives up. What’s next Planning on adding a lot of new features tomorrow Still got Assignments, Exams, Notes, and Flashcards to actually build out (rn they’re just sitting in the sidebar looking pretty)"}, {"post_id": 56509, "ts": "2026-08-28T09:39:14Z", "hours": 2.8833, "text": "Study OS — Devlog 2 Made some solid progress this time, got the Dashboard actually working instead of just sitting there looking pretty. What I got done Made tasks actually functional — can now input tasks into the planner instead of it just being static Added 3 new tasks to the system (planning on adding around 7 more) Dashboard now tracks stuff like tasks completed, study time, streaks, and upcoming deadlines Started testing out the current UI to see if it’s actually good or if I’m just used to it lol Thoughts on the UI Ngl I’m pretty happy with how minimalistic it looks right now, it’s clean and doesn’t feel cluttered. But since this is a studying site I don’t wanna just assume it’s good — genuinely curious what people think. Should I: Keep it minimal like it is Or try to vibe code the UI a bit more and add some more personality to it What’s next Add the remaining ~7 tasks Keep building out Focus, Planner, and Subjects sections Maybe tweak the UI depending on feedback Lmk what yall think about the UI, genuinely open to changing it up."}, {"post_id": 55186, "ts": "2026-08-26T18:09:02Z", "hours": 1.0319, "text": "Study OS — Devlog 1 Alright so I finally started actually building Study OS , a website made for students to help them stay on top of their work without needing like 5 different apps open at once. What is this thing The idea is to have one place where students can handle basically everything school-related — quizzes, lectures, courses, weekly stats, all that. Still early days but the core idea is there. What I got done Set up the base structure for the site (html/css foundation, fonts, layout basics) Added a Dashboard so users have a home base to see everything at a glance Built a Focus Session feature (basically a way to lock in and study without distractions) Added a Planner so people can actually organize their week instead of forgetting everything exists What’s still cooking UI is very barebones rn, not gonna lie Quizzes, lectures, courses, and week stats are all planned but not built yet Planning on giving the whole thing a green and white theme once the layout is more locked in That’s it for now, more progress soon 🫡"}]...
|
Title: Study OS by @rayyans4890 | Stardance
Devlo Title: Study OS by @rayyans4890 | Stardance
Devlogs:
Study OS — Devlog 1 Alright so I finally started actually building Study OS , a website made for students to help them stay on top of their work without needing like 5 different apps open at once. What is this thing The idea is to have one place where students can handle basically everything school-related — quizzes, lectures, courses, weekly stats, all that. Still early days but the core idea is there. What I got done Set up the base structure for the site (html/css foundation, fonts, layout basics) Added a Dashboard so users have a home base to see everything at a glance Built a Focus Session feature (basically a way to lock in and study without distractions) Added a Planner so people can actually organize their week instead of forgetting everything exists What’s still cooking UI is very barebones rn, not gonna lie Quizzes, lectures, courses, and week stats are all planned but not built yet Planning on giving the whole thing a green and white theme once the layout is more locked in That’s it for now, more progress soon 🫡
Study OS — Devlog 2 Made some solid progress this time, got the Dashboard actually working instead of just sitting there looking pretty. What I got done Made tasks actually functional — can now input tasks into the planner instead of it just being static Added 3 new tasks to the system (planning on adding around 7 more) Dashboard now tracks stuff like tasks completed, study time, streaks, and upcoming deadlines Started testing out the current UI to see if it’s actually good or if I’m just used to it lol Thoughts on the UI Ngl I’m pretty happy with how minimalistic it looks right now, it’s clean and doesn’t feel cluttered. But since this is a studying site I don’t wanna just assume it’s good — genuinely curious what people think. Should I: Keep it minimal like it is Or try to vibe code the UI a bit more and add some more personality to it What’s next Add the remaining ~7 tasks Keep building out Focus, Planner, and Subjects sections Maybe tweak the UI depending on feedback Lmk what yall think about the UI, genuinely open to changing it up.
Study OS — Devlog 3 Big one today, put in 7h 24m and got a lot done, mostly with some help from YouTube tutorials to figure out stuff I was stuck on. New stuff added Added a search bar up top for quick navigation Split the sidebar into proper sections — Study OS (Dashboard, Focus, Planner) and School (Assignments, Exams, Notes, Flashcards) Sidebar’s looking way more organized now compared to before The bug that almost killed me Spent a good chunk of today troubleshooting the older features (Dashboard/Planner) because they kept taking input but just… not showing it anywhere. No errors, nothing, just silently not working which was honestly more annoying than an actual crash. Can’t fully explain what fixed it but after digging around for a while I finally got rid of it. Sometimes you just gotta stare at the code long enough until it gives up. What’s next Planning on adding a lot of new features tomorrow Still got Assignments, Exams, Notes, and Flashcards to actually build out (rn they’re just sitting in the sidebar looking pretty)
Study OS — Devlog 4 Put in another 7h 43m today and this one was mostly about rounding things out. Feels like the finish line is actually in sight now. What got done Added most of the final features I had planned — Quizzes, Grades, Subjects, and a new Study Insights section Went through and troubleshot the site for errors again, way less painful than last time Sidebar is basically complete now, everything’s got its place Where things stand Honestly feeling pretty good about where this is at. Most of the core structure is in place, just need to: Finish wiring up the last few features Make sure everything actually talks to each other — like tasks/quizzes/grades all updating the Dashboard properly instead of existing in their own little bubble What’s next Thinking this’ll take another 1-2 sessions to fully wrap up. Main focus now is connecting everything together so the Dashboard actually reflects real data instead of just sitting there with 0s everywhere.
Study OS — Devlog 5 I finally got every feature I planned actually built out. Full sidebar’s complete — Assignments, Exams, Notes, Flashcards, Quizzes, Grades, Subjects, Study Insights, all of it exists now. The catch Only problem is the Dashboard isn’t picking up the input from any of these features. Like everything works fine on its own page, but none of it is actually showing up back on the Dashboard where it’s supposed to summarize. Why this is happening (probably) I think this is because I built each feature kinda separately instead of hooking them into the Dashboard from the start, so now they’re just not talking to each other properly. The plan Gonna end up rewriting the Dashboard basically from scratch so instead of being its own isolated thing, it actually pulls from all the features and displays their output cleanly in one place. Kind of annoying to redo but it’s the right move long term instead of patching it feature by feature. What’s next Rewrite Dashboard logic so it collectively reads from every feature Test that inputs from Planner/Quizzes/Grades/etc actually reflect properly once that’s
Study OS — Devlog 6 (FINAL) FINALLY completed the project. 7h 52m logged today and this was the last real push to get everything across the finish line. What got done Went through and tested every single feature one by one to make sure nothing was broken Added the last remaining features I mentioned in the previous devlog Troubleshot everything until I was confident there were no mistakes left in the code Made sure every feature is actually working correctly, not just “looks fine but silently breaks” working Reflecting on it Not gonna lie, this project took way longer than I expected going in. There were multiple points where I had to stop, troubleshoot for hours, and basically rebuild parts of it (looking at you, Dashboard). But I’m genuinely glad I stuck with it, and honestly happy I finished it earlier than I thought I would after all those setbacks. Final state Study OS now has a working Dashboard, Focus sessions, Planner, Assignments, Exams, Notes, Flashcards, Quizzes, Grades, Subjects, and Study Insights — all built out and functioning together instead of as separate disconnected pieces. That’s a wrap on Study OS. Thanks for following along through all the bugs and rewrites 🙏
I basically redid the whole thing to make it feel way more like my own project and less like one of those super polished AI-generated websites. I changed the design completely and went for more of simple yet clean green and white aesthetic. Even though i had not used ai that much in the code while building the site in the end the website still came out too vibecoded so i had to like basically remove the WAYYY TO AI features to make it look more as if it was manually coded. It kept getting flagged for ai by the stardance reviewer so i jst decided to remove the ai features completely and work on my other features.
Ships:
This is a website that i have personally made for students it includes alot of features such as Planner,Assignments,Focus Time,Study Statistics,etc. This website was built in vscode using html and it was built for a stardance project. This project was made so that students can track their studys and also improve over time with their stats....
|
1793771581.1909378
|
1794635581.1909378
|
|
51814
|
Pulse Website by @jinjin | Stardance
|
jinjin
|
1
|
78.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T12:52:03Z", "hours": 78.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I Made I built Pulse Website, a clean, lightweight, and customizable start page designed to replace your browser’s default new tab page. It features an instant-load layout, custom menu navigation, aesthetic UI designs, dynamic weather integration, and NASA API data fetching. What Was Challenging Debugging & Refactoring: Spending hours hunting down edge-case bugs while refining the UI layout and responsiveness. API Integration: Fetching and processing data smoothly from external sources (like NASA APIs and weather tools) while keeping the page lightweight and fast. UI Design: Balancing custom aesthetic designs with a minimal, clutter-free user experience. What I’m Proud Of Logging 78 total hours across 11 devlogs to build a full custom solution from scratch. Successfully integrating real-time weather and NASA API features. Creating a fast, zero-bloat start page that loads instantly on every new tab.", "repo": "https://github.com/jinjintt89-cmyk/New-pulse", "demo": "https://custom-new-tab-page-eight.vercel.app/"}]...
|
[{"post_id": 63508, "ts": "202 [{"post_id": 63508, "ts": "2026-09-07T12:27:54Z", "hours": 3.1069, "text": "Today I spent some time going through the code and making it feel more human-written and easier to understand. I cleaned up parts of the code that were messy or overly complicated, renamed a few things to make their purpose clearer, and removed some unnecessary code. I also made a few small improvements to how different parts of the website work together. It wasn’t a huge feature, but cleaning up the code now should make it much easier to add more features later without everything becoming a mess."}, {"post_id": 57213, "ts": "2026-08-29T10:01:14Z", "hours": 14.2, "text": "Today I worked on adding more features to Pulse Website and making the start page feel more useful. I added and refined several smaller features around the main interface, making sure everything worked together without making the page feel cluttered. I also spent time testing the new functionality and fixing small issues that appeared while using it. The goal is to keep building Pulse into a start page that actually feels worth using every time I open a new tab."}, {"post_id": 55285, "ts": "2026-08-27T00:41:43Z", "hours": 8.0667, "text": "Today I focused on improving the overall layout of Pulse Website. I adjusted the spacing, positioning, and sizing of different sections so everything feels more balanced. I also cleaned up a few areas that felt too crowded and made the important information easier to find at a glance. These changes are mostly visual, but they make a big difference when using the website. I want Pulse to feel clean and simple while still having plenty of useful features."}, {"post_id": 55108, "ts": "2026-08-26T15:53:16Z", "hours": 7.435, "text": "Today I worked on improving the navigation around Pulse Website. I made the different sections easier to access and cleaned up some of the interactions between the menu and the main page. I also tested the navigation in different situations to make sure it felt consistent instead of having buttons or sections behave differently. The changes make Pulse feel more like a complete start page rather than just a collection of features. There is still more I want to add, but the overall experience is starting to come together."}, {"post_id": 54821, "ts": "2026-08-25T23:36:23Z", "hours": 11.6667, "text": "Today I spent some time improving the visual design of Pulse Website. I adjusted the styling of different components, cleaned up some inconsistent elements, and made the overall interface feel more polished. I also worked on making the layout look good without sacrificing the simplicity of the start page. A lot of the work was focused on small details that are easy to overlook, but together they make the website feel much more finished."}, {"post_id": 54318, "ts": "2026-08-25T08:26:08Z", "hours": 17.035, "text": "Today I worked on adding a calendar feature to Pulse Website. I wanted the calendar to be simple enough to use quickly while still fitting naturally into the rest of the start page. I worked on displaying the dates clearly, handling navigation between months, and making sure the calendar matched the overall design. I also fixed a few small issues I found while testing it. It’s another useful feature that makes Pulse more practical as an everyday new-tab page."}, {"post_id": 51548, "ts": "2026-08-21T09:48:48Z", "hours": 2.1333, "text": "Today I worked on adding weather information to Pulse Website. I connected the website to a weather API so the start page can display current weather information without needing to open another website. I worked on handling the API response and displaying the information in a way that fits naturally into the existing layout. I also spent some time testing different weather conditions and fixing small issues with loading and displaying the data. This makes Pulse feel much more useful as an everyday new-tab page."}, {"post_id": 51352, "ts": "2026-08-20T23:36:01Z", "hours": 11.2683, "text": "Today I added a timer feature to Pulse Website. I wanted the timer to be something I could quickly use without opening another app or website. I worked on the controls for starting, pausing, and resetting the timer, while also making sure the display was easy to read. I tested the timer several times and fixed a few small issues with the controls and countdown. It fits nicely alongside the other utilities on the start page and makes Pulse a little more useful for everyday tasks."}, {"post_id": 50922, "ts": "2026-08-20T12:05:29Z", "hours": 0.9425, "text": "Debuging code"}, {"post_id": 50890, "ts": "2026-08-20T11:03:08Z", "hours": 1.1333, "text": "Today I started working on one of the bigger features for Pulse Website: NASA data. I integrated NASA’s public API and began experimenting with pulling useful data directly into the start page. The main goal was to make the website feel more interesting every time it is opened, rather than showing the exact same information every day. Getting the API responses working correctly took some debugging, especially around loading states and handling the data returned by NASA. I also worked on fitting the new information into the existing UI without making the page feel overcrowded. This is probably one of the coolest additions to Pulse so far, and I want to expand the NASA features even more."}, {"post_id": 50865, "ts": "2026-08-20T09:55:26Z", "hours": 0.8706, "text": "Writing the code - still not finished"}]...
|
Title: Pulse Website by @jinjin | Stardance
Devlo Title: Pulse Website by @jinjin | Stardance
Devlogs:
Writing the code - still not finished
Today I started working on one of the bigger features for Pulse Website: NASA data. I integrated NASA’s public API and began experimenting with pulling useful data directly into the start page. The main goal was to make the website feel more interesting every time it is opened, rather than showing the exact same information every day. Getting the API responses working correctly took some debugging, especially around loading states and handling the data returned by NASA. I also worked on fitting the new information into the existing UI without making the page feel overcrowded. This is probably one of the coolest additions to Pulse so far, and I want to expand the NASA features even more.
Debuging code
Today I added a timer feature to Pulse Website. I wanted the timer to be something I could quickly use without opening another app or website. I worked on the controls for starting, pausing, and resetting the timer, while also making sure the display was easy to read. I tested the timer several times and fixed a few small issues with the controls and countdown. It fits nicely alongside the other utilities on the start page and makes Pulse a little more useful for everyday tasks.
Today I worked on adding weather information to Pulse Website. I connected the website to a weather API so the start page can display current weather information without needing to open another website. I worked on handling the API response and displaying the information in a way that fits naturally into the existing layout. I also spent some time testing different weather conditions and fixing small issues with loading and displaying the data. This makes Pulse feel much more useful as an everyday new-tab page.
Today I worked on adding a calendar feature to Pulse Website. I wanted the calendar to be simple enough to use quickly while still fitting naturally into the rest of the start page. I worked on displaying the dates clearly, handling navigation between months, and making sure the calendar matched the overall design. I also fixed a few small issues I found while testing it. It’s another useful feature that makes Pulse more practical as an everyday new-tab page.
Today I spent some time improving the visual design of Pulse Website. I adjusted the styling of different components, cleaned up some inconsistent elements, and made the overall interface feel more polished. I also worked on making the layout look good without sacrificing the simplicity of the start page. A lot of the work was focused on small details that are easy to overlook, but together they make the website feel much more finished.
Today I worked on improving the navigation around Pulse Website. I made the different sections easier to access and cleaned up some of the interactions between the menu and the main page. I also tested the navigation in different situations to make sure it felt consistent instead of having buttons or sections behave differently. The changes make Pulse feel more like a complete start page rather than just a collection of features. There is still more I want to add, but the overall experience is starting to come together.
Today I focused on improving the overall layout of Pulse Website. I adjusted the spacing, positioning, and sizing of different sections so everything feels more balanced. I also cleaned up a few areas that felt too crowded and made the important information easier to find at a glance. These changes are mostly visual, but they make a big difference when using the website. I want Pulse to feel clean and simple while still having plenty of useful features.
Today I worked on adding more features to Pulse Website and making the start page feel more useful. I added and refined several smaller features around the main interface, making sure everything worked together without making the page feel cluttered. I also spent time testing the new functionality and fixing small issues that appeared while using it. The goal is to keep building Pulse into a start page that actually feels worth using every time I open a new tab.
Today I spent some time going through the code and making it feel more human-written and easier to understand. I cleaned up parts of the code that were messy or overly complicated, renamed a few things to make their purpose clearer, and removed some unnecessary code. I also made a few small improvements to how different parts of the website work together. It wasn’t a huge feature, but cleaning up the code now should make it much easier to add more features later without everything becoming a mess.
Ships:
What I Made I built Pulse Website, a clean, lightweight, and customizable start page designed to replace your browser’s default new tab page. It features an instant-load layout, custom menu navigation, aesthetic UI designs, dynamic weather integration, and NASA API data fetching. What Was Challenging Debugging & Refactoring: Spending hours hunting down edge-case bugs while refining the UI layout and responsiveness. API Integration: Fetching and processing data smoothly from external sources (like NASA APIs and weather tools) while keeping the page lightweight and fast. UI Design: Balancing custom aesthetic designs with a minimal, clutter-free user experience. What I’m Proud Of Logging 78 total hours across 11 devlogs to build a full custom solution from scratch. Successfully integrating real-time weather and NASA API features. Creating a fast, zero-bloat start page that loads instantly on every new tab....
|
1793768161.8214912
|
1794632161.8214912
|
|
59366
|
oggy000 by @tahsinraiyan330 | Stardance
|
tahsinraiyan330
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T12:11:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Actually, I can not build the full slack bot. I can not un it for 24/7", "repo": "https://github.com/tahsinraiyan330/newwsss", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*rrz3ch*_gcl_au*MTUwODY5NzUyMi4xNzg3MzYyODI5"}]...
|
[{"post_id": 63503, "ts": "202 [{"post_id": 63503, "ts": "2026-09-07T12:07:35Z", "hours": 0.6742, "text": "I have built the slack bot but can not run it for 24/7"}]...
|
Title: oggy000 by @tahsinraiyan330 | Stardance
De Title: oggy000 by @tahsinraiyan330 | Stardance
Devlogs:
I have built the slack bot but can not run it for 24/7
Ships:
Actually, I can not build the full slack bot. I can not un it for 24/7...
|
1793965802.1867726
|
1794052202.1867726
|
|
58522
|
vyora by @chestagahlawat06 | Stardance
|
chestagahlawat06
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T12:00:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an interactive space learning platform where learning is fun. The biggest problem i faced was to create texture on the earth of my home screen. I hope you would love the project.", "repo": "https://github.com/chestagahlawat6-maker/Vyora", "demo": "https://vyora-two.vercel.app/"}]...
|
[{"post_id": 63499, "ts": "202 [{"post_id": 63499, "ts": "2026-09-07T11:56:35Z", "hours": 0.7344, "text": "hi i am working on a interactive space learning platform ….. first design of my home screen without any texture on earth…"}, {"post_id": 62248, "ts": "2026-09-05T14:55:04Z", "hours": 1.1342, "text": "hi I am chesta. I am working on vyora an interactive space learning platform…..Finally completed the home screen"}]...
|
Title: vyora by @chestagahlawat06 | Stardance
Dev Title: vyora by @chestagahlawat06 | Stardance
Devlogs:
hi I am chesta. I am working on vyora an interactive space learning platform…..Finally completed the home screen
hi i am working on a interactive space learning platform ….. first design of my home screen without any texture on earth…
Ships:
I made an interactive space learning platform where learning is fun. The biggest problem i faced was to create texture on the earth of my home screen. I hope you would love the project....
|
1794084931.7971401
|
1794171331.7971401
|
|
56239
|
Worshipd by @DuckyBoi | Stardance
|
DuckyBoi
|
0
|
15.53
|
0
|
[]
|
[{"post_id": 63497, "ts": "202 [{"post_id": 63497, "ts": "2026-09-07T11:54:31Z", "hours": 8.1464, "text": "Website Work & Song Clipping Further worked on the website design and what I envision on it looking like. I finally stuck to a nav bar appearance and added page load animation - which in my opinion makes the website feel more natural. I implemented scaling with most (if not) all of the text and spacing in the first page and started on creating the list of song which I would use in this game. I’m also clipping parts of the song to using in the game which would take a long time since I’m manually doing this"}, {"post_id": 61707, "ts": "2026-09-04T19:03:51Z", "hours": 7.3792, "text": "Basic web development and outline of game Being the start of this project (and me not fully remembering how to use HTML and CSS) I started creating the structure and design of the website and what I envision of it looking like. I also figured out how to make some cool animation when hovering over some buttons which, I felt, added more depth to the site."}]...
|
Title: Worshipd by @DuckyBoi | Stardance
Devlogs: Title: Worshipd by @DuckyBoi | Stardance
Devlogs:
Basic web development and outline of game Being the start of this project (and me not fully remembering how to use HTML and CSS) I started creating the structure and design of the website and what I envision of it looking like. I also figured out how to make some cool animation when hovering over some buttons which, I felt, added more depth to the site.
Website Work & Song Clipping Further worked on the website design and what I envision on it looking like. I finally stuck to a nav bar appearance and added page load animation - which in my opinion makes the website feel more natural. I implemented scaling with most (if not) all of the text and spacing in the first page and started on creating the list of song which I would use in this game. I’m also clipping parts of the song to using in the game which would take a long time since I’m manually doing this...
|
1793868953.6840756
|
1794732953.6840756
|
|
51427
|
Aether88 by @cxrt | Stardance
|
cxrt
|
1
|
49.83
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:56:32Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i built aether88 WebOS which is a retro inspired browser operating system that gives you a full desktop workspace right inside your web browser. it comes with draggable productivity widgets like a pomodoro focus chronometer, daily targets checklist, a persistent scratchpad for quick notes and app shortcuts. i built it using react 19, vite 8, tailwind css v4, framer motion, and lucide icons. everything automatically syncs to localStorage so your desktop layout and notes stay saved across sessions. it was challenging yeah for sure! getting window drag and drop to feel smooth while managing z-indexes so active windows layer properly was a bit tricky. also ran into some confusing moments with tailwind v4 setup and fixing relative asset base paths for github pages deployment but troubleshooting the vite build config and getting local state storage to sync reliably was a huge learning curve. honestly super proud of how authentic the desktop feel turned out! the state persistance is solid. you can rearrange your widgets, write down tasks, reload the tab or close the browser and everything reloads exactly where you left it. plus getting the clean vintage aesthetic looking slick with custom theme variables was really satisfying to pull off.", "repo": "https://github.com/aalyaan2009/aether88-webos", "demo": "https://aalyaan2009.github.io/aether88-webos/"}]...
|
[{"post_id": 63491, "ts": "202 [{"post_id": 63491, "ts": "2026-09-07T11:34:24Z", "hours": 12.3186, "text": "fix readme and code formatting"}, {"post_id": 63207, "ts": "2026-09-06T21:42:29Z", "hours": 5.4567, "text": "finally done w committing changes and shipping project i changed the whole interface"}, {"post_id": 62495, "ts": "2026-09-05T21:44:07Z", "hours": 13.0269, "text": "still working on code am planning to change the whole code so i am re writing the whole prject from scratch again cuz they say the interface looks vibe coded cuz of the theme and purplish blue accents"}, {"post_id": 61805, "ts": "2026-09-04T21:52:14Z", "hours": 11.3508, "text": "used my own brain to restructure my code instead of using ai changed all of the code files by hand no ai used at all"}, {"post_id": 61152, "ts": "2026-09-03T22:27:46Z", "hours": 1.2169, "text": "re wrote the whole code cuz they said ts ai"}, {"post_id": 60825, "ts": "2026-09-03T13:32:19Z", "hours": 0.29, "text": "cleared all remaining useless files and now project is ready to be shipped"}, {"post_id": 60527, "ts": "2026-09-02T22:30:05Z", "hours": 1.1744, "text": "i made the changes to code and i re wrote the whole code myself"}, {"post_id": 59153, "ts": "2026-08-31T19:44:31Z", "hours": 2.5617, "text": "added final touches and fixed window resizing and dragging"}, {"post_id": 58048, "ts": "2026-08-30T12:15:27Z", "hours": 1.2642, "text": "i am continuing on icons and color themes"}, {"post_id": 50505, "ts": "2026-08-19T17:51:17Z", "hours": 0.3819, "text": "i am developing in in-os applications"}, {"post_id": 50325, "ts": "2026-08-19T14:25:44Z", "hours": 0.3744, "text": "i started working on the layout on my crtoverlay javascript files"}, {"post_id": 50305, "ts": "2026-08-19T13:54:35Z", "hours": 0.5097, "text": "i am working on my web os aether88 and i am setting up basic file strucutre using vite and react js"}]...
|
Title: Aether88 by @cxrt | Stardance
Devlogs:
i a Title: Aether88 by @cxrt | Stardance
Devlogs:
i am working on my web os aether88 and i am setting up basic file strucutre using vite and react js
i started working on the layout on my crtoverlay javascript files
i am developing in in-os applications
i am continuing on icons and color themes
added final touches and fixed window resizing and dragging
i made the changes to code and i re wrote the whole code myself
cleared all remaining useless files and now project is ready to be shipped
re wrote the whole code cuz they said ts ai
used my own brain to restructure my code instead of using ai changed all of the code files by hand no ai used at all
still working on code am planning to change the whole code so i am re writing the whole prject from scratch again cuz they say the interface looks vibe coded cuz of the theme and purplish blue accents
finally done w committing changes and shipping project i changed the whole interface
fix readme and code formatting
Ships:
i built aether88 WebOS which is a retro inspired browser operating system that gives you a full desktop workspace right inside your web browser. it comes with draggable productivity widgets like a pomodoro focus chronometer, daily targets checklist, a persistent scratchpad for quick notes and app shortcuts. i built it using react 19, vite 8, tailwind css v4, framer motion, and lucide icons. everything automatically syncs to localStorage so your desktop layout and notes stay saved across sessions. it was challenging yeah for sure! getting window drag and drop to feel smooth while managing z-indexes so active windows layer properly was a bit tricky. also ran into some confusing moments with tailwind v4 setup and fixing relative asset base paths for github pages deployment but troubleshooting the vite build config and getting local state storage to sync reliably was a huge learning curve. honestly super proud of how authentic the desktop feel turned out! the state persistance is solid. you can rearrange your widgets, write down tasks, reload the tab or close the browser and everything reloads exactly where you left it. plus getting the clean vintage aesthetic looking slick with custom theme variables was really satisfying to pull off....
|
1793778485.001287
|
1794642485.001287
|
|
48121
|
macOS Sleep Disabler by @hackyc | Stardance
|
hackyc
|
3
|
15.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T11:40:42Z", "hours": 9.0, "multiplier": 12.64, "payout": 0, "blessing": "neutral", "text": "What did you make? I added a Sleep Scheduler to the macOS app. Users can choose days, hours, and minutes, then force the Mac to sleep when the countdown ends. It saves the last schedule, works from the menu bar, and includes lid-closed and sleep-disabled safety options. What was challenging? The hardest part was connecting the scheduler to existing power-management behavior safely. The app must restore disabled sleep settings before forcing sleep. I also had to keep the menu-bar countdown current, detect lid changes, save settings, and prevent conflicting scheduler states. What are you proud of? I am proud that the scheduler feels integrated instead of separate. It reuses the native pressure-and-hold steppers, keeps control positions stable, restores saved values on startup, and gives useful menu-bar feedback. The safety conditions make it more practical for real MacBook use. What should people know so they can test your project? Download, extract and open Sleep Disabler.app , then configure the Sleep Scheduler with a short duration. Ensure the pmset permission rule is enabled first. Test menu-bar quick start, saved values after relaunch, lid-open cancellation, and the sleep-disabled condition. Avoid testing if you have unsaved work!!!", "repo": "https://github.com/HanYC666/MacOS-Sleep-Disabler", "demo": "https://github.com/HanYC666/MacOS-Sleep-Disabler/releases/"}, {"ship_num": 2, "ts": "2026-09-04T07:52:45Z", "hours": 3.0, "multiplier": 4.39, "payout": 14, "blessing": "neutral", "text": "Added 2 new features: Battery failsafe - configure the battery level to force your Mac to sleep so it doesn’t hard shutdown from low battery. Lid Dimmer - turns display brightness to 0% when the disabler is activated and the laptop screen is closed. Very useful to save power (~2-5w on display), and prevent OLED burn in for the rumoured M6 Macbook Pro! Lid Dimmer arrows have trackpad pressure sensitive adjustment precision! Very cool!!! Fixed the show window button glitch where it would summon a window every time you click it, resulting in a “infinite window” glitch.", "repo": "https://github.com/HanYC666/MacOS-Sleep-Disabler", "demo": "https://github.com/HanYC666/MacOS-Sleep-Disabler/releases/"}, {"ship_num": 3, "ts": "2026-08-15T11:59:19Z", "hours": 3.0, "multiplier": 2.01, "payout": 6, "blessing": "neutral", "text": "This is the most lightweight sleep disabler on Earth. Works on any apple silicone (M1, M2 etc) Mac. Solved the annoying Macbook Pro notch block problem! Unresolved : no Apple Developer account to sign/notarise the .app bundle so you will have try launch the app, then go to Settings -> Privacy & Security, scroll to the very bottom and click allow.", "repo": "https://github.com/HanYC666/MacOS-Sleep-Disabler", "demo": "https://github.com/HanYC666/MacOS-Sleep-Disabler/releases/"}]...
|
[{"post_id": 63487, "ts": "202 [{"post_id": 63487, "ts": "2026-09-07T11:28:00Z", "hours": 9.2192, "text": "[2026-09-07] - v1.3.0 Added- Added Sleep Scheduler, which can force the Mac to sleep after a configurable days, hours, and minutes countdown. Added persistent scheduler duration settings and restored them automatically at launch. Added a menu-bar quick action to start the last configured scheduler duration. Added a live remaining-time row to the menu-bar menu while a scheduler is active. Added an optional closed-lid condition that prevents starting the scheduler with an open lid and cancels an active scheduler when the lid opens. Added an optional sleep-disabled condition that only permits scheduling while Sleep Disabler is active and cancels the scheduler when normal sleep is restored. Added scheduler documentation to the README. Changed Updated forced-sleep handling to restore disabled sleep settings before issuing pmset sleepnow . Rebuilt the distributable Sleep Disabler.app bundle with the scheduler changes. Fixed Enabled continuous press-and-hold tracking for the native scheduler steppers. Fixed the scheduler control layout so numeric-width changes do not move the stepper arrows."}, {"post_id": 55462, "ts": "2026-08-27T10:13:10Z", "hours": 2.6892, "text": "Complete UI rework. New features: battery failsafe (arrow buttons are trackpad pressure sensitive!), screen dimmer."}, {"post_id": 49442, "ts": "2026-08-18T09:01:54Z", "hours": 0.485, "text": "Readme rewritten"}, {"post_id": 47439, "ts": "2026-08-15T11:27:05Z", "hours": 0.5761, "text": "Default installation to windowed mode to prevent Macbook Pro annoying notch that blocks menue bar items. Photo below is default installtion."}, {"post_id": 47408, "ts": "2026-08-15T10:09:45Z", "hours": 2.6375, "text": "Got the main app working in window mode!"}]...
|
Title: macOS Sleep Disabler by @hackyc | Stardance Title: macOS Sleep Disabler by @hackyc | Stardance
Devlogs:
Got the main app working in window mode!
Default installation to windowed mode to prevent Macbook Pro annoying notch that blocks menue bar items. Photo below is default installtion.
Readme rewritten
Complete UI rework. New features: battery failsafe (arrow buttons are trackpad pressure sensitive!), screen dimmer.
[2026-09-07] - v1.3.0 Added- Added Sleep Scheduler, which can force the Mac to sleep after a configurable days, hours, and minutes countdown. Added persistent scheduler duration settings and restored them automatically at launch. Added a menu-bar quick action to start the last configured scheduler duration. Added a live remaining-time row to the menu-bar menu while a scheduler is active. Added an optional closed-lid condition that prevents starting the scheduler with an open lid and cancels an active scheduler when the lid opens. Added an optional sleep-disabled condition that only permits scheduling while Sleep Disabler is active and cancels the scheduler when normal sleep is restored. Added scheduler documentation to the README. Changed Updated forced-sleep handling to restore disabled sleep settings before issuing pmset sleepnow . Rebuilt the distributable Sleep Disabler.app bundle with the scheduler changes. Fixed Enabled continuous press-and-hold tracking for the native scheduler steppers. Fixed the scheduler control layout so numeric-width changes do not move the stepper arrows.
Ships:
This is the most lightweight sleep disabler on Earth. Works on any apple silicone (M1, M2 etc) Mac. Solved the annoying Macbook Pro notch block problem! Unresolved : no Apple Developer account to sign/notarise the .app bundle so you will have try launch the app, then go to Settings -> Privacy & Security, scroll to the very bottom and click allow.
Added 2 new features: Battery failsafe - configure the battery level to force your Mac to sleep so it doesn’t hard shutdown from low battery. Lid Dimmer - turns display brightness to 0% when the disabler is activated and the laptop screen is closed. Very useful to save power (~2-5w on display), and prevent OLED burn in for the rumoured M6 Macbook Pro! Lid Dimmer arrows have trackpad pressure sensitive adjustment precision! Very cool!!! Fixed the show window button glitch where it would summon a window every time you click it, resulting in a “infinite window” glitch.
What did you make? I added a Sleep Scheduler to the macOS app. Users can choose days, hours, and minutes, then force the Mac to sleep when the countdown ends. It saves the last schedule, works from the menu bar, and includes lid-closed and sleep-disabled safety options. What was challenging? The hardest part was connecting the scheduler to existing power-management behavior safely. The app must restore disabled sleep settings before forcing sleep. I also had to keep the menu-bar countdown current, detect lid changes, save settings, and prevent conflicting scheduler states. What are you proud of? I am proud that the scheduler feels integrated instead of separate. It reuses the native pressure-and-hold steppers, keeps control positions stable, restores saved values on startup, and gives useful menu-bar feedback. The safety conditions make it more practical for real MacBook use. What should people know so they can test your project? Download, extract and open Sleep Disabler.app , then configure the Sleep Scheduler with a short duration. Ensure the pmset permission rule is enabled first. Test menu-bar quick start, saved values after relaunch, lid-open cancellation, and the sleep-disabled condition. Avoid testing if you have unsaved work!!!...
|
1793774945.3034189
|
1794638945.3034189
|
|
59331
|
Engineering Calculations Hub by @Srdncbedo | Stard Engineering Calculations Hub by @Srdncbedo | Stardance...
|
Srdncbedo
|
0
|
18.19
|
0
|
[]
|
[{"post_id": 63478, "ts": "202 [{"post_id": 63478, "ts": "2026-09-07T11:12:12Z", "hours": 18.1889, "text": "Today I just passed this project to here from macondo as it already ended. So what have I done until now? I actually created most of the interface and added some of the designs as only titles to the page that I will show some useful designs on. So here is a screenshot from the dashboard. I know that its kinda bad that the bg is AI photo but it doesnt look that bad I think and I actually like it. The one I made from the canva was so so so bad. Thats why this is actually really good I think."}]...
|
Title: Engineering Calculations Hub by @Srdncbedo Title: Engineering Calculations Hub by @Srdncbedo | Stardance
Devlogs:
Today I just passed this project to here from macondo as it already ended. So what have I done until now? I actually created most of the interface and added some of the designs as only titles to the page that I will show some useful designs on. So here is a screenshot from the dashboard. I know that its kinda bad that the bg is AI photo but it doesnt look that bad I think and I actually like it. The one I made from the canva was so so so bad. Thats why this is actually really good I think....
|
1793544947.1322029
|
1794149747.1322029
|
|
17304
|
Piston AI 5.0 by @milo0622 | Stardance
|
milo0622
|
0
|
62.8
|
0
|
[]
|
[{"post_id": 63474, "ts": "202 [{"post_id": 63474, "ts": "2026-09-07T11:01:07Z", "hours": 11.7681, "text": "Changelog ( e5c7d57 ) feat(media): Add playpause detection support on Windows ( 0fcef7d ) perf(import): Optimize term.py import speed ( 170bc09 ) fix(media): Fix import error of GlobalSystemMediaTransportControlsSessionManager ( 8ed4032 ) fix(media): Fix media import error and missing requirements ( 7bd359e ) fix(setup): Fix package installation ignorance of pip install ( a4e7bac ) feat(setup): Add argument to setup.py to skip package installation and jump directly to configuration page ( 62f5600 ) feat(setup): Add Windows automated setup installation ( dd043e5 ) feat(media): Add capability to read playing media on macOS and Windows ( e902e62 ) chore(readme): Change minimum Python version to 3.11 ( 3011897 ) fix(setup): Fix setup not exiting after Python version mismatch Piston AI can finally execute two tools with one single response without crashing!"}, {"post_id": 48259, "ts": "2026-08-16T15:47:14Z", "hours": 2.0331, "text": "Commits fo rthe last 2 hours: Commit 18a60f0 : fix(setup): Fix unfinished function Commit e3f2966 : chore(readme): Add README.md file and is almost ready to ship"}, {"post_id": 37617, "ts": "2026-07-30T14:09:33Z", "hours": 5.0208, "text": "Commits for the last ~5 hours: Commit a1b0e6 : feat(setup script): Add setup script to Piston AI Commit aed445f : fix(media): Add OS check before importing libraries Commit e1b9ec4 : fix(error): Fix error handling in agent.py Commit 0cdce18 : fix(wakeword): Fix wakeword initialization error on Linux devices Commit a80cd11 : fix(media): Fix media playback error for Linux and Add distro-specific packages for setup script b212ec3 : fix(setup): Fix unassociated API variable in setup.py Commit 0f9ba15 : fix(ignored file): Remove .env file from files and previous staged changes Commit 9c1251f : fix(setup): Fix non-iterable error in setup.py Commit 8649126 : fix(requirements file): Remove unused dependencies from requirements.txt and remove useless pycache Commit 84a4d9c : refactor(useless files): Remove unused depencies from requirements.txt and untrack useless pycache files from gitignore"}, {"post_id": 37042, "ts": "2026-07-29T14:43:35Z", "hours": 11.8947, "text": "Commits for the last 11.5 hours: Commit 927f3ba : feat(agent): add multi-provider support via LiteLLM Commit 3502eda : fix(weather fetch): Fix city name overwritting error Commit 3671e97 : feat(pull): Add API for pulling files directly from GitHub/internet Commit 98d8cc3 : feat(connectivity): Add connectivity checking to system health check and file download module Commit fca6563 : feat(system prompt): Prompt AI to add [OPEN] and [CLOSE] tags to every conversation for better STT Commit ee37f75 : feat(STT improvement): Add open return bool to main.py from agent.py to confirm STT continuity Commit 4231249 : feat(SFX): Implement sound effects back to main.py Commit df836eb : fix(library import): Remove the import of a deleted module (normal.py) Commit 90b6028 : feat(providers list): Add automatic fetching when providers file is not found Commit ca73e74 : feat(tools): Add clipboard manager and connectivity check tools to Piston AI Commit 3eac0f4 : feat(thinking mode): Add structurized thinking responses for supported models Commit d55c4d4 : refactor(connectivity): Remove useless file Commit 2b519df : feat(ytdlp): Add YouTube Music playback support to Piston AI Commit 67da465 : feat(continuous tool calling): Add continuous tool calling to call more than one function per request Commit 655312e : feat(provider): Add NVIDIA support Commit ed53111 : fix(websearch): Recover websearch tool back Commit 11bd96f : feat(providers): Add support to using .env files instead of editing the providers.json file Commit f17cc42 : fix(tool calling): Fix infinite tool calling bug"}, {"post_id": 34431, "ts": "2026-07-25T04:09:23Z", "hours": 10.0558, "text": "Commit messages in the past 9 hours: Commit cbb3ecc : feat(wakeword): Add wakeword engine (openwakeword) Commit 927f3ba : feat(agent): add multi-provider support via LiteLLM Rewrite agent logic to support dynamic provider switching using LiteLLM endpoints. Add provider and tool configuration files (providers.json, tool.json). Commit 3502eda fix(weather fetch): Fix city name overwritting error"}, {"post_id": 33032, "ts": "2026-07-22T16:18:56Z", "hours": 9.81, "text": "In this 9 hours of work, I’ve rewritten Piston AI… Again. But this, time, OOP is used much more than before, and more stable, with Jarvis’ voice, with British accents :)"}, {"post_id": 9232, "ts": "2026-06-15T14:38:10Z", "hours": 12.2214, "text": "I’m rlly sorry that I haven’t posted a devlog for a long time. But in the last 12 hours, I’ve used Python to add tools to the AI, STT and TTS to the whole program! My efficiency is sometimes low, so forgive me for not posting a devlog for this long Tools added to Piston AI: web search, weather fetching"}]...
|
Title: Piston AI 5.0 by @milo0622 | Stardance
Dev Title: Piston AI 5.0 by @milo0622 | Stardance
Devlogs:
I’m rlly sorry that I haven’t posted a devlog for a long time. But in the last 12 hours, I’ve used Python to add tools to the AI, STT and TTS to the whole program! My efficiency is sometimes low, so forgive me for not posting a devlog for this long Tools added to Piston AI: web search, weather fetching
In this 9 hours of work, I’ve rewritten Piston AI… Again. But this, time, OOP is used much more than before, and more stable, with Jarvis’ voice, with British accents :)
Commit messages in the past 9 hours: Commit cbb3ecc : feat(wakeword): Add wakeword engine (openwakeword) Commit 927f3ba : feat(agent): add multi-provider support via LiteLLM Rewrite agent logic to support dynamic provider switching using LiteLLM endpoints. Add provider and tool configuration files (providers.json, tool.json). Commit 3502eda fix(weather fetch): Fix city name overwritting error
Commits for the last 11.5 hours: Commit 927f3ba : feat(agent): add multi-provider support via LiteLLM Commit 3502eda : fix(weather fetch): Fix city name overwritting error Commit 3671e97 : feat(pull): Add API for pulling files directly from GitHub/internet Commit 98d8cc3 : feat(connectivity): Add connectivity checking to system health check and file download module Commit fca6563 : feat(system prompt): Prompt AI to add [OPEN] and [CLOSE] tags to every conversation for better STT Commit ee37f75 : feat(STT improvement): Add open return bool to main.py from agent.py to confirm STT continuity Commit 4231249 : feat(SFX): Implement sound effects back to main.py Commit df836eb : fix(library import): Remove the import of a deleted module (normal.py) Commit 90b6028 : feat(providers list): Add automatic fetching when providers file is not found Commit ca73e74 : feat(tools): Add clipboard manager and connectivity check tools to Piston AI Commit 3eac0f4 : feat(thinking mode): Add structurized thinking responses for supported models Commit d55c4d4 : refactor(connectivity): Remove useless file Commit 2b519df : feat(ytdlp): Add YouTube Music playback support to Piston AI Commit 67da465 : feat(continuous tool calling): Add continuous tool calling to call more than one function per request Commit 655312e : feat(provider): Add NVIDIA support Commit ed53111 : fix(websearch): Recover websearch tool back Commit 11bd96f : feat(providers): Add support to using .env files instead of editing the providers.json file Commit f17cc42 : fix(tool calling): Fix infinite tool calling bug
Commits for the last ~5 hours: Commit a1b0e6 : feat(setup script): Add setup script to Piston AI Commit aed445f : fix(media): Add OS check before importing libraries Commit e1b9ec4 : fix(error): Fix error handling in agent.py Commit 0cdce18 : fix(wakeword): Fix wakeword initialization error on Linux devices Commit a80cd11 : fix(media): Fix media playback error for Linux and Add distro-specific packages for setup script b212ec3 : fix(setup): Fix unassociated API variable in setup.py Commit 0f9ba15 : fix(ignored file): Remove .env file from files and previous staged changes Commit 9c1251f : fix(setup): Fix non-iterable error in setup.py Commit 8649126 : fix(requirements file): Remove unused dependencies from requirements.txt and remove useless pycache Commit 84a4d9c : refactor(useless files): Remove unused depencies from requirements.txt and untrack useless pycache files from gitignore
Commits fo rthe last 2 hours: Commit 18a60f0 : fix(setup): Fix unfinished function Commit e3f2966 : chore(readme): Add README.md file and is almost ready to ship
Changelog ( e5c7d57 ) feat(media): Add playpause detection support on Windows ( 0fcef7d ) perf(import): Optimize term.py import speed ( 170bc09 ) fix(media): Fix import error of GlobalSystemMediaTransportControlsSessionManager ( 8ed4032 ) fix(media): Fix media import error and missing requirements ( 7bd359e ) fix(setup): Fix package installation ignorance of pip install ( a4e7bac ) feat(setup): Add argument to setup.py to skip package installation and jump directly to configuration page ( 62f5600 ) feat(setup): Add Windows automated setup installation ( dd043e5 ) feat(media): Add capability to read playing media on macOS and Windows ( e902e62 ) chore(readme): Change minimum Python version to 3.11 ( 3011897 ) fix(setup): Fix setup not exiting after Python version mismatch Piston AI can finally execute two tools with one single response without crashing!...
|
1793551815.008685
|
1794156615.008685
|
|
55918
|
gameswar by @Mariyalayathinsrikrishna | Stardance
|
Mariyalayathinsrikrishna
|
1
|
40.0
|
411
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T11:02:47Z", "hours": 40.0, "multiplier": 10.18, "payout": 411, "blessing": "neutral", "text": "I learned how to design a futuristic space game interface. I learned how to display important information like score, health, level, coins, and experience. I understood how buttons such as Menu, Pause, and Sound can improve game control. I also learned how visual effects, spaceships, enemies, and animations create an attractive game environment. Overall, this project helped me improve my skills in game UI design and web development.", "repo": "https://github.com/yathin-srikrishna/gamewar", "demo": "https://gamewar-seven.vercel.app/"}]...
|
[{"post_id": 63470, "ts": "202 [{"post_id": 63470, "ts": "2026-09-07T10:47:23Z", "hours": 7.3222, "text": "finally my golden space war game is ready to launch make a try and cross my highest record all suggestions and improvements are accepted"}, {"post_id": 62330, "ts": "2026-09-05T17:10:52Z", "hours": 7.2111, "text": "Implemented alerts system that warns when health is less than 40% and fixed first option in rewards for more gameplay"}, {"post_id": 60978, "ts": "2026-09-03T17:39:09Z", "hours": 5.4506, "text": "Implemented mobile responsive joystick that responds with touch the layout is flexible with screen size and grid system for smooth and interactive experience"}, {"post_id": 60446, "ts": "2026-09-02T19:39:16Z", "hours": 6.0614, "text": "This project is a space shooting game where the player controls a spaceship and shoots incoming enemy objects. The game includes enemy targets, bullets, stars, and player movement, creating an interactive arcade-style gaming experience."}, {"post_id": 59622, "ts": "2026-09-01T15:19:30Z", "hours": 6.5306, "text": "a Space War 180° arcade-style game where the player controls a spaceship using WASD/arrow interface of the game"}, {"post_id": 58662, "ts": "2026-08-31T04:49:16Z", "hours": 7.8072, "text": "start my game project it as taking a shape step by step excited to complete as soon as possible"}]...
|
Title: gameswar by @Mariyalayathinsrikrishna | Sta Title: gameswar by @Mariyalayathinsrikrishna | Stardance
Devlogs:
start my game project it as taking a shape step by step excited to complete as soon as possible
a Space War 180° arcade-style game where the player controls a spaceship using WASD/arrow interface of the game
This project is a space shooting game where the player controls a spaceship and shoots incoming enemy objects. The game includes enemy targets, bullets, stars, and player movement, creating an interactive arcade-style gaming experience.
Implemented mobile responsive joystick that responds with touch the layout is flexible with screen size and grid system for smooth and interactive experience
Implemented alerts system that warns when health is less than 40% and fixed first option in rewards for more gameplay
finally my golden space war game is ready to launch make a try and cross my highest record all suggestions and improvements are accepted
Ships:
I learned how to design a futuristic space game interface. I learned how to display important information like score, health, level, coins, and experience. I understood how buttons such as Menu, Pause, and Sound can improve game control. I also learned how visual effects, spaceships, enemies, and animations create an attractive game environment. Overall, this project helped me improve my skills in game UI design and web development....
|
1793771444.7678857
|
1794635444.7678857
|
|
55980
|
AVAPblare by @aadistech1 | Stardance
|
aadistech1
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 63467, "ts": "202 [{"post_id": 63467, "ts": "2026-09-07T10:32:45Z", "hours": 1.0003, "text": "I was working on the pcb, it looks a little ugly but i guess it gets the job done."}]...
|
Title: AVAPblare by @aadistech1 | Stardance
Devlo Title: AVAPblare by @aadistech1 | Stardance
Devlogs:
I was working on the pcb, it looks a little ugly but i guess it gets the job done....
|
1794095535.0586998
|
1794700335.0586998
|
|
15348
|
Strategize by @Osmosis | Stardance
|
Osmosis
|
0
|
1.01
|
0
|
[]
|
[{"post_id": 6346, "ts": "2026 [{"post_id": 6346, "ts": "2026-06-10T18:03:52Z", "hours": 1.0086, "text": "Devlog 1 Built a strategy engine from scratch this stretch. The interesting part wasn’t the code, it was figuring out what the game actually rewards, because once I read the manual carefully the “obvious” strategy turned out to be wrong. The 2026 game has two goals (suppression and extinguisher), both worth 1 point per ball. Looks symmetric. It isn’t. Only the suppression goal gets multiplied by your end-game climb, and the climb multiplier is shared across all three robots on your alliance (three robots at the top zone multiply your combined suppression total by 1.9). The extinguisher, meanwhile, is a shared global pot that all six robots including your opponents feed and all six receive. So feeding the extinguisher barely helps you win. The whole tool is built around surfacing that asymmetry, because it’s the thing that’s easy to get wrong by just reading the point values. How it’s built: there’s a pure scoring engine (no UI, no network, no AI, just math) that I can actually test, sitting behind a React frontend that just renders its results. That separation meant I could later do a full visual redesign without touching a single line of the math. The engine composes a cycle (travel, intake, travel, deposit), reserves time for the climb, floors the number of full cycles that fit in 150 seconds, applies accuracy and reliability, and then runs the real scoring formula with the climb multiplier. Everything’s shown as arithmetic, not just a final number, so nobody has to take it on faith. The trust gate is the part I’m most deliberate about. Before any result is shown as real, you pass a “verify and lock” screen that lists every scoring number in plain language next to what it means. Editing any value automatically un-verifies the config, and unverified results get stamped “do not trust” everywhere. This is because the entire engine is only as correct as the numbers I typed in from the manual, so one transcription error has to be catchable, not silent. Two features I’m happy with. There’s an alliance screen where you change each robot’s climb zone and watch the shared multiplier move live, it makes the “coordinate your climbs” insight visible instead of theoretical (in my worked example, sharing the multiplier across the alliance instead of each robot climbing for only itself is worth about 94 points). And there’s an archetype comparison built specifically to settle a debate on my team: some people thought a storage bot feeding human players was a good plan. So I modeled three strategies through the same engine with a live slider for human-player speed. You can crank the human feed rate past anything physically plausible and the feeder strategy still loses, because its points are unmultiplied and shared. That’s a much better way to win an argument than just asserting it. It’s a free static site on Cloudflare, 58 tests, no backend. Honest limitation I’m keeping visible: it models a robot in a vacuum, no defense, no congestion, no ball scarcity, so it’s for relative comparison and the two big decisions (climb or not, what to improve), not absolute predictions. Feed it measured cycle times from practice and it gets sharper, so thats what I’ll try to implement in the coming devlogs."}]...
|
Title: Strategize by @Osmosis | Stardance
Devlogs Title: Strategize by @Osmosis | Stardance
Devlogs:
Devlog 1 Built a strategy engine from scratch this stretch. The interesting part wasn’t the code, it was figuring out what the game actually rewards, because once I read the manual carefully the “obvious” strategy turned out to be wrong. The 2026 game has two goals (suppression and extinguisher), both worth 1 point per ball. Looks symmetric. It isn’t. Only the suppression goal gets multiplied by your end-game climb, and the climb multiplier is shared across all three robots on your alliance (three robots at the top zone multiply your combined suppression total by 1.9). The extinguisher, meanwhile, is a shared global pot that all six robots including your opponents feed and all six receive. So feeding the extinguisher barely helps you win. The whole tool is built around surfacing that asymmetry, because it’s the thing that’s easy to get wrong by just reading the point values. How it’s built: there’s a pure scoring engine (no UI, no network, no AI, just math) that I can actually test, sitting behind a React frontend that just renders its results. That separation meant I could later do a full visual redesign without touching a single line of the math. The engine composes a cycle (travel, intake, travel, deposit), reserves time for the climb, floors the number of full cycles that fit in 150 seconds, applies accuracy and reliability, and then runs the real scoring formula with the climb multiplier. Everything’s shown as arithmetic, not just a final number, so nobody has to take it on faith. The trust gate is the part I’m most deliberate about. Before any result is shown as real, you pass a “verify and lock” screen that lists every scoring number in plain language next to what it means. Editing any value automatically un-verifies the config, and unverified results get stamped “do not trust” everywhere. This is because the entire engine is only as correct as the numbers I typed in from the manual, so one transcription error has to be catchable, not silent. Two features I’m happy with. There’s an alliance screen where you change each robot’s climb zone and watch the shared multiplier move live, it makes the “coordinate your climbs” insight visible instead of theoretical (in my worked example, sharing the multiplier across the alliance instead of each robot climbing for only itself is worth about 94 points). And there’s an archetype comparison built specifically to settle a debate on my team: some people thought a storage bot feeding human players was a good plan. So I modeled three strategies through the same engine with a live slider for human-player speed. You can crank the human feed rate past anything physically plausible and the feeder strategy still loses, because its points are unmultiplied and shared. That’s a much better way to win an argument than just asserting it. It’s a free static site on Cloudflare, 58 tests, no backend. Honest limitation I’m keeping visible: it models a robot in a vacuum, no defense, no congestion, no ball scarcity, so it’s for relative comparison and the two big decisions (climb or not, what to improve), not absolute predictions. Feed it measured cycle times from practice and it gets sharper, so thats what I’ll try to implement in the coming devlogs....
|
1793537745.521502
|
1794142545.521502
|
|
56946
|
Mfp my first project by @Huzaifah_Iswardi | Starda Mfp my first project by @Huzaifah_Iswardi | Stardance...
|
Huzaifah_Iswardi
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T11:54:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here i make a slack bot where you can enter custom prompt or command to the bot and the bot answer it. The most challenging part of making this bot is when running at nest for 24/7. You can use it by going into slack bot-spam channel and type /a-bot-standup It will answer your command with “Rawr!” /a-bot-catfact This command will tell you a random cat fact the way it work is collecting data from a website through a code /a-bot-joke Same as number 2 but it will tell you a random funny joke. This work best when you are bored 🥱.", "repo": "https://github.com/fah67425/bookish-octo-adventure", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 63457, "ts": "202 [{"post_id": 63457, "ts": "2026-09-07T10:08:33Z", "hours": 0.7186, "text": "hello world, programmers and other people. im working on my first project which is a slack bot it might look boring but its really cool and awesome. help me reach 90 stardust b4 the end of the month pls i beg every of the viewer 🙏🙏. currently, my nest application review is still pending."}]...
|
Title: Mfp my first project by @Huzaifah_Iswardi | Title: Mfp my first project by @Huzaifah_Iswardi | Stardance
Devlogs:
hello world, programmers and other people. im working on my first project which is a slack bot it might look boring but its really cool and awesome. help me reach 90 stardust b4 the end of the month pls i beg every of the viewer 🙏🙏. currently, my nest application review is still pending.
Ships:
Here i make a slack bot where you can enter custom prompt or command to the bot and the bot answer it. The most challenging part of making this bot is when running at nest for 24/7. You can use it by going into slack bot-spam channel and type /a-bot-standup It will answer your command with “Rawr!” /a-bot-catfact This command will tell you a random cat fact the way it work is collecting data from a website through a code /a-bot-joke Same as number 2 but it will tell you a random funny joke. This work best when you are bored 🥱....
|
1794073630.2646732
|
1794160030.2646732
|
|
56409
|
WebOS Browser by @TonyStark965 | Stardance
|
TonyStark965
|
1
|
4.0
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:10:00Z", "hours": 4.0, "multiplier": 8.88, "payout": 39, "blessing": "neutral", "text": "This is a basic iframe loader inside a browser-looking shell, made to be implemented inside WebOS projects as their browser app. It has functional navigation buttons, an address bar, browser history, a share/copy link button, and a menu with a New Tab option that clears the history and takes you back to the home screen. It also includes some useful websites as bookmarks and allows theme synchronization with the webOS (currently only responds to my webOS). The challenging part of this project for me was getting the navigation and history logic working correctly. There are also some limitations, since not all websites allow themselves to be embedded inside an iframe. Attached below are some pictures of the browser running inside my webOS project. More details can be found in my Readme.", "repo": "https://github.com/TonyStark965-404/WebOS-Browser", "demo": "https://tonystark965-404.github.io/WebOS-Browser/"}]...
|
[{"post_id": 63454, "ts": "202 [{"post_id": 63454, "ts": "2026-09-07T09:57:45Z", "hours": 1.535, "text": "WebOS Browser DevLog 005 Possibly my final DevLog before shipping Changelog Added Browser History Added actual svg-based icons for everything Added a menu for New Tab and History options Added a Share/Copy Link button Added more websites to bookmarks The New Tab button clears your history and sends you back to the Home Page The Back button now becomes disabled when there’s nothing to go back to The forward button now disappears when there’s nothing to go forward to The Refresh button now turns into a cross button when loading (the cross button does nothing new, it still refreshes the page) Made the Top area transparent, and am currently using green color as the background, did this so it can seamlessly transition to the design of the WebOS"}, {"post_id": 63420, "ts": "2026-09-07T07:56:10Z", "hours": 1.56, "text": "WebOS Browser DevLog 004 Had to come back to this, since this is one of the Fluetro apps Changelog Removed Fluent New Tab integration Added google as the Home Page/New Tab page Added a bookmarks bar, since Fluent New Tab was removed and there won’t be a Pinned Sites section The back/forward buttons only work if you travel between websites using the bookmarks or address bar The version of google I am using here is a specific one that supports iframe so typing www.google.com or similar in the address bar will give an error The refresh button actually refreshes the page The Home button takes you to google The address bar only updates when you go from one website to another using bookmarks or address bar The back/forward buttons and address bar behave this way because there’s no way for me to fetch the URL running inside of the iframe Possible new features Browser History A hamburger button with a menu, with all the stuff from the address bar inside it"}, {"post_id": 58359, "ts": "2026-08-30T19:13:32Z", "hours": 0.6692, "text": "WebOS Browser DevLog 003 •Somewhat did the JS •Now the refresh button and home button do the exact same thing •Address Bar works for supported websites •Somehow the Error screen doesn’t work, it just gives a black screen on error, which is possibly due to me not doing the JS correctly. •The Pinned Sites and other functions on the New Tab work as intended, no issues there(even though it calls upon your browser’s dialog box for it)"}, {"post_id": 58312, "ts": "2026-08-30T18:06:34Z", "hours": 0.2572, "text": "WebOS Browser DevLog 002 •Completed the CSS (still haven’t started working on the JS) so it looks kinda normal •Found out that Bing is the only search Engine that works in the iframe environment •Right now, opening a link just opens it in a real browser tab, so I’ll have to work on that and see if it’s possible to open those in this environment. •Doing this while watching a series so it takes more time and ppl don’t complain about the time it took me to make the project while reviewing."}, {"post_id": 58289, "ts": "2026-08-30T17:43:11Z", "hours": 0.3653, "text": "WebOS Browser DevLog 001 •I said I’ll be working on Fluetro again, but I changed my mind. •So now I am making this project as a Browser that one can easily customize and integrate in their own WebOS using iframe. •Also, I am making the apps that are supposed to be included in Fluetro OS separately because it’s becoming difficult for me to handle so many variables in the js, css and html, so I am ending up reusing multiple names due to my weird variable naming scheme. •Here’s the progress so far, did some of the html, enough to get to this point, and used iframe to include use my Fluent New Tab project as the New Tab page for this Browser. •Did some of the css so the buttons in the top bar look different than our conventional HTML buttons."}]...
|
Title: WebOS Browser by @TonyStark965 | Stardance
Title: WebOS Browser by @TonyStark965 | Stardance
Devlogs:
WebOS Browser DevLog 001 •I said I’ll be working on Fluetro again, but I changed my mind. •So now I am making this project as a Browser that one can easily customize and integrate in their own WebOS using iframe. •Also, I am making the apps that are supposed to be included in Fluetro OS separately because it’s becoming difficult for me to handle so many variables in the js, css and html, so I am ending up reusing multiple names due to my weird variable naming scheme. •Here’s the progress so far, did some of the html, enough to get to this point, and used iframe to include use my Fluent New Tab project as the New Tab page for this Browser. •Did some of the css so the buttons in the top bar look different than our conventional HTML buttons.
WebOS Browser DevLog 002 •Completed the CSS (still haven’t started working on the JS) so it looks kinda normal •Found out that Bing is the only search Engine that works in the iframe environment •Right now, opening a link just opens it in a real browser tab, so I’ll have to work on that and see if it’s possible to open those in this environment. •Doing this while watching a series so it takes more time and ppl don’t complain about the time it took me to make the project while reviewing.
WebOS Browser DevLog 003 •Somewhat did the JS •Now the refresh button and home button do the exact same thing •Address Bar works for supported websites •Somehow the Error screen doesn’t work, it just gives a black screen on error, which is possibly due to me not doing the JS correctly. •The Pinned Sites and other functions on the New Tab work as intended, no issues there(even though it calls upon your browser’s dialog box for it)
WebOS Browser DevLog 004 Had to come back to this, since this is one of the Fluetro apps Changelog Removed Fluent New Tab integration Added google as the Home Page/New Tab page Added a bookmarks bar, since Fluent New Tab was removed and there won’t be a Pinned Sites section The back/forward buttons only work if you travel between websites using the bookmarks or address bar The version of google I am using here is a specific one that supports iframe so typing www.google.com or similar in the address bar will give an error The refresh button actually refreshes the page The Home button takes you to google The address bar only updates when you go from one website to another using bookmarks or address bar The back/forward buttons and address bar behave this way because there’s no way for me to fetch the URL running inside of the iframe Possible new features Browser History A hamburger button with a menu, with all the stuff from the address bar inside it
WebOS Browser DevLog 005 Possibly my final DevLog before shipping Changelog Added Browser History Added actual svg-based icons for everything Added a menu for New Tab and History options Added a Share/Copy Link button Added more websites to bookmarks The New Tab button clears your history and sends you back to the Home Page The Back button now becomes disabled when there’s nothing to go back to The forward button now disappears when there’s nothing to go forward to The Refresh button now turns into a cross button when loading (the cross button does nothing new, it still refreshes the page) Made the Top area transparent, and am currently using green color as the background, did this so it can seamlessly transition to the design of the WebOS
Ships:
This is a basic iframe loader inside a browser-looking shell, made to be implemented inside WebOS projects as their browser app. It has functional navigation buttons, an address bar, browser history, a share/copy link button, and a menu with a New Tab option that clears the history and takes you back to the home screen. It also includes some useful websites as bookmarks and allows theme synchronization with the webOS (currently only responds to my webOS). The challenging part of this project for me was getting the navigation and history logic working correctly. There are also some limitations, since not all websites allow themselves to be embedded inside an iframe. Attached below are some pictures of the browser running inside my webOS project. More details can be found in my Readme....
|
1793951501.8427336
|
1794037901.8427336
|
|
59300
|
Textrie by @daviipkp | Stardance
|
daviipkp
|
0
|
1.85
|
0
|
[]
|
[{"post_id": 63452, "ts": "202 [{"post_id": 63452, "ts": "2026-09-07T09:49:50Z", "hours": 1.8525, "text": "Pretty much a speedrun I was basically sick of coding the same formatting stuff on every project I started, so I coded this simple thing for me to use in all my projects."}]...
|
Title: Textrie by @daviipkp | Stardance
Devlogs:
Title: Textrie by @daviipkp | Stardance
Devlogs:
Pretty much a speedrun I was basically sick of coding the same formatting stuff on every project I started, so I coded this simple thing for me to use in all my projects....
|
1793544907.637304
|
1794149707.637304
|
|
58154
|
Nothing Happened by @dee27 | Stardance
|
dee27
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 63451, "ts": "202 [{"post_id": 63451, "ts": "2026-09-07T09:46:42Z", "hours": 1.0803, "text": "started working on my new game “NOTHING HAPPENED” its a short game set in the wilderness at 3AM. made with unity + c# estimated release by 18th sept"}]...
|
Title: Nothing Happened by @dee27 | Stardance
Dev Title: Nothing Happened by @dee27 | Stardance
Devlogs:
started working on my new game “NOTHING HAPPENED” its a short game set in the wilderness at 3AM. made with unity + c# estimated release by 18th sept...
|
1793901253.1499639
|
1794765253.1499639
|
|
41825
|
Asobi by @PAPER_01 | Stardance
|
PAPER_01
|
1
|
67.01
|
1349
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T10:15:24Z", "hours": 62.0, "multiplier": 18.18, "payout": 1349, "blessing": "neutral", "text": "Asobi is a site I am planning to make a mini-game collection. It will be containing tones of games in the future and I am integrating full frontend and backend on it especially for the Leaderbaord and login . Along with to prevent cheating on some game like Guess The Number [sorry , i suck at naming (ᵕ—ᴗ—)]. Currently I have added only one game , but It took me more time as I had to make the inital pages like landing , gamelist, leaderboard, signup and more like that. Please consider reading ReadMe on github for detail explaination , I really hope you will enjoy playing the game . Thank you so much for reading , Have a nice day =)", "repo": "https://github.com/shrestha-01/Asobi", "demo": "https://shrestha-project-08.66ghz.com/"}]...
|
[{"post_id": 63450, "ts": "202 [{"post_id": 63450, "ts": "2026-09-07T09:43:39Z", "hours": 2.5128, "text": "Asobi Devlog #17 Hello everyone, welcome to Devlog #17 of Asobi! (ノ◕ヮ◕)ノ*:・゚ Clicker Game Update Okay, umm.. I’m writing this devlog to update you about the The Clicker game of Asobi . So, I have added a basic CSS design to the game. I also tried a couple of other designs as well. . But decided to go with this design . I will add a screenshot below. Currently, I have this one, but I’m still not sure what I’m going to use . I’m still experimenting with the design, so if I change anything, I’ll let you all know in the next devlog. ( ̄▽ ̄)ゞ That’s It! And yeah, That’s all for this devlog. If you want me to explain something, then please do tell me in the comments. I’ll try my best to explain it as well. (≧▽≦) Thank you so much for reading, and have a very nice day! (ノ´ヮ`)ノ*:・゚✧"}, {"post_id": 60274, "ts": "2026-09-02T15:25:32Z", "hours": 2.5, "text": "Asobi Devlog #16 Hello everyone, welcome to Devlog #16 of Asobi! So, I just started working on the new game, the Clicker . Code Refinement Okay, so talking about the updates, I did some code refinement . I mean, I just cleaned up some code in the old game. Nothing major, but I thought it would be better to clean things up before moving forward. Clicker Game And yeah, I have started working on the Clicker game . Though it looks too empty right now, I have only worked on the HTML and JavaScript part for now. I guess the main thing I worked on this time was working on the precision. Precision Problem I was trying different ways to count the clicks, and I was facing an issue with maintaining the precision . I was not able to get anything more precise than two digits. For example, something like: 3.7 After the 7 , I could not really attain any significant number. But I did search online and looked at other similar games and found out about the performance.now() in JavaScript, which I didn’t know about before. So yeah, that was a lesson for me as well . ( ̄▽ ̄)ゞ Now I can use it to get much more precise timing for calculating the clicks per second. 10 Seconds Challenge For now, I have selected only 10 seconds of time in this game During those 10 seconds, the user can click the button as many times as they can, and the game will count their CPS (Clicks Per Second) . Though this is just the beginning, I’m planning to add lots of things in the future . Current Progress I’ll still add a screenshot of the current progress. Though, honestly, it will be quite empty and blank right now. =D But yeah, this is just the beginning of the Clicker game. That’s It! Yeah, that’s all for this devlog! If you think I did not explain something properly, or you want to know anything about the game, then please do tell me in the comments. I’ll try my best to explain it there. Thank you so much for reading! Have a nice day! (≧▽≦)"}, {"post_id": 56523, "ts": "2026-08-28T10:02:42Z", "hours": 1.0314, "text": "Finally, Shipping Soon! Hello everyone, welcome to Devlog #16 of Asobi! Final Changes Before Shipping So, the few changes I did before shipping are: Site Icon I have added the icon for the site . GIF to WEBM I converted all the GIFs to WEBM files , as there was some glitche with the GIF files because of which the file size was becoming too large. Because of this, the site’s loading screen was sometimes being shown for over a minute . So, I converted them to WEBM to reduce the file size and improve the loading time. Loading Screen I have also added the same loading screen to the Game List page as well . While the images and game list logos are being loaded, it will now show a loading screen instead of leaving the page empty. I guess that’s it! Finally Shipping! You can check out the game here: https://shrestha-project-08.66ghz.com/ Play in full screen for better experience [Press F11] Also I will attach a overview video of the site You can play the game using the link above. Thank you so much for reading, and I hope you all enjoy! Have a nice day! =)"}, {"post_id": 55311, "ts": "2026-08-27T01:47:11Z", "hours": 2.25, "text": "Asobi Devlog #15 Hello everyone, welcome to Devlog #15 of Asobi! Okay, so in this update,I have to inform about the bugs fixed and some hosting issue I am facing … Bug Fixes I fixed some bugs related to the scores . Sometimes, scores were not being updated properly , and sometimes I was being redirected from the username page back to the game list again and again . And yes, I did use AI to help me help me spot and debug these bugs. Leaderboard Icon Removed I also removed the Leaderboard sign from the game list . Obviously, there isn’t really a reason to show the leaderboard there because no game has been selected yet , so there is no specific leaderboard to display. Trying to Ship Asobi Right now, I am trying to ship Asobi as soon as possible , but I haven’t been able to find a reliable hosting site yet. Previously, I used InfinityFree , but due to some problems, I am currently unable to properly ship the site using it. To be more precise, I uploaded a GIF that is around 700 KB , but as soon as I reload the file manager in Infinityfree, for some reason its size increases to around 6 MB . Because the file becomes much larger, the loading time also increases, which makes the site feel slow adn laggy . I found another hosting service as well, but I forgot its name. I will mention it below once I remember. (AwardSpace) The problem with that one is that it **doesn’t provide SSL certification for free **, so the browser keeps showing warnings such as “Not Secure site” . So yeah, if I find a reliable hosting service, or if the problem with InfinityFree gets fixed, I should be able to ship Asobi really soon . Loading Screen One more thing I added is a loading screen . For now,I have only added it to guess.html . README Update I have also added the credits to the README regarding the loading screen design =) That’s It! Yeah, that’s pretty much it for this devlog! If you didn’t understand something or if you think I didnt explain anything properly then please do tell me in the comments, and I will try to explain it again. Also, if anyone knows a reliable hosting site that supports PHP and SQL , please do tell me in the comments. That would be a great help ! Thank you so much for reading, and have a nice day! =)"}, {"post_id": 53788, "ts": "2026-08-24T14:21:36Z", "hours": 6.1097, "text": "Asobi Devlog #14 Hello everyone, welcome to Devlog #14 of Asobi! So this time, I have tried to move almost everything to the backend . Moving Everything to the Backend Previously, things like the number generation, checking, score calculation, and results were handled on the frontend. But that had a pretty obvious problem. When I created this type of game previously, some people would simply console.log the random number and get the correct answer almost like i mean everytime. And Some people even executed the saveScore function themselves (╥﹏╥) So, to avoid that this time, I have moved almost everything to the backend . The number generation, checking, score calculation, and other important game logic are now handled by the server in the backend. Lets hope everything will be fair now (ᵕ—ᴗ—) Best Score on Difficulty Levels Along with that, I have also made some visual changes . Previously, the best score or rather, the number of tries was displayed as plain text at a constant place . Now, whenever you click on a difficulty level, your best result will be displayed at the bottom-right of that particular level label . I will attach a image below , I guess thats the only image i can show for this update (ó﹏ò。) It shows the lowest number of tries in which you have ever completed that difficulty level. And obviously, the lower the number of tries, the better . Points System And I also wanted to make one thing clear. Yes, this time I have used a points system instead of directly using the number of tries for the leaderboard. Let me explain why. Previously, when I made this type of game, I used the number of tries to determine the ranking. For example, if the Beginner difficulty is from 1–10 and you completed it in: 1 try → Rank 1 2 tries → Rank 2 3 tries → Rank 3 And so on… But there was a problem with this system. A lot of people were able to complete the lower-level difficulties in just 1 try . This meant that there could be around 8 or 9 people with Rank 1 on some of the easier levels , it kinda made the rank 1 less special or look cheap tbh. Technically, that was fair, but it didn’t felt quite right. It was something like , Once you got Rank 1, there was also basically nothing more to achieve . So this time, I implemented a points system . The basic idea is: Lower number of tries = More points This gives players more room to compete instead of simply having multiple people stuck at the same rank and maybe also encouraging them to collect more points. ##Responsiveness I will be honest about this , I am not really good at making sites responsive so i took the help of Gemini for making the site responsive. That’s It! I guess thats it, So yeah, that’s basically what I have added this time. Also,I thought of shipping it by today but there is another bug (sometimes the score is not being saved and it is requiring me to logout and login, i honestly havent still figured it out why its happening yet, But I am hoping to fix it soon and Also ship it soon. I hope I was able to explain everything clearly. If something was unclear, please tell me in the comments, and I will try to explain it again. Thank you so much for reading, and have a nice day! =)"}, {"post_id": 52831, "ts": "2026-08-23T05:57:32Z", "hours": 7.3242, "text": "Asobi Devlog #13 Hello everyone, welcome to Devlog #13 of Asobi! Okay, in this devlog, I would say there are quite a few additions , but I assume these two can be considered the main ones. Sign Up & Login The first major addition is the Sign Up and Login feature . When you try to log in for the first time, you will need to create an account first. You don’t really need to verify your email or anything like that. I did think about using OTP verification , but I felt like that would be a bit too much pain tbh So, I tried keeping it simple .૮₍ ´ ꒳ `₎ა You just need to: Enter a unique username Enter a password Confirm your password And you’re ready to start playing! That’s basically it. Leaderboard Time Filters Apart from user authentication, another major and somewhat time-consuming addition was the leaderboard time filter . Now, you can change the leaderboard based on different time periods: Last 24 Hours This Week All Time I thought this would be better because someone who is new to the game shouldn’t have to immediately compete with someone who has been playing for a long time. With the Last 24 Hours leaderboard, new players at least have a chance to compete and get themselves onto the leaderboard. Other Small Changes There are also a few other smaller additions and changes. I have changed the color of some text , including the numbers, and made some other minor visual adjustments. I have also changed some of the text throughout the game . These changes aren’t anything too significant, but they should be noticeable. New Game Banner And finally, I have added a banner for the next game that I will be working on later. The game is going to be a The Clicker . I will be updating it soon, but for now, I’ll be skipping this project and working on other parts of Asobi first. That’s It! And yeah, I guess that’s it for this devlog! I will be working on making the site calculation , like the generating and checking number saving server side so that no one cheats like before (╥﹏╥) .(old story short , I have made similar game before too where many people cheated as everything was done in frontend but it was deleted and I am making better version of it from the scratch) If anything was unclear please tell me in the comments and I will try again to explain . Thank You so much Thank you so much for reading, and have a nice day! =)"}, {"post_id": 51430, "ts": "2026-08-21T04:09:53Z", "hours": 6.5903, "text": "Asobi Devlog #12 Hello everyone, welcome to Devlog #12 of Asobi! So, umm… the main change—or addition, I would say—is the Hint Reaction . Hint Reaction GIFs GIFs are always fun, so to make the game more interesting, I have added GIFs to the game. But their role is actually more than that . For Hardcore Mode players (as well as normal players), the GIFs can sometimes act as a Secret Hint . Let me explain. There are a total of 18 GIFs that will be displayed randomly in the game: (The concept is same as my old game which was taken down, but i m trying to make it even better this time) 3 GIFs hint you to guess lower 3 GIFs hint you to guess higher The other 12 GIFs are just for fun This means there is a 33.33% chance that the GIF you get is actually a hint! =) And dont worry you wont be displayed the gifs to guess higher when the random number choosen is lower =). This feature is applied to all levels and modes . Top 3 Leaderboard Texture Okay, the next change is that I have added a sort of texture to the backgrounds of the Top 3 players . This has been added to both: The leaderboard on the main game page The full leaderboard page Difficulty Backgrounds I have also added a little background color to the difficulty levels , such as: Beginner Normal Hard etc. Before it was plain text and honestly i agree it didnt even seems clickable SVGs on the Navigation Bar Another change is that I have added SVG icons to the navigation bar at the top . あそび — Asobi And finally, I added the Japanese text あそび , meaning Asobi , below the logo. That’s All! I guess that’s all for this devlog! If anything was unclear, please do tell me in the comments, and I will try again to explain it. Thank you for reading, and have a nice day! =)"}, {"post_id": 50123, "ts": "2026-08-19T06:27:55Z", "hours": 6.6922, "text": "Devlog #11 - Asobi (あそび) Hello everyone, welcome to Devlog #11 of Asobi. Update So, I have finally finished working on the leaderboard page , and i have alos added a score card , which will be helping you understand about the pointing system of the game . I will attach a video below instead of explaining what i just made , i guess that would be much better than words =) And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 46310, "ts": "2026-08-13T13:22:27Z", "hours": 4.5028, "text": "Devlog #10 - Asobi (あそび) Hello everyone, welcome to Devlog #10 of Asobi. Update I just added a point system and am currently working on a seperate page to show leaderbaord and few other info like total games and stuff. so Let me explain the point system. Each difficulty has base point , if you guess the number in just one try , you get the base point ,and if you do it in more no. of tries/attempts you will lose points. Also there is a limit in how much you will get despite the no. of time you attempt , For an example if you even go like 100 attempts to guess the number between 1 to 10 then you will get at least 2 points in the beginner level . Its different for different level. I will try to make a table below. Difficulty | Base Points | Points Lost | Minimum Beginner | 10 | -1 | 2 Normal | 25 | -2 | 5 Hard | 50 | -3 | 10 Expert | 100 | -4 | 20 Master | 200 | -5 | 40 Impossible | 500 | -6 | 100 #Also The custom games are not eligible for Gaining points This devlog might have gotten abit big. Sorry about that, but i need to explain things. Also the main formula to calcualte points Points = Base Points - (Attempts - 1) × Attempt Penalty And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 45610, "ts": "2026-08-12T06:50:57Z", "hours": 2.6717, "text": "Devlog #09 - Asobi (あそび) Hello everyone, welcome to Devlog #09 of Asobi. Update Finally Database is connected and actually working . I spent half an hour doing everything to fix , but not turning on mariaDB (╥﹏╥) . But anyway Finally the leaderboard is working , but It currently show all the tries , so still need to work on alots of thing, and still have to move the number generation to backend as i dont want to end up like my old Binary Bound . I am still working on backend to conclude , except for a design on the leaderboard players list design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 45128, "ts": "2026-08-11T12:48:02Z", "hours": 2.5367, "text": "Devlog #08 - Asobi (あそび) Hello everyone, welcome to Devlog #08 of Asobi. Update I have completed working on the layout of the gamelist section where all the mini games will be displayed ,currently I have only made Guess the Numeber so i have kept only that for now. Also I have finally started working on the backend (php ,sql). I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 44602, "ts": "2026-08-10T14:07:37Z", "hours": 2.2981, "text": "Devlog #07 - Asobi (あそび) Hello everyone, welcome to Devlog #07 of Asobi. Update I have just completed working on the html and css part of the Asobi username , where username will be asked to the new users[entire js part is untouched right now]. I will upload a short video , i think that might be better than explain the design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 44523, "ts": "2026-08-10T10:43:41Z", "hours": 6.8644, "text": "Devlog #06 - Asobi (あそび) Hello everyone, welcome to Devlog #06 of Asobi. Update I have completed working on the landing page . Also I wanted to share how I take steps . Umm so basically I first go to chatgpt and tell to generate image of what i am going to make and then i ask it what the site should look like , and later i write code and make my site look same as the reference image (I also keep the reference image in the github, you can check it out). [The screenshot below is image of site itself] I also added some animated button design on the “Play Custom” button . I will put 2 screenshots if I am allowed to . And currently I am working on the page to accept the username . Also I have added sound effect on hover of the each letter of A S O B I I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 40723, "ts": "2026-08-04T13:15:48Z", "hours": 3.5592, "text": "Devlog #05 - Asobi (あそび) Hello everyone, welcome to Devlog #05 of Asobi. Update I have almost finished the layout .Additionally , I have changed the New Game btn design , and Guess design . I will provide the link of them in the Credits session of readme later on . I will attach a short video rather then explain with words , ig that would be much better =) I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)"}, {"post_id": 39925, "ts": "2026-08-03T07:37:30Z", "hours": 1.8361, "text": "Devlog #04 - Asobi (あそび) Hello everyone, welcome to Devlog #04 of Asobi. Update I actually dont have much to give update about , i have been struggling with the layout , I know tools like figma exists but i dont really know how to use it (and neither tried ) but i am still working the layout, i made a layout design on paint which i will attach here . Sorry , Hopefully i will be able to share something intresting next time (╥﹏╥) Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. (Reference img (AI generated) available in GitHub) Thank you so much for reading, and have a nice day. =)"}, {"post_id": 38992, "ts": "2026-08-01T16:51:43Z", "hours": 2.7197, "text": "Devlog #03 - Asobi (あそび) Hello everyone, welcome to Devlog #03 of Asobi. Update I will be trying to keep it short. Custom Game Here you can select the lower and higher limit yourself and choose options like minimum number , maximum number, no of guesses. Colors to the Arrow in history. Input limit Now i have added input limit which means if there its a beginner level with range from 1 to 10 then , and if you try to enter 99 or any number greater than 10 , then it will autocorrect it self to the highest and will also display a range msg =) Still working on the layout… Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦)"}, {"post_id": 38162, "ts": "2026-07-31T12:37:26Z", "hours": 3.6875, "text": "Devlog #02 - Asobi (あそび) Hello everyone, welcome to Devlog #02 of Asobi. Update I have added a few more features, and I will try to summarize them in short. Added different levels: Beginner (1-10) Easy (1-50) Normal (1-100) Medium (1-500) Hard (1-1K) Expert (1-10K) Master (1-100K) Impossible (1-1M) Extra hint When your guess is 5% close or lower to the required randomNum , it will show a message like “You are very close.” When your guess is 20% close or lower , it will show a message like “You are close.” And if it’s away by more than 20% , it will show a message like “Nah, too far.” I have also added a history, which shows your recent choices, with an arrow indicating whether your choice was higher or lower than the required number. I know that all these hints will make the game easier, but don’t worry. I will make sure to add things that make the game interesting as well as a bit difficult. ( •̀ ω •́ )✧ I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦) ♡"}, {"post_id": 37488, "ts": "2026-07-30T08:22:18Z", "hours": 1.1131, "text": "Devlog #01 - Asobi (あそび) Hello everyone, welcome to Devlog #01 of Asobi. A lot of things happened, but let’s keep working. I’m currently working on Asobi, あそび (which means “play” in Japanese). It will be a website that will contain a collection of games. Currently working on Guess the number game, will add tones of game soooon I’m planning to add features like leaderboards, achievements, levels, effects, and many more things. I’ll be adding those features one by one over time (if I get enough ideas -_-). Right now, I’ve only finished the simple basic design and js code for the 1 to 100 guessing game. Also, I’m using a neumorphism design (like before, to be honest), but the code is completely different. I’ll keep the link to the website from which I’m taking the design below. (It’s allowed, I asked about it on Slack, so don’t go banning me for that. ( ̄▽ ̄”) ) Neumorphism: https://neumorphism.io/#e0e0e0 I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain you there. ( ̄︶ ̄)↗ Thank you so much for reading and have a nice day. (≧◡≦) Also Thanks @Sam for support =)"}]...
|
Title: Asobi by @PAPER_01 | Stardance
Devlogs:
De Title: Asobi by @PAPER_01 | Stardance
Devlogs:
Devlog #01 - Asobi (あそび) Hello everyone, welcome to Devlog #01 of Asobi. A lot of things happened, but let’s keep working. I’m currently working on Asobi, あそび (which means “play” in Japanese). It will be a website that will contain a collection of games. Currently working on Guess the number game, will add tones of game soooon I’m planning to add features like leaderboards, achievements, levels, effects, and many more things. I’ll be adding those features one by one over time (if I get enough ideas -_-). Right now, I’ve only finished the simple basic design and js code for the 1 to 100 guessing game. Also, I’m using a neumorphism design (like before, to be honest), but the code is completely different. I’ll keep the link to the website from which I’m taking the design below. (It’s allowed, I asked about it on Slack, so don’t go banning me for that. ( ̄▽ ̄”) ) Neumorphism: https://neumorphism.io/#e0e0e0 I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain you there. ( ̄︶ ̄)↗ Thank you so much for reading and have a nice day. (≧◡≦) Also Thanks @Sam for support =)
Devlog #02 - Asobi (あそび) Hello everyone, welcome to Devlog #02 of Asobi. Update I have added a few more features, and I will try to summarize them in short. Added different levels: Beginner (1-10) Easy (1-50) Normal (1-100) Medium (1-500) Hard (1-1K) Expert (1-10K) Master (1-100K) Impossible (1-1M) Extra hint When your guess is 5% close or lower to the required randomNum , it will show a message like “You are very close.” When your guess is 20% close or lower , it will show a message like “You are close.” And if it’s away by more than 20% , it will show a message like “Nah, too far.” I have also added a history, which shows your recent choices, with an arrow indicating whether your choice was higher or lower than the required number. I know that all these hints will make the game easier, but don’t worry. I will make sure to add things that make the game interesting as well as a bit difficult. ( •̀ ω •́ )✧ I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦) ♡
Devlog #03 - Asobi (あそび) Hello everyone, welcome to Devlog #03 of Asobi. Update I will be trying to keep it short. Custom Game Here you can select the lower and higher limit yourself and choose options like minimum number , maximum number, no of guesses. Colors to the Arrow in history. Input limit Now i have added input limit which means if there its a beginner level with range from 1 to 10 then , and if you try to enter 99 or any number greater than 10 , then it will autocorrect it self to the highest and will also display a range msg =) Still working on the layout… Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. ( ̄︶ ̄)↗ Thank you so much for reading, and have a nice day. (≧◡≦)
Devlog #04 - Asobi (あそび) Hello everyone, welcome to Devlog #04 of Asobi. Update I actually dont have much to give update about , i have been struggling with the layout , I know tools like figma exists but i dont really know how to use it (and neither tried ) but i am still working the layout, i made a layout design on paint which i will attach here . Sorry , Hopefully i will be able to share something intresting next time (╥﹏╥) Also I have my entrance exam soon , so will not be able to work much for around a week. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. (Reference img (AI generated) available in GitHub) Thank you so much for reading, and have a nice day. =)
Devlog #05 - Asobi (あそび) Hello everyone, welcome to Devlog #05 of Asobi. Update I have almost finished the layout .Additionally , I have changed the New Game btn design , and Guess design . I will provide the link of them in the Credits session of readme later on . I will attach a short video rather then explain with words , ig that would be much better =) I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #06 - Asobi (あそび) Hello everyone, welcome to Devlog #06 of Asobi. Update I have completed working on the landing page . Also I wanted to share how I take steps . Umm so basically I first go to chatgpt and tell to generate image of what i am going to make and then i ask it what the site should look like , and later i write code and make my site look same as the reference image (I also keep the reference image in the github, you can check it out). [The screenshot below is image of site itself] I also added some animated button design on the “Play Custom” button . I will put 2 screenshots if I am allowed to . And currently I am working on the page to accept the username . Also I have added sound effect on hover of the each letter of A S O B I I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #07 - Asobi (あそび) Hello everyone, welcome to Devlog #07 of Asobi. Update I have just completed working on the html and css part of the Asobi username , where username will be asked to the new users[entire js part is untouched right now]. I will upload a short video , i think that might be better than explain the design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #08 - Asobi (あそび) Hello everyone, welcome to Devlog #08 of Asobi. Update I have completed working on the layout of the gamelist section where all the mini games will be displayed ,currently I have only made Guess the Numeber so i have kept only that for now. Also I have finally started working on the backend (php ,sql). I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #09 - Asobi (あそび) Hello everyone, welcome to Devlog #09 of Asobi. Update Finally Database is connected and actually working . I spent half an hour doing everything to fix , but not turning on mariaDB (╥﹏╥) . But anyway Finally the leaderboard is working , but It currently show all the tries , so still need to work on alots of thing, and still have to move the number generation to backend as i dont want to end up like my old Binary Bound . I am still working on backend to conclude , except for a design on the leaderboard players list design. I guess that’s it for this devlog. And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #10 - Asobi (あそび) Hello everyone, welcome to Devlog #10 of Asobi. Update I just added a point system and am currently working on a seperate page to show leaderbaord and few other info like total games and stuff. so Let me explain the point system. Each difficulty has base point , if you guess the number in just one try , you get the base point ,and if you do it in more no. of tries/attempts you will lose points. Also there is a limit in how much you will get despite the no. of time you attempt , For an example if you even go like 100 attempts to guess the number between 1 to 10 then you will get at least 2 points in the beginner level . Its different for different level. I will try to make a table below. Difficulty | Base Points | Points Lost | Minimum Beginner | 10 | -1 | 2 Normal | 25 | -2 | 5 Hard | 50 | -3 | 10 Expert | 100 | -4 | 20 Master | 200 | -5 | 40 Impossible | 500 | -6 | 100 #Also The custom games are not eligible for Gaining points This devlog might have gotten abit big. Sorry about that, but i need to explain things. Also the main formula to calcualte points Points = Base Points - (Attempts - 1) × Attempt Penalty And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Devlog #11 - Asobi (あそび) Hello everyone, welcome to Devlog #11 of Asobi. Update So, I have finally finished working on the leaderboard page , and i have alos added a score card , which will be helping you understand about the pointing system of the game . I will attach a video below instead of explaining what i just made , i guess that would be much better than words =) And as always, if anything was unclear in my explanation, then plz comment and I will try to explain it there. Thank you so much for reading, and have a nice day. =)
Asobi Devlog #12 Hello everyone, welcome to Devlog #12 of Asobi! So, umm… the main change—or addition, I would say—is the Hint Reaction . Hint Reaction GIFs GIFs are always fun, so to make the game more interesting, I have added GIFs to the game. But their role is actually more than that . For Hardcore Mode players (as well as normal players), the GIFs can sometimes act as a Secret Hint . Let me explain. There are a total of 18 GIFs that will be displayed randomly in the game: (The concept is same as my old game which was taken down, but i m trying to make it even better this time) 3 GIFs hint you to guess lower 3 GIFs hint you to guess higher The other 12 GIFs are just for fun This means there is a 33.33% chance that the GIF you get is actually a hint! =) And dont worry you wont be displayed the gifs to guess higher when the random number choosen is lower =). This feature is applied to all levels and modes . Top 3 Leaderboard Texture Okay, the next change is that I have added a sort of texture to the backgrounds of the Top 3 players . This has been added to both: The leaderboard on the main game page The full leaderboard page Difficulty Backgrounds I have also added a little background color to the difficulty levels , such as: Beginner Normal Hard etc. Before it was plain text and honestly i agree it didnt even seems clickable SVGs on the Navigation Bar Another change is that I have added SVG icons to the navigation bar at the top . あそび — Asobi And finally, I added the Japanese text あそび , meaning Asobi , below the logo. That’s All! I guess that’s all for this devlog! If anything was unclear, please do tell me in the comments, and I will try again to explain it. Thank you for reading, and have a nice day! =)
Asobi Devlog #13 Hello everyone, welcome to Devlog #13 of Asobi! Okay, in this devlog, I would say there are quite a few additions , but I assume these two can be considered the main ones. Sign Up & Login The first major addition is the Sign Up and Login feature . When you try to log in for the first time, you will need to create an account first. You don’t really need to verify your email or anything like that. I did think about using OTP verification , but I felt like that would be a bit too much pain tbh So, I tried keeping it simple .૮₍ ´ ꒳ `₎ა You just need to: Enter a unique username Enter a password Confirm your password And you’re ready to start playing! That’s basically it. Leaderboard Time Filters Apart from user authentication, another major and somewhat time-consuming addition was the leaderboard time filter . Now, you can change the leaderboard based on different time periods: Last 24 Hours This Week All Time I thought this would be better because someone who is new to the game shouldn’t have to immediately compete with someone who has been playing for a long time. With the Last 24 Hours leaderboard, new players at least have a chance to compete and get themselves onto the leaderboard. Other Small Changes There are also a few other smaller additions and changes. I have changed the color of some text , including the numbers, and made some other minor visual adjustments. I have also changed some of the text throughout the game . These changes aren’t anything too significant, but they should be noticeable. New Game Banner And finally, I have added a banner for the next game that I will be working on later. The game is going to be a The Clicker . I will be updating it soon, but for now, I’ll be skipping this project and working on other parts of Asobi first. That’s It! And yeah, I guess that’s it for this devlog! I will be working on making the site calculation , like the generating and checking number saving server side so that no one cheats like before (╥﹏╥) .(old story short , I have made similar game before too where many people cheated as everything was done in frontend but it was deleted and I am making better version of it from the scratch) If anything was unclear please tell me in the comments and I will try again to explain . Thank You so much Thank you so much for reading, and have a nice day! =)
Asobi Devlog #14 Hello everyone, welcome to Devlog #14 of Asobi! So this time, I have tried to move almost everything to the backend . Moving Everything to the Backend Previously, things like the number generation, checking, score calculation, and results were handled on the frontend. But that had a pretty obvious problem. When I created this type of game previously, some people would simply console.log the random number and get the correct answer almost like i mean everytime. And Some people even executed the saveScore function themselves (╥﹏╥) So, to avoid that this time, I have moved almost everything to the backend . The number generation, checking, score calculation, and other important game logic are now handled by the server in the backend. Lets hope everything will be fair now (ᵕ—ᴗ—) Best Score on Difficulty Levels Along with that, I have also made some visual changes . Previously, the best score or rather, the number of tries was displayed as plain text at a constant place . Now, whenever you click on a difficulty level, your best result will be displayed at the bottom-right of that particular level label . I will attach a image below , I guess thats the only image i can show for this update (ó﹏ò。) It shows the lowest number of tries in which you have ever completed that difficulty level. And obviously, the lower the number of tries, the better . Points System And I also wanted to make one thing clear. Yes, this time I have used a points system instead of directly using the number of tries for the leaderboard. Let me explain why. Previously, when I made this type of game, I used the number of tries to determine the ranking. For example, if the Beginner difficulty is from 1–10 and you completed it in: 1 try → Rank 1 2 tries → Rank 2 3 tries → Rank 3 And so on… But there was a problem with this system. A lot of people were able to complete the lower-level difficulties in just 1 try . This meant that there could be around 8 or 9 people with Rank 1 on some of the easier levels , it kinda made the rank 1 less special or look cheap tbh. Technically, that was fair, but it didn’t felt quite right. It was something like , Once you got Rank 1, there was also basically nothing more to achieve . So this time, I implemented a points system . The basic idea is: Lower number of tries = More points This gives players more room to compete instead of simply having multiple people stuck at the same rank and maybe also encouraging them to collect more points. ##Responsiveness I will be honest about this , I am not really good at making sites responsive so i took the help of Gemini for making the site responsive. That’s It! I guess thats it, So yeah, that’s basically what I have added this time. Also,I thought of shipping it by today but there is another bug (sometimes the score is not being saved and it is requiring me to logout and login, i honestly havent still figured it out why its happening yet, But I am hoping to fix it soon and Also ship it soon. I hope I was able to explain everything clearly. If something was unclear, please tell me in the comments, and I will try to explain it again. Thank you so much for reading, and have a nice day! =)
Asobi Devlog #15 Hello everyone, welcome to Devlog #15 of Asobi! Okay, so in this update,I have to inform about the bugs fixed and some hosting issue I am facing … Bug Fixes I fixed some bugs related to the scores . Sometimes, scores were not being updated properly , and sometimes I was being redirected from the username page back to the game list again and again . And yes, I did use AI to help me help me spot and debug these bugs. Leaderboard Icon Removed I also removed the Leaderboard sign from the game list . Obviously, there isn’t really a reason to show the leaderboard there because no game has been selected yet , so there is no specific leaderboard to display. Trying to Ship Asobi Right now, I am trying to ship Asobi as soon as possible , but I haven’t been able to find a reliable hosting site yet. Previously, I used InfinityFree , but due to some problems, I am currently unable to properly ship the site using it. To be more precise, I uploaded a GIF that is around 700 KB , but as soon as I reload the file manager in Infinityfree, for some reason its size increases to around 6 MB . Because the file becomes much larger, the loading time also increases, which makes the site feel slow adn laggy . I found another hosting service as well, but I forgot its name. I will mention it below once I remember. (AwardSpace) The problem with that one is that it **doesn’t provide SSL certification for free **, so the browser keeps showing warnings such as “Not Secure site” . So yeah, if I find a reliable hosting service, or if the problem with InfinityFree gets fixed, I should be able to ship Asobi really soon . Loading Screen One more thing I added is a loading screen . For now,I have only added it to guess.html . README Update I have also added the credits to the README regarding the loading screen design =) That’s It! Yeah, that’s pretty much it for this devlog! If you didn’t understand something or if you think I didnt explain anything properly then please do tell me in the comments, and I will try to explain it again. Also, if anyone knows a reliable hosting site that supports PHP and SQL , please do tell me in the comments. That would be a great help ! Thank you so much for reading, and have a nice day! =)
Finally, Shipping Soon! Hello everyone, welcome to Devlog #16 of Asobi! Final Changes Before Shipping So, the few changes I did before shipping are: Site Icon I have added the icon for the site . GIF to WEBM I converted all the GIFs to WEBM files , as there was some glitche with the GIF files because of which the file size was becoming too large. Because of this, the site’s loading screen was sometimes being shown for over a minute . So, I converted them to WEBM to reduce the file size and improve the loading time. Loading Screen I have also added the same loading screen to the Game List page as well . While the images and game list logos are being loaded, it will now show a loading screen instead of leaving the page empty. I guess that’s it! Finally Shipping! You can check out the game here: https://shrestha-project-08.66ghz.com/ Play in full screen for better experience [Press F11] Also I will attach a overview video of the site You can play the game using the link above. Thank you so much for reading, and I hope you all enjoy! Have a nice day! =)
Asobi Devlog #16 Hello everyone, welcome to Devlog #16 of Asobi! So, I just started working on the new game, the Clicker . Code Refinement Okay, so talking about the updates, I did some code refinement . I mean, I just cleaned up some code in the old game. Nothing major, but I thought it would be better to clean things up before moving forward. Clicker Game And yeah, I have started working on the Clicker game . Though it looks too empty right now, I have only worked on the HTML and JavaScript part for now. I guess the main thing I worked on this time was working on the precision. Precision Problem I was trying different ways to count the clicks, and I was facing an issue with maintaining the precision . I was not able to get anything more precise than two digits. For example, something like: 3.7 After the 7 , I could not really attain any significant number. But I did search online and looked at other similar games and found out about the performance.now() in JavaScript, which I didn’t know about before. So yeah, that was a lesson for me as well . ( ̄▽ ̄)ゞ Now I can use it to get much more precise timing for calculating the clicks per second. 10 Seconds Challenge For now, I have selected only 10 seconds of time in this game During those 10 seconds, the user can click the button as many times as they can, and the game will count their CPS (Clicks Per Second) . Though this is just the beginning, I’m planning to add lots of things in the future . Current Progress I’ll still add a screenshot of the current progress. Though, honestly, it will be quite empty and blank right now. =D But yeah, this is just the beginning of the Clicker game. That’s It! Yeah, that’s all for this devlog! If you think I did not explain something properly, or you want to know anything about the game, then please do tell me in the comments. I’ll try my best to explain it there. Thank you so much for reading! Have a nice day! (≧▽≦)
Asobi Devlog #17 Hello everyone, welcome to Devlog #17 of Asobi! (ノ◕ヮ◕)ノ*:・゚ Clicker Game Update Okay, umm.. I’m writing this devlog to update you about the The Clicker game of Asobi . So, I have added a basic CSS design to the game. I also tried a couple of other designs as well. . But decided to go with this design . I will add a screenshot below. Currently, I have this one, but I’m still not sure what I’m going to use . I’m still experimenting with the design, so if I change anything, I’ll let you all know in the next devlog. ( ̄▽ ̄)ゞ That’s It! And yeah, That’s all for this devlog. If you want me to explain something, then please do tell me in the comments. I’ll try my best to explain it as well. (≧▽≦) Thank you so much for reading, and have a very nice day! (ノ´ヮ`)ノ*:・゚✧
Ships:
Asobi is a site I am planning to make a mini-game collection. It will be containing tones of games in the future and I am integrating full frontend and backend on it especially for the Leaderbaord and login . Along with to prevent cheating on some game like Guess The Number [sorry , i suck at naming (ᵕ—ᴗ—)]. Currently I have added only one game , but It took me more time as I had to make the inital pages like landing , gamelist, leaderboard, signup and more like that. Please consider reading ReadMe on github for detail explaination , I really hope you will enjoy playing the game . Thank you so much for reading , Have a nice day =)...
|
1793771464.1714947
|
1794635464.1714947
|
|
59236
|
Python Leaderboard complementing a Game Website by Python Leaderboard complementing a Game Website by @aaravc | Stardance...
|
aaravc
|
0
|
2.76
|
0
|
[]
|
[{"post_id": 63442, "ts": "202 [{"post_id": 63442, "ts": "2026-09-07T09:13:02Z", "hours": 0.6397, "text": "fianlly made the data list, put it in a table format since it looks much better"}, {"post_id": 63330, "ts": "2026-09-07T02:59:47Z", "hours": 2.1228, "text": "Working on a python leaderboard using flask which acts like a backend. I’m trying to fix the css and files rn, which is annoying with flask since I have to write a whole {{ url_for(‘static’, filename=…)}} code. Additionally, i’m basing this for an existing website I have built with some friends and are seeing how we make this leaderboard and comparing with each other at the end for funsies. Im probably gonna finish all the styling and then try to add more inputs. I should probably fix the leaderboard styling since its messed up lol."}]...
|
Title: Python Leaderboard complementing a Game Web Title: Python Leaderboard complementing a Game Website by @aaravc | Stardance
Devlogs:
Working on a python leaderboard using flask which acts like a backend. I’m trying to fix the css and files rn, which is annoying with flask since I have to write a whole {{ url_for(‘static’, filename=…)}} code. Additionally, i’m basing this for an existing website I have built with some friends and are seeing how we make this leaderboard and comparing with each other at the end for funsies. Im probably gonna finish all the styling and then try to add more inputs. I should probably fix the leaderboard styling since its messed up lol.
fianlly made the data list, put it in a table format since it looks much better...
|
1793919155.4363801
|
1794783155.4363801
|
|
59311
|
Blender arm controller by @Sparsh01 | Stardance
|
Sparsh01
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T09:11:27Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made controller in blender using python to controll a 3 dof robotic arm , steps to run it - import ur 3dof robotic arm model,go to edit then click preference add on and choose .zip file i have provided , a pop up will open install pyserial and connect ur arduino with com ,it have a live sync option ,u can put value of stepper motor size like max step it should take 150 is preffered*", "repo": "", "demo": ""}]...
|
[{"post_id": 63437, "ts": "202 [{"post_id": 63437, "ts": "2026-09-07T08:56:25Z", "hours": 0.1, "text": "finally completed the code for the controller of 3dof robotic arm"}]...
|
Title: Blender arm controller by @Sparsh01 | Stard Title: Blender arm controller by @Sparsh01 | Stardance
Devlogs:
finally completed the code for the controller of 3dof robotic arm
Ships:
I have made controller in blender using python to controll a 3 dof robotic arm , steps to run it - import ur 3dof robotic arm model,go to edit then click preference add on and choose .zip file i have provided , a pop up will open install pyserial and connect ur arduino with com ,it have a live sync option ,u can put value of stepper motor size like max step it should take 150 is preffered*...
|
1793955365.3081346
|
1794041765.3081346
|
|
56879
|
Anims-meme by @Freaked | Stardance
|
Freaked
|
2
|
11.5
|
125
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T18:33:53Z", "hours": 5.0, "multiplier": 12.81, "payout": 66, "blessing": "neutral", "text": "i made this cool and cute animal meme making page and i made this because i wanted to make meme making more easy and also i have added a lot feature which was really hard to pull off and i am really proud of that i making this page juts to make the task of making new meme easier instead of using any hard over complicated tool", "repo": "https://github.com/15freaker/Anims-meme", "demo": "https://15freaker.github.io/Anims-meme/"}, {"ship_num": 2, "ts": "2026-09-01T16:56:26Z", "hours": 5.0, "multiplier": 11.64, "payout": 59, "blessing": "neutral", "text": "it was really challanges when it comes to API and all i loved how it went and it was real fun making this website i hope this will make other people happy too", "repo": "https://github.com/15freaker/Anims-meme", "demo": "https://15freaker.github.io/Anims-meme/"}]...
|
[{"post_id": 63432, "ts": "202 [{"post_id": 63432, "ts": "2026-09-07T08:46:54Z", "hours": 1.505, "text": "Devlog 11 : i have fixed all the bugs and all the changes it needed to become a better meme making page it is surely happy but its done and things i fixed in it was that cat image is not loading fast then fuctionality isnt working or isnt responsive i understood and fixed all the mistake and now it works better will see more in future and will fix it more (●’◡’●)(●’◡’●)"}, {"post_id": 61668, "ts": "2026-09-04T18:16:16Z", "hours": 2.1722, "text": "Devlog 10 : i have finally added more features and fixed all the bugs ohhh what a relief it is i am really glad and also let me tell you about features now you can have fox, dog, cat images and you can add custom images from your computer and a white bar so text wont get blended up in image (which is your choice if you want you can and if you dont just uncheck it)and i have added few more fonts and aspects ratio and some normal settings like brightness and contrast (it was really tough) and some emoji thats it for now will see what i can do it in future ✨✨"}, {"post_id": 61553, "ts": "2026-09-04T14:59:32Z", "hours": 1.1711, "text": "Devlog 9 : i have added fuctionality in it so every button works and do its work it was a pain in neck though but its finally completed and also i have added emoji fuction where people can also use emoji in their made memes if they want it was pretty tough though but its over and i am thinking of adding other features but for now its pretty awesome 🔥🔥✨✨"}, {"post_id": 61467, "ts": "2026-09-04T12:22:12Z", "hours": 0.7775, "text": "Devlog 8 : i was thinking of adding more fun features but i thought i should first add more customizable feature so it will make quality memes instead of quantity memes and i am thinking of adding more but nothing is coming in my mind rn if you have something please tell me in comment section i will be waiting ✨✨✨✨"}, {"post_id": 61324, "ts": "2026-09-04T05:39:33Z", "hours": 1.0106, "text": "Devlog 7 : i have fixed all the bugs and also added a loading screen so that it wont look like the website is freezed and i am going to add more features to it so that it will not be only cat centered but for other things too"}, {"post_id": 59695, "ts": "2026-09-01T16:50:15Z", "hours": 0.2775, "text": "Devlog 6 : completed README.md file and finally this project was real fun at last i finished it yeahhhhh ✨✨🔥🔥"}, {"post_id": 59621, "ts": "2026-09-01T15:18:40Z", "hours": 1.1211, "text": "Devlog 5: Fixed the bug and added all API needed for project and also made it look awesome filled with new feature 🤌✨"}, {"post_id": 59488, "ts": "2026-09-01T11:08:37Z", "hours": 1.02, "text": "Devlog 4: added some new features with some cool gifs and will going to fix API in place of gifs so that it can get new GIFs and new Images everytime we click and it need more polishing and fixing of bugs i am really tired of bugs 😒😒"}, {"post_id": 59454, "ts": "2026-09-01T09:59:25Z", "hours": 1.2586, "text": "Devlog 3 : i made its UI and its button works i need to add javascript now the most hard part is now starting and it was really hard to build till now but its almost done yeahhhhhh!!!!!!🔥🔥"}, {"post_id": 59192, "ts": "2026-08-31T20:51:55Z", "hours": 0.8411, "text": "#Devlog 2: completed its CSS file seems okay for now lets see how many bugs now we have to fix 🥀🥀"}, {"post_id": 59154, "ts": "2026-08-31T19:44:32Z", "hours": 0.5292, "text": "Devlog 1 : I am working so cool meme website you are gonna love it ✨i am very excited to make it and also this will gonna have a lot of features i hope everyone will love it (●’◡’●)"}]...
|
Title: Anims-meme by @Freaked | Stardance
Devlogs Title: Anims-meme by @Freaked | Stardance
Devlogs:
Devlog 1 : I am working so cool meme website you are gonna love it ✨i am very excited to make it and also this will gonna have a lot of features i hope everyone will love it (●’◡’●)
#Devlog 2: completed its CSS file seems okay for now lets see how many bugs now we have to fix 🥀🥀
Devlog 3 : i made its UI and its button works i need to add javascript now the most hard part is now starting and it was really hard to build till now but its almost done yeahhhhhh!!!!!!🔥🔥
Devlog 4: added some new features with some cool gifs and will going to fix API in place of gifs so that it can get new GIFs and new Images everytime we click and it need more polishing and fixing of bugs i am really tired of bugs 😒😒
Devlog 5: Fixed the bug and added all API needed for project and also made it look awesome filled with new feature 🤌✨
Devlog 6 : completed README.md file and finally this project was real fun at last i finished it yeahhhhh ✨✨🔥🔥
Devlog 7 : i have fixed all the bugs and also added a loading screen so that it wont look like the website is freezed and i am going to add more features to it so that it will not be only cat centered but for other things too
Devlog 8 : i was thinking of adding more fun features but i thought i should first add more customizable feature so it will make quality memes instead of quantity memes and i am thinking of adding more but nothing is coming in my mind rn if you have something please tell me in comment section i will be waiting ✨✨✨✨
Devlog 9 : i have added fuctionality in it so every button works and do its work it was a pain in neck though but its finally completed and also i have added emoji fuction where people can also use emoji in their made memes if they want it was pretty tough though but its over and i am thinking of adding other features but for now its pretty awesome 🔥🔥✨✨
Devlog 10 : i have finally added more features and fixed all the bugs ohhh what a relief it is i am really glad and also let me tell you about features now you can have fox, dog, cat images and you can add custom images from your computer and a white bar so text wont get blended up in image (which is your choice if you want you can and if you dont just uncheck it)and i have added few more fonts and aspects ratio and some normal settings like brightness and contrast (it was really tough) and some emoji thats it for now will see what i can do it in future ✨✨
Devlog 11 : i have fixed all the bugs and all the changes it needed to become a better meme making page it is surely happy but its done and things i fixed in it was that cat image is not loading fast then fuctionality isnt working or isnt responsive i understood and fixed all the mistake and now it works better will see more in future and will fix it more (●’◡’●)(●’◡’●)
Ships:
it was really challanges when it comes to API and all i loved how it went and it was real fun making this website i hope this will make other people happy too
i made this cool and cute animal meme making page and i made this because i wanted to make meme making more easy and also i have added a lot feature which was really hard to pull off and i am really proud of that i making this page juts to make the task of making new meme easier instead of using any hard over complicated tool...
|
1793768116.168409
|
1794632116.168409
|
|
51315
|
Poker by @jinjin | Stardance
|
jinjin
|
3
|
58.0
|
102
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T23:45:14Z", "hours": 31.0, "multiplier": 1.13, "payout": 35, "blessing": "neutral", "text": "I made Stardance Hold’em, a browser-based Texas Hold’em game where you play against 3 AI opponents using virtual Stardance Stars. I started with a basic poker table and gradually built out the actual game logic, including dealing, blinds, betting, community cards, hand evaluation and showdowns. I also added things like a leaderboard, daily rewards, session stats, emotes, animations and power-ups such as Peek Card, Double Pot and 2nd Chance Swap. One of the more challenging parts was getting the poker logic right, especially comparing hands and handling things like split pots and the different stages of a hand. I also spent quite a bit of time making the UI feel polished rather than just having a functional poker game. I’m most proud of how much the project grew from the original idea. It’s now something you can actually sit down and play, with the AI, progression systems and lots of small interactions making it feel more like a complete game. Everything uses virtual points only — there is no real-money wagering.", "repo": "https://github.com/jinjintt89-cmyk/Poker", "demo": "https://poker2-nu.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-04T23:43:51Z", "hours": 24.0, "multiplier": 5.45, "payout": 65, "blessing": "neutral", "text": "So I am reshipping this project, i hope you guys like it", "repo": "https://github.com/jinjintt89-cmyk/Poker", "demo": "https://poker2-nu.vercel.app/"}, {"ship_num": 3, "ts": "2026-08-20T07:33:57Z", "hours": 3.0, "multiplier": 1.01, "payout": 2, "blessing": "neutral", "text": "Please give me 15 stars i always give everyone else. Please pass on kindness", "repo": "https://github.com/jinjintt89-cmyk/Poker", "demo": "https://poker2-nu.vercel.app/"}]...
|
[{"post_id": 63423, "ts": "202 [{"post_id": 63423, "ts": "2026-09-07T08:04:44Z", "hours": 7.6525, "text": "Devlog 2 — poker actually works nowWhat changed?implemented full Texas Hold’em hand flowadded preflop, flop, turn and riveradded automatic community card dealingadded proper burn cardsadded showdown logicadded split-pot handlingadded hand comparison and winner detectionadded detailed hand descriptionsadded support for everything from High Card to Straight Flushadded the ace-low straightWhat I will be working on next?making the bots smarterimproving the betting UIadding more feedback when actions happenmaking the table feel less staticIt’s gone from a UI mockup to an actual playable poker game."}, {"post_id": 62942, "ts": "2026-09-06T14:24:44Z", "hours": 7.0783, "text": "Devlog 2 — poker actually works nowWhat changed?implemented full Texas Hold’em hand flowadded preflop, flop, turn and riveradded automatic community card dealingadded proper burn cardsadded showdown logicadded split-pot handlingadded hand comparison and winner detectionadded detailed hand descriptionsadded support for everything from High Card to Straight Flushadded the ace-low straightWhat I will be working on next?making the bots smarterimproving the betting UIadding more feedback when actions happenmaking the table feel less staticIt’s gone from a UI mockup to an actual playable poker game."}, {"post_id": 62712, "ts": "2026-09-06T06:17:32Z", "hours": 5.3728, "text": "Devlog 1 — getting the table working The table is finally starting to feel like an actual game."}, {"post_id": 62536, "ts": "2026-09-05T23:31:26Z", "hours": 8.8156, "text": "Completly restarting"}, {"post_id": 62126, "ts": "2026-09-05T11:45:41Z", "hours": 2.4, "text": "Adding feedback"}, {"post_id": 61846, "ts": "2026-09-04T23:35:47Z", "hours": 8.2067, "text": "Just trying to get more stars"}, {"post_id": 59214, "ts": "2026-08-31T21:42:42Z", "hours": 3.6156, "text": "Adding autosave feature, took a while"}, {"post_id": 57980, "ts": "2026-08-30T09:53:03Z", "hours": 2.8667, "text": "Writing the code and adding some new things in the shop"}, {"post_id": 57895, "ts": "2026-08-30T07:02:37Z", "hours": 5.4508, "text": "Fixing it trying to get it shipped"}, {"post_id": 57720, "ts": "2026-08-29T23:42:56Z", "hours": 3.4681, "text": "Making the code human"}, {"post_id": 50814, "ts": "2026-08-20T07:17:42Z", "hours": 0.8381, "text": "Just fixing it"}, {"post_id": 50627, "ts": "2026-08-19T21:30:26Z", "hours": 1.7775, "text": "Today I trouble shooted my code"}]...
|
Title: Poker by @jinjin | Stardance
Devlogs:
Toda Title: Poker by @jinjin | Stardance
Devlogs:
Today I trouble shooted my code
Just fixing it
Making the code human
Fixing it trying to get it shipped
Writing the code and adding some new things in the shop
Adding autosave feature, took a while
Just trying to get more stars
Adding feedback
Completly restarting
Devlog 1 — getting the table working The table is finally starting to feel like an actual game.
Devlog 2 — poker actually works nowWhat changed?implemented full Texas Hold’em hand flowadded preflop, flop, turn and riveradded automatic community card dealingadded proper burn cardsadded showdown logicadded split-pot handlingadded hand comparison and winner detectionadded detailed hand descriptionsadded support for everything from High Card to Straight Flushadded the ace-low straightWhat I will be working on next?making the bots smarterimproving the betting UIadding more feedback when actions happenmaking the table feel less staticIt’s gone from a UI mockup to an actual playable poker game.
Devlog 2 — poker actually works nowWhat changed?implemented full Texas Hold’em hand flowadded preflop, flop, turn and riveradded automatic community card dealingadded proper burn cardsadded showdown logicadded split-pot handlingadded hand comparison and winner detectionadded detailed hand descriptionsadded support for everything from High Card to Straight Flushadded the ace-low straightWhat I will be working on next?making the bots smarterimproving the betting UIadding more feedback when actions happenmaking the table feel less staticIt’s gone from a UI mockup to an actual playable poker game.
Ships:
Please give me 15 stars i always give everyone else. Please pass on kindness
So I am reshipping this project, i hope you guys like it
I made Stardance Hold’em, a browser-based Texas Hold’em game where you play against 3 AI opponents using virtual Stardance Stars. I started with a basic poker table and gradually built out the actual game logic, including dealing, blinds, betting, community cards, hand evaluation and showdowns. I also added things like a leaderboard, daily rewards, session stats, emotes, animations and power-ups such as Peek Card, Double Pot and 2nd Chance Swap. One of the more challenging parts was getting the poker logic right, especially comparing hands and handling things like split pots and the different stages of a hand. I also spent quite a bit of time making the UI feel polished rather than just having a functional poker game. I’m most proud of how much the project grew from the original idea. It’s now something you can actually sit down and play, with the AI, progression systems and lots of small interactions making it feel more like a complete game. Everything uses virtual points only — there is no real-money wagering....
|
1793771427.505346
|
1794635427.505346
|
|
58378
|
Collapsible FTC Field by @crashandburn001 | Starda Collapsible FTC Field by @crashandburn001 | Stardance...
|
crashandburn001
|
0
|
1.02
|
0
|
[]
|
[{"post_id": 63412, "ts": "202 [{"post_id": 63412, "ts": "2026-09-07T07:18:13Z", "hours": 1.0233, "text": "This project is a collapsible FTC Field perimeter (and hopefully field after season release) designed to be constructed out of cheap, readily available materials (such as electrical conduit) and 3d printed parts as a cheap alternative to the official field perimeter. This session, I CADded the mats and started work on the 90 degree hinge connector for the field."}]...
|
Title: Collapsible FTC Field by @crashandburn001 | Title: Collapsible FTC Field by @crashandburn001 | Stardance
Devlogs:
This project is a collapsible FTC Field perimeter (and hopefully field after season release) designed to be constructed out of cheap, readily available materials (such as electrical conduit) and 3d printed parts as a cheap alternative to the official field perimeter. This session, I CADded the mats and started work on the 90 degree hinge connector for the field....
|
1793487236.2869124
|
1794092036.2869124
|
|
59034
|
My first slack bot! by @keshavpandey | Stardance
|
keshavpandey
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 63408, "ts": "202 [{"post_id": 63408, "ts": "2026-09-07T07:10:24Z", "hours": 0.3011, "text": "built my first slack bot! yayyyyy"}]...
|
Title: My first slack bot! by @keshavpandey | Star Title: My first slack bot! by @keshavpandey | Stardance
Devlogs:
built my first slack bot! yayyyyy...
|
1793526718.410899
|
1794131518.410899
|
|
58822
|
My awesome macropad! by @angelc | Stardance
|
angelc
|
0
|
6.74
|
0
|
[]
|
[{"post_id": 63406, "ts": "202 [{"post_id": 63406, "ts": "2026-09-07T07:06:14Z", "hours": 6.7431, "text": "Entire Macropad Went through the process of getting the idea of what I wanted to make, to looking at documentation on how the tutorial made it, to asking ai for some help (2nd attempt at a macropad bec the first didnt work which was my fault) learned a lot and how to route better then before, learned to look and find 3d models for various parts and enhanced my skills in Fusion 360, find all about it here"}]...
|
Title: My awesome macropad! by @angelc | Stardance Title: My awesome macropad! by @angelc | Stardance
Devlogs:
Entire Macropad Went through the process of getting the idea of what I wanted to make, to looking at documentation on how the tutorial made it, to asking ai for some help (2nd attempt at a macropad bec the first didnt work which was my fault) learned a lot and how to route better then before, learned to look and find 3d models for various parts and enhanced my skills in Fusion 360, find all about it here...
|
1793515714.2690606
|
1794120514.2690606
|