|
67595
|
WebBrowser by @BlueScreen | Stardance
|
BlueScreen
|
1
|
26.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T16:57:46Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Gluon Browser is now fully available with the release of version 1.1.0! It is a command line browser which can read websites and search the web through DuckDuckGo. It has many features, such as tabs, saving pages, and downloading files!", "repo": "https://github.com/Clippy-CLI/CMD-Browser", "demo": "https://codehs.com/sandbox/yellowotter2314/browser/run"}]...
|
[{"post_id": 82335, "ts": "202 [{"post_id": 82335, "ts": "2026-10-24T16:24:57Z", "hours": 0.3422, "text": "Nothing much, just some small formatting and the browser demo at https://codehs.com/sandbox/yellowotter2314/browser/run has been updated. Thinking I may ship my project"}, {"post_id": 82283, "ts": "2026-10-24T13:38:17Z", "hours": 0.2911, "text": "Small change but bot traffic was fixed, full search results work now"}, {"post_id": 82139, "ts": "2026-10-24T02:34:45Z", "hours": 2.8392, "text": "Search engine now exists and works! It uses duckduckgo in order to search the web and provide links to whatever you may need! It does often cut off or stop working though due to being detected as bot traffic so I need to fix that."}, {"post_id": 81887, "ts": "2026-10-22T21:05:25Z", "hours": 0.535, "text": "Small feature, the browser can now download files! This includes images, text, installers, or whatever!"}, {"post_id": 81681, "ts": "2026-10-22T01:19:04Z", "hours": 0.9733, "text": "New release version 1.0.1 with bug fixes and small improvements"}, {"post_id": 81346, "ts": "2026-10-20T22:05:52Z", "hours": 3.0056, "text": "Working web demo now available, press run and wait for it to load: https://codehs.com/sandbox/yellowotter2314/browser/run"}, {"post_id": 80479, "ts": "2026-10-17T19:58:37Z", "hours": 7.3764, "text": "Every good browser needs a game, so I added a simple game in based off of one of my first ever coding projects! Control * with arrow keys to avoid !"}, {"post_id": 78425, "ts": "2026-10-10T19:29:58Z", "hours": 5.2208, "text": "Image/Images commands are actually working now! (Image more than images) example below with Hackclub logo:"}, {"post_id": 77428, "ts": "2026-10-06T23:03:08Z", "hours": 1.2331, "text": "Images command is added so now images from a site can be viewed! It prints them in text characters, example below of Linux penguin."}, {"post_id": 76907, "ts": "2026-10-05T01:12:06Z", "hours": 1.9431, "text": "So that I at least have something to add, I worked (I think mostly on, I can’t remember what I had by my last devlog) on bug fixes and formatting. New features should be up next"}, {"post_id": 76759, "ts": "2026-10-04T14:44:54Z", "hours": 1.1803, "text": "Finished linkscan command, which displays a list of all links at a chosen URL, this also lays some groundwork for adding images later as images are stored at source urls"}, {"post_id": 76530, "ts": "2026-10-03T20:54:16Z", "hours": 0.6633, "text": "Added more commands and planned out a way to show images, but still in the terminal!"}, {"post_id": 76463, "ts": "2026-10-03T16:33:19Z", "hours": 0.3031, "text": "Imported the project, improved the readme, and added a new command"}]...
|
Title: WebBrowser by @BlueScreen | Stardance
Devl Title: WebBrowser by @BlueScreen | Stardance
Devlogs:
Imported the project, improved the readme, and added a new command
Added more commands and planned out a way to show images, but still in the terminal!
Finished linkscan command, which displays a list of all links at a chosen URL, this also lays some groundwork for adding images later as images are stored at source urls
So that I at least have something to add, I worked (I think mostly on, I can’t remember what I had by my last devlog) on bug fixes and formatting. New features should be up next
Images command is added so now images from a site can be viewed! It prints them in text characters, example below of Linux penguin.
Image/Images commands are actually working now! (Image more than images) example below with Hackclub logo:
Every good browser needs a game, so I added a simple game in based off of one of my first ever coding projects! Control * with arrow keys to avoid !
Working web demo now available, press run and wait for it to load: https://codehs.com/sandbox/yellowotter2314/browser/run
New release version 1.0.1 with bug fixes and small improvements
Small feature, the browser can now download files! This includes images, text, installers, or whatever!
Search engine now exists and works! It uses duckduckgo in order to search the web and provide links to whatever you may need! It does often cut off or stop working though due to being detected as bot traffic so I need to fix that.
Small change but bot traffic was fixed, full search results work now
Nothing much, just some small formatting and the browser demo at https://codehs.com/sandbox/yellowotter2314/browser/run has been updated. Thinking I may ship my project
Ships:
Gluon Browser is now fully available with the release of version 1.1.0! It is a command line browser which can read websites and search the web through DuckDuckGo. It has many features, such as tabs, saving pages, and downloading files!...
|
1793112661.5089812
|
1793199061.5089812
|
|
58248
|
Darmigan by @darmigan2011 | Stardance
|
darmigan2011
|
1
|
15.04
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T11:10:33Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a personal portfolio website to showcase my work in 3D printing, AI, IoT and engineering. I wanted it to feel more like a real personal website instead of a basic school project, so I spent time working on the dark futuristic design, animations, navigation and project sections. One of the challenging parts was getting everything deployed properly on GitHub Pages and making sure the website worked outside localhost. I also had to figure out Git and deal with some merge issues while deploying it. I’m most proud of how the final site brings my different interests together in one place. I also included my Flash Force 3D Printing business and some of my engineering projects. To test it, open the deployed website and try the navigation, especially the 3D Printing section and the different project/contact sections.", "repo": "https://github.com/darmigan2011-ops/-personal-profile-for-my-business-", "demo": "https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/"}]...
|
[{"post_id": 82333, "ts": "202 [{"post_id": 82333, "ts": "2026-10-24T16:22:01Z", "hours": 2.6378, "text": "Devlog — Finally finished my portfolio website! I’ve been working on my personal website for a while, and I’ve finally got it to a point where I’m happy with how it looks. I didn’t want to make another basic portfolio with the usual template, so I went with a dark theme, cyan accents, and a minimal design. I also made a separate projects page where I can showcase the things I’ve been working on. The website brings together my work in web development, AI, IoT, and 3D printing. There’s still room for improvement, but getting the design and all the different sections together was a fun experience. Here’s how it looks right now 👇 Website: https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/projects.html I’d love to hear what you think! Is there anything you would change or improve?"}, {"post_id": 77046, "ts": "2026-10-05T14:07:35Z", "hours": 1.4014, "text": "I finally got this one into a working website. I started with a simple visual idea — a dark, cinematic portfolio with a strong hero section — and slowly turned it into an actual interactive website. The main focus was making it feel like me, not just another developer portfolio. I worked on: The cinematic hero section Smooth scrolling and animations 3D / interactive elements AI, IoT and 3D printing sections Project showcase Responsive design The overall dark + cyan visual style One thing I really enjoyed was seeing the design go from an image/reference in my head to something I could actually open in the browser and interact with. It still isn’t “finished” in my mind — there are definitely more things I want to improve, especially the 3D interactions and some of the scroll animations."}, {"post_id": 76620, "ts": "2026-10-04T06:13:34Z", "hours": 10.9781, "text": "Finally got my personal website to a point where I can share it . I’ve been working on this for a while and I wanted to build something that was more than just a normal portfolio. I wanted it to actually show what I’m interested in and what I’m building. The site now has sections for my 3D printing work, AI/computer vision projects, IoT experiments, skills, projects and ways to contact me. I also spent a lot of time working on the UI — dark theme, cyan/blue highlights, cards, animations, responsive sections and all the small details that make the site feel better. Some of the projects shown are things I’ve actually worked on, like my JARVIS voice assistant, computer vision/object tracking, IoT systems and 3D printing projects. It’s definitely not finished yet. I still want to add more interactions, animations and improve some sections. But I’m finally happy with how far it has come, so I wanted to post the current version. More updates coming as I keep building."}]...
|
Title: Darmigan by @darmigan2011 | Stardance
Devl Title: Darmigan by @darmigan2011 | Stardance
Devlogs:
Finally got my personal website to a point where I can share it . I’ve been working on this for a while and I wanted to build something that was more than just a normal portfolio. I wanted it to actually show what I’m interested in and what I’m building. The site now has sections for my 3D printing work, AI/computer vision projects, IoT experiments, skills, projects and ways to contact me. I also spent a lot of time working on the UI — dark theme, cyan/blue highlights, cards, animations, responsive sections and all the small details that make the site feel better. Some of the projects shown are things I’ve actually worked on, like my JARVIS voice assistant, computer vision/object tracking, IoT systems and 3D printing projects. It’s definitely not finished yet. I still want to add more interactions, animations and improve some sections. But I’m finally happy with how far it has come, so I wanted to post the current version. More updates coming as I keep building.
I finally got this one into a working website. I started with a simple visual idea — a dark, cinematic portfolio with a strong hero section — and slowly turned it into an actual interactive website. The main focus was making it feel like me, not just another developer portfolio. I worked on: The cinematic hero section Smooth scrolling and animations 3D / interactive elements AI, IoT and 3D printing sections Project showcase Responsive design The overall dark + cyan visual style One thing I really enjoyed was seeing the design go from an image/reference in my head to something I could actually open in the browser and interact with. It still isn’t “finished” in my mind — there are definitely more things I want to improve, especially the 3D interactions and some of the scroll animations.
Devlog — Finally finished my portfolio website! I’ve been working on my personal website for a while, and I’ve finally got it to a point where I’m happy with how it looks. I didn’t want to make another basic portfolio with the usual template, so I went with a dark theme, cyan accents, and a minimal design. I also made a separate projects page where I can showcase the things I’ve been working on. The website brings together my work in web development, AI, IoT, and 3D printing. There’s still room for improvement, but getting the design and all the different sections together was a fun experience. Here’s how it looks right now 👇 Website: https://darmigan2011-ops.github.io/-personal-profile-for-my-business-/projects.html I’d love to hear what you think! Is there anything you would change or improve?
Ships:
I built a personal portfolio website to showcase my work in 3D printing, AI, IoT and engineering. I wanted it to feel more like a real personal website instead of a basic school project, so I spent time working on the dark futuristic design, animations, navigation and project sections. One of the challenging parts was getting everything deployed properly on GitHub Pages and making sure the website worked outside localhost. I also had to figure out Git and deal with some merge issues while deploying it. I’m most proud of how the final site brings my different interests together in one place. I also included my Flash Force 3D Printing business and some of my engineering projects. To test it, open the deployed website and try the navigation, especially the 3D Printing section and the different project/contact sections....
|
1793152375.7457933
|
1793238775.7457933
|
|
13523
|
My very own WebOS by @Zstar | Stardance
|
Zstar
|
0
|
1.3
|
0
|
[]
|
[{"post_id": 8233, "ts": "2026 [{"post_id": 8233, "ts": "2026-06-13T18:11:43Z", "hours": 1.3006, "text": "I kept changing things on the os because it wasn’t looking the way i like it still isn’t amazing but I’m on the third tutorial but i’m making an os filled with things i love"}]...
|
Title: My very own WebOS by @Zstar | Stardance
De Title: My very own WebOS by @Zstar | Stardance
Devlogs:
I kept changing things on the os because it wasn’t looking the way i like it still isn’t amazing but I’m on the third tutorial but i’m making an os filled with things i love...
|
1793195662.2953854
|
1793800462.2953854
|
|
67043
|
COSMIC LENS! by @vashi_21 | Stardance
|
vashi_21
|
1
|
13.04
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-08T15:34:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Cosmic Lens, a custom space picture viewer using vanilla JavaScript and VITE that fetches data directly from NASA’s Astronomy Picture of the Day (APOD) API. The most challenging part was managing dynamic API fetching, handling edge cases like YouTube video embeds versus regular image renders, and resolving scope bugs with the date selector variable. I’m most proud of designing the space-themed UI with custom CSS stars and smooth interactive controls. To test it, open the live link and select any past date from the date picker to load that day’s official NASA space photo with explanation! If you can’t think of a date , use the random button and have fun !!!", "repo": "https://github.com/wizard21-sudo/cosmic-lens", "demo": "https://wizard21-sudo.github.io/cosmic-lens/"}]...
|
[{"post_id": 82329, "ts": "202 [{"post_id": 82329, "ts": "2026-10-24T15:59:02Z", "hours": 1.8481, "text": "Worked on the API integration today so it handles both new and old space data smoothly. Ran into a weird bug where older dates kept showing random NASA logo placeholders instead of actual pictures. Added some validation logic to catch those placeholders before they break the image tags. Set up clean fallback links too, so if a record doesn’t have a direct image file, it just sends you straight to the original NASA page."}, {"post_id": 82035, "ts": "2026-10-23T15:13:48Z", "hours": 3.4556, "text": "Spent today polishing up the stylesheet to ensure the starry background animation and button hover effects render smoothly. Fixed a couple of small typos in the CSS properties that were stopping image scaling from working properly. Switched over to main.js to track down a trick variable capitalization bug that broke the random date generator. Cleaned up the API fetch logic to handle 404 errors gracefully without crashing the UI. Finally tested everything locally and pushed the clean code to GitHub Pages."}, {"post_id": 81233, "ts": "2026-10-20T12:06:33Z", "hours": 1.6819, "text": "Today I fixed the audio and non-YouTube videos which were glitching out because my conditional logic lumped them together incorrectly. Fixed it by cleaning up the tags, swapping the colon, and splitting videos into their own separate condition. Booted it up on localhost and everything is finally rendering clean cards and working media links. Hope this is the final ship for this project. 💫"}, {"post_id": 80416, "ts": "2026-10-17T15:55:20Z", "hours": 2.0514, "text": "Added a custom greetings popup to give Cosmic Lens a warm, personal touch! Fixed a CSS bug where the popup styling was trapped inside a mobile media query. I also resolved a JavaScript selector typo and removed it from JavaScript so the popup only depended on index.HTML so the close button works smoothly. Also cleaned up robotic AI comments and removed divider lines from the code. Finally ready to reship with a personalized README and an authentic codebase!"}, {"post_id": 77611, "ts": "2026-10-07T16:48:22Z", "hours": 0.6575, "text": "Cosmic Lens is LIVE! And… we’re done! 🚀 Today I gave Cosmic Lens its final touches, cleaned up the project, added the README, pushed everything to GitHub, and made sure the live deployment was working properly. The best part? The site is actually LIVE now! I also tested the date picker and Random NASA Image feature one last time, and everything is working as it should. From debugging API issues to fighting with Git and deployment 😭, this project definitely had its moments — but seeing it running online makes it all worth it. 🔗 Live: https://wizard21-sudo.github.io/cosmic-lens/ I’m officially calling it SHIPPED! 🚀 Keep looking up. 🌠"}, {"post_id": 77335, "ts": "2026-10-06T16:10:33Z", "hours": 1.2447, "text": "Redesigned the UI with twinkling CSS stars and neon space elements. Formatted theme colors and input controls to match the cosmic dark look. Fixed index.html font imports and CSS pathing for VITE compatibility. Added DEMO-KEY fallback for live NASA APOD fetches on GitHub Pages. This alone took almost 1 hours and the basic site isn’t even working properly, still got a long way to go . P.S can’t find the emojis so upside down smiley face at the end."}, {"post_id": 77107, "ts": "2026-10-05T17:26:29Z", "hours": 0.5842, "text": "Today built a responsive dark-mode layout with smooth flexbox centering. Added custom zig-zag side borders using CSS pseudo-elements. Styled typography using Google Fonts ( Oswald and Black Ops One ). Used @media queries to hide side accents on mobile screens. Although having fun, the progress is so slow ."}, {"post_id": 76779, "ts": "2026-10-04T15:34:38Z", "hours": 0.5897, "text": "Today, I fetched live space data using custom API requests for my NASA APOD web. I also built smart media logic that automatically detects images YouTube embeds, or video players. To keep the app smooth and reliable, I added safe loading states and a catch-block for error handling. I debugged JavaScript syntax issues as well. Finally, I completed almost all the steps of the guide and I am satisfied by my progress. <3"}, {"post_id": 76472, "ts": "2026-10-03T17:06:22Z", "hours": 0.3836, "text": "Finished setting up environment variables for NASA API and secured sensitive keys using GitHub secrets. Also resolved a GitHub Actions build failure caused by placing my directory under the wrong folder. Also fixed a syntax error in vite.config.js . Learned so much by fixing my mistakes. Finally published the app to GitHub pages!!!"}, {"post_id": 76452, "ts": "2026-10-03T16:04:11Z", "hours": 0.3317, "text": "Started new project. Just finished linking my repository to VS JavaScript and CSS. <3"}]...
|
Title: COSMIC LENS! by @vashi_21 | Stardance
Devl Title: COSMIC LENS! by @vashi_21 | Stardance
Devlogs:
Started new project. Just finished linking my repository to VS JavaScript and CSS. <3
Finished setting up environment variables for NASA API and secured sensitive keys using GitHub secrets. Also resolved a GitHub Actions build failure caused by placing my directory under the wrong folder. Also fixed a syntax error in vite.config.js . Learned so much by fixing my mistakes. Finally published the app to GitHub pages!!!
Today, I fetched live space data using custom API requests for my NASA APOD web. I also built smart media logic that automatically detects images YouTube embeds, or video players. To keep the app smooth and reliable, I added safe loading states and a catch-block for error handling. I debugged JavaScript syntax issues as well. Finally, I completed almost all the steps of the guide and I am satisfied by my progress. <3
Today built a responsive dark-mode layout with smooth flexbox centering. Added custom zig-zag side borders using CSS pseudo-elements. Styled typography using Google Fonts ( Oswald and Black Ops One ). Used @media queries to hide side accents on mobile screens. Although having fun, the progress is so slow .
Redesigned the UI with twinkling CSS stars and neon space elements. Formatted theme colors and input controls to match the cosmic dark look. Fixed index.html font imports and CSS pathing for VITE compatibility. Added DEMO-KEY fallback for live NASA APOD fetches on GitHub Pages. This alone took almost 1 hours and the basic site isn’t even working properly, still got a long way to go . P.S can’t find the emojis so upside down smiley face at the end.
Cosmic Lens is LIVE! And… we’re done! 🚀 Today I gave Cosmic Lens its final touches, cleaned up the project, added the README, pushed everything to GitHub, and made sure the live deployment was working properly. The best part? The site is actually LIVE now! I also tested the date picker and Random NASA Image feature one last time, and everything is working as it should. From debugging API issues to fighting with Git and deployment 😭, this project definitely had its moments — but seeing it running online makes it all worth it. 🔗 Live: https://wizard21-sudo.github.io/cosmic-lens/ I’m officially calling it SHIPPED! 🚀 Keep looking up. 🌠
Added a custom greetings popup to give Cosmic Lens a warm, personal touch! Fixed a CSS bug where the popup styling was trapped inside a mobile media query. I also resolved a JavaScript selector typo and removed it from JavaScript so the popup only depended on index.HTML so the close button works smoothly. Also cleaned up robotic AI comments and removed divider lines from the code. Finally ready to reship with a personalized README and an authentic codebase!
Today I fixed the audio and non-YouTube videos which were glitching out because my conditional logic lumped them together incorrectly. Fixed it by cleaning up the tags, swapping the colon, and splitting videos into their own separate condition. Booted it up on localhost and everything is finally rendering clean cards and working media links. Hope this is the final ship for this project. 💫
Spent today polishing up the stylesheet to ensure the starry background animation and button hover effects render smoothly. Fixed a couple of small typos in the CSS properties that were stopping image scaling from working properly. Switched over to main.js to track down a trick variable capitalization bug that broke the random date generator. Cleaned up the API fetch logic to handle 404 errors gracefully without crashing the UI. Finally tested everything locally and pushed the clean code to GitHub Pages.
Worked on the API integration today so it handles both new and old space data smoothly. Ran into a weird bug where older dates kept showing random NASA logo placeholders instead of actual pictures. Added some validation logic to catch those placeholders before they break the image tags. Set up clean fallback links too, so if a record doesn’t have a direct image file, it just sends you straight to the original NASA page.
Ships:
I built Cosmic Lens, a custom space picture viewer using vanilla JavaScript and VITE that fetches data directly from NASA’s Astronomy Picture of the Day (APOD) API. The most challenging part was managing dynamic API fetching, handling edge cases like YouTube video embeds versus regular image renders, and resolving scope bugs with the date selector variable. I’m most proud of designing the space-themed UI with custom CSS stars and smooth interactive controls. To test it, open the live link and select any past date from the date picker to load that day’s official NASA space photo with explanation! If you can’t think of a date , use the random button and have fun !!!...
|
1793062232.450551
|
1793148632.450551
|
|
71193
|
Regatta by @aarivpatel | Stardance
|
aarivpatel
|
0
|
7.48
|
0
|
[]
|
[{"post_id": 82321, "ts": "202 [{"post_id": 82321, "ts": "2026-10-24T15:32:12Z", "hours": 7.4767, "text": "Catch-up devlog for Regatta, my macOS app for running several AI coding agents at once. My time tracker recorded this work under the feature folders, so the log reads like a changelog of the safety rails: three rounds of hardening for Heats (heats-safety, then heats-safety-3), Checkpoints safety, the Flows engine, the Night watch engine, Broadcast (one prompt to many panes), plus the preview pane, worktrees support and the tour projects. The features that touch your repository are the ones that got the most care - Regatta opens the agent CLIs you already have and tries very hard not to lose your work. Repo is linked; MIT, Electron."}]...
|
Title: Regatta by @aarivpatel | Stardance
Devlogs Title: Regatta by @aarivpatel | Stardance
Devlogs:
Catch-up devlog for Regatta, my macOS app for running several AI coding agents at once. My time tracker recorded this work under the feature folders, so the log reads like a changelog of the safety rails: three rounds of hardening for Heats (heats-safety, then heats-safety-3), Checkpoints safety, the Flows engine, the Night watch engine, Broadcast (one prompt to many panes), plus the preview pane, worktrees support and the tour projects. The features that touch your repository are the ones that got the most care - Regatta opens the agent CLIs you already have and tries very hard not to lose your work. Repo is linked; MIT, Electron....
|
1792856824.8370223
|
1793461624.8370223
|
|
71191
|
wasitme by @aarivpatel | Stardance
|
aarivpatel
|
0
|
32.16
|
0
|
[]
|
[{"post_id": 82317, "ts": "202 [{"post_id": 82317, "ts": "2026-10-24T15:23:24Z", "hours": 32.155, "text": "Catch-up devlog for wasitme (working title BowlPrep, the folder name my time tracker recorded). wasitme answers ‘was it me, or the model?’: it reads your Claude Code and Codex session logs on your Mac and builds a timeline of what changed on your side (model, effort, instruction files, MCP servers, skills) and on the agent’s side (version updates, which model was served), compares your recent weeks with the weeks before, and says which side your numbers moved with - or ‘too early to tell’. This window: shipped the 0.1.1 release through CI, the 37-second film (the question spelled in tool-error ticks), and the website and film tools. Repo and live site are linked on the project. Screenshot: the live site."}]...
|
Title: wasitme by @aarivpatel | Stardance
Devlogs Title: wasitme by @aarivpatel | Stardance
Devlogs:
Catch-up devlog for wasitme (working title BowlPrep, the folder name my time tracker recorded). wasitme answers ‘was it me, or the model?’: it reads your Claude Code and Codex session logs on your Mac and builds a timeline of what changed on your side (model, effort, instruction files, MCP servers, skills) and on the agent’s side (version updates, which model was served), compares your recent weeks with the weeks before, and says which side your numbers moved with - or ‘too early to tell’. This window: shipped the 0.1.1 release through CI, the 37-second film (the question spelled in tool-error ticks), and the website and film tools. Repo and live site are linked on the project. Screenshot: the live site....
|
1792856822.3513188
|
1793461622.3513188
|
|
67313
|
my personal site by @LPcomix123 | Stardance
|
LPcomix123
|
1
|
8.3
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T10:58:11Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Over the past few days, I have made an awesome navigation bar and added some interests, skills, and certificates of mine. I have also added some cool custom turquoise/matcha/banana css, and added a full on more-projects page and a custom 404 error page. Along this journey, I have learned some important skills in html, css, and building multi-page sites.", "repo": "https://github.com/LPcomix123/my-personal-site", "demo": "https://lpcomix123.github.io/my-personal-site/"}]...
|
[{"post_id": 82315, "ts": "202 [{"post_id": 82315, "ts": "2026-10-24T15:22:21Z", "hours": 0.3006, "text": "added Readme as the reviewer requested (kinda forgot ngl)"}, {"post_id": 82229, "ts": "2026-10-24T10:48:16Z", "hours": 0.3222, "text": "This morning, I have added a custom 404 error page, I have done the final polish, and I have made sure everything matches the final colour scheme, and now about to ship it, thanks!"}, {"post_id": 82109, "ts": "2026-10-23T22:39:45Z", "hours": 3.1225, "text": "Today, I finished the more projects page, chose the final colour scheme and ajusted the css to fit, I polished the home page while adding featured and current projects and adding some of my coding certificates to it. overall a good day coding."}, {"post_id": 81898, "ts": "2026-10-22T22:06:37Z", "hours": 4.3003, "text": "Today I’ve been developing a personal out of html and css. I have created the basis of multiple sections of the site, it currently has my interests some of my skills and a working animated dropdown menu to replace the navbar on mobile. The mobile dropdown menu has a hamburger style icon and a nice hover tone, the home button in the navbar and dropdown menu is classed as active which means its a darker shade of green. I have been in a proper fight with getting the css formatting just right, and I will do the coloring and design element of css tomorrow. I have also organized the files and made it more developer friendly. I have added some links to my other profiles and accounts such as my YouTube channel, my Curseforge profile and a mailto link to mail to my public email not my private one. And overall I believe I have made some good progress today. :)"}]...
|
Title: my personal site by @LPcomix123 | Stardance Title: my personal site by @LPcomix123 | Stardance
Devlogs:
Today I’ve been developing a personal out of html and css. I have created the basis of multiple sections of the site, it currently has my interests some of my skills and a working animated dropdown menu to replace the navbar on mobile. The mobile dropdown menu has a hamburger style icon and a nice hover tone, the home button in the navbar and dropdown menu is classed as active which means its a darker shade of green. I have been in a proper fight with getting the css formatting just right, and I will do the coloring and design element of css tomorrow. I have also organized the files and made it more developer friendly. I have added some links to my other profiles and accounts such as my YouTube channel, my Curseforge profile and a mailto link to mail to my public email not my private one. And overall I believe I have made some good progress today. :)
Today, I finished the more projects page, chose the final colour scheme and ajusted the css to fit, I polished the home page while adding featured and current projects and adding some of my coding certificates to it. overall a good day coding.
This morning, I have added a custom 404 error page, I have done the final polish, and I have made sure everything matches the final colour scheme, and now about to ship it, thanks!
added Readme as the reviewer requested (kinda forgot ngl)
Ships:
Over the past few days, I have made an awesome navigation bar and added some interests, skills, and certificates of mine. I have also added some cool custom turquoise/matcha/banana css, and added a full on more-projects page and a custom 404 error page. Along this journey, I have learned some important skills in html, css, and building multi-page sites....
|
1793109062.7490928
|
1793195462.7490928
|
|
71190
|
Aariv's web studio by @aarivpatel | Stardance
|
aarivpatel
|
0
|
88.05
|
0
|
[]
|
[{"post_id": 82314, "ts": "202 [{"post_id": 82314, "ts": "2026-10-24T15:20:58Z", "hours": 88.0472, "text": "Big catch-up post for my studio work. Since late August I have been running my web-design studio out of one workspace: I direct AI coding agents (OpenCode, Claude Code, Antigravity) that do the typing while I plan the sites, review every change and test the results. In this window the studio shipped charity websites, a batch of small contest tools (public copies on my GitHub), updates to my portfolio at aariv.me, and the planning and review docs that keep the pipeline honest. Most of my logged time is Markdown for a reason: directing agents well is mostly writing precise specs and reading their output carefully. Next up: a tighter devlog cadence instead of one giant backfill. Screenshot: my portfolio, aariv.me."}]...
|
Title: Aariv's web studio by @aarivpatel | Sta Title: Aariv's web studio by @aarivpatel | Stardance
Devlogs:
Big catch-up post for my studio work. Since late August I have been running my web-design studio out of one workspace: I direct AI coding agents (OpenCode, Claude Code, Antigravity) that do the typing while I plan the sites, review every change and test the results. In this window the studio shipped charity websites, a batch of small contest tools (public copies on my GitHub), updates to my portfolio at aariv.me, and the planning and review docs that keep the pipeline honest. Most of my logged time is Markdown for a reason: directing agents well is mostly writing precise specs and reading their output carefully. Next up: a tighter devlog cadence instead of one giant backfill. Screenshot: my portfolio, aariv.me....
|
1792856821.4827006
|
1793461621.4827006
|
|
65250
|
Safety Drone by @IshanM | Stardance
|
IshanM
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T15:15:17Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I developed a AI-powered search-and-rescue drone by training multiple AI models to detect people and emergencies in cities, forests, and water, while also building the physical drone using a Raspberry Pi and Pixhawk. Some of my biggest challenges included not blowing up circuits with my Pixhawk (Might have happened a bit too many times..). I’m most proud of building a working drone (Although it doesn’t fly YET) and training some of my own AI’s which can actually detect these dangers. More info about how to run the code and BOM in the GitHub!", "repo": "https://github.com/Ishan-M2011/stardance_drone_project", "demo": ""}]...
|
[{"post_id": 82310, "ts": "202 [{"post_id": 82310, "ts": "2026-10-24T15:08:57Z", "hours": 0.4319, "text": "Worked on finalizing the readme alongside finishing up the code. More to do, but stardance is gonna end soon"}, {"post_id": 81701, "ts": "2026-10-22T04:23:00Z", "hours": 1.6197, "text": "Worked on training the AI even more, got all the models trained but might need to retrain due to low accuracy rates. Next step should be figuring out the simulations part of stuff."}, {"post_id": 78913, "ts": "2026-10-12T00:48:12Z", "hours": 1.4919, "text": "Worked on researching different search methods such as Bayesian Greedy Search and Monte Carlo Tree Search. This includes what datasets I should implement to better suit the methods."}, {"post_id": 77993, "ts": "2026-10-09T04:09:17Z", "hours": 1.1092, "text": "Working on getting test results for a baseline of YOLO detection on mountain and beach areas. Next step to is train it with custom data!"}, {"post_id": 77739, "ts": "2026-10-08T04:18:42Z", "hours": 1.3672, "text": "Trained a simple YOLO AI"}, {"post_id": 77472, "ts": "2026-10-07T04:35:01Z", "hours": 0.7833, "text": "Dataset research and idea refining"}, {"post_id": 77469, "ts": "2026-10-07T03:43:27Z", "hours": 0.7419, "text": "Finished the logs of everything"}, {"post_id": 77437, "ts": "2026-10-07T00:40:30Z", "hours": 0.5167, "text": "Did tons of planning based on some general questions"}, {"post_id": 74310, "ts": "2026-09-27T05:10:48Z", "hours": 2.9086, "text": "Putting everything into the frame"}, {"post_id": 74027, "ts": "2026-09-26T15:33:02Z", "hours": 0.6667, "text": "Synced up a second motor while putting some extra pins so my pixhawk doesn’t shout out again. Hoping this works bc I’ve already fried a pixhawk or 2.."}, {"post_id": 73448, "ts": "2026-09-25T03:30:01Z", "hours": 0.4667, "text": "Pixhawk and Motor Movement"}]...
|
Title: Safety Drone by @IshanM | Stardance
Devlog Title: Safety Drone by @IshanM | Stardance
Devlogs:
Pixhawk and Motor Movement
Synced up a second motor while putting some extra pins so my pixhawk doesn’t shout out again. Hoping this works bc I’ve already fried a pixhawk or 2..
Putting everything into the frame
Did tons of planning based on some general questions
Finished the logs of everything
Dataset research and idea refining
Trained a simple YOLO AI
Working on getting test results for a baseline of YOLO detection on mountain and beach areas. Next step to is train it with custom data!
Worked on researching different search methods such as Bayesian Greedy Search and Monte Carlo Tree Search. This includes what datasets I should implement to better suit the methods.
Worked on training the AI even more, got all the models trained but might need to retrain due to low accuracy rates. Next step should be figuring out the simulations part of stuff.
Worked on finalizing the readme alongside finishing up the code. More to do, but stardance is gonna end soon
Ships:
I developed a AI-powered search-and-rescue drone by training multiple AI models to detect people and emergencies in cities, forests, and water, while also building the physical drone using a Raspberry Pi and Pixhawk. Some of my biggest challenges included not blowing up circuits with my Pixhawk (Might have happened a bit too many times..). I’m most proud of building a working drone (Although it doesn’t fly YET) and training some of my own AI’s which can actually detect these dangers. More info about how to run the code and BOM in the GitHub!...
|
1793084174.2033956
|
1793170574.2033956
|
|
42421
|
Descreened by @shouryasharan27 | Stardance
|
shouryasharan27
|
0
|
3.77
|
0
|
[]
|
[{"post_id": 82309, "ts": "202 [{"post_id": 82309, "ts": "2026-10-24T15:06:04Z", "hours": 3.775, "text": "finally after many weeks of making this. each component. I made an website for my organisation. which is 8 countries btw"}]...
|
Title: Descreened by @shouryasharan27 | Stardance
Title: Descreened by @shouryasharan27 | Stardance
Devlogs:
finally after many weeks of making this. each component. I made an website for my organisation. which is 8 countries btw...
|
1793174153.9774556
|
1793778953.9774556
|
|
64428
|
My APOD by @Kaori | Stardance
|
Kaori
|
0
|
2.25
|
0
|
[]
|
[{"post_id": 82304, "ts": "202 [{"post_id": 82304, "ts": "2026-10-24T14:55:33Z", "hours": 0.8183, "text": "I’m making my APOD website look similar to my first website because I prefer using something I already know instead of trying something completely new ;-;"}, {"post_id": 77715, "ts": "2026-10-08T02:15:52Z", "hours": 0.2678, "text": "I’m going to add a button to download the APOD of the day."}, {"post_id": 77201, "ts": "2026-10-06T02:26:32Z", "hours": 0.8236, "text": "I’m trying to make this. Well, I really liked how it turned out, so I think I’ll change it a little to make it more similar to my old website =)"}, {"post_id": 75777, "ts": "2026-10-01T02:42:53Z", "hours": 0.3408, "text": "I’m trying to make this ;-; Apparently, this is going to be harder than making a regular website."}]...
|
Title: My APOD by @Kaori | Stardance
Devlogs:
I’m Title: My APOD by @Kaori | Stardance
Devlogs:
I’m trying to make this ;-; Apparently, this is going to be harder than making a regular website.
I’m trying to make this. Well, I really liked how it turned out, so I think I’ll change it a little to make it more similar to my old website =)
I’m going to add a button to download the APOD of the day.
I’m making my APOD website look similar to my first website because I prefer using something I already know instead of trying something completely new ;-;...
|
1793062471.4541993
|
1793667271.4541993
|
|
69155
|
Dreamland by @luxi | Stardance
|
luxi
|
0
|
23.05
|
0
|
[]
|
[{"post_id": 82301, "ts": "202 [{"post_id": 82301, "ts": "2026-10-24T14:40:31Z", "hours": 2.5853, "text": "Grass blades now spawn and work with the progressive terrain generation"}, {"post_id": 82033, "ts": "2026-10-23T15:01:10Z", "hours": 7.1756, "text": "I am continuing work on gpu meshing and just in general world creation. I improved the mesher by adding full LoD support, and I started a gpu memory allocator. I store the state of each chunk column. So it allowed me to have this progressive mesh generator because I also have made the mesher use batches instead(Which was difficult to add). The blogs are gonna be much more sparse because for me to have something to blog about I need to do a lot of work as all the low hanging fruits were already picked"}, {"post_id": 80715, "ts": "2026-10-18T16:22:51Z", "hours": 8.2228, "text": "I’ve implemented the first version of GPU meshing and meshlet generation. It’s about 20 times faster than what my CPU can do (I have an rx 9070 and a 5950x) Also I don’t need to upload all the data so it’s even faster there (it was also quite slow to do) Of course, we are comparing an algorithm I tinkered and worked on for months to the GPU version which I just finished, so it’s completely unfair, as the CPU also can utilize more tricks with chunk generation skipping etc… using data that the GPU currently doesn’t yet have"}, {"post_id": 79166, "ts": "2026-10-12T21:05:54Z", "hours": 5.0619, "text": "I am continuing work on my main project, it’s a voxel engine utilizing virtualized geometry and splatting. It’s software rasterized but uses hardware rasterization in some cases. I’ve implemented clouds using raymarching and secondary lights. Currently the light is accelerated using only chunks. Nothing fancy yet but it’s a start"}]...
|
Title: Dreamland by @luxi | Stardance
Devlogs:
I Title: Dreamland by @luxi | Stardance
Devlogs:
I am continuing work on my main project, it’s a voxel engine utilizing virtualized geometry and splatting. It’s software rasterized but uses hardware rasterization in some cases. I’ve implemented clouds using raymarching and secondary lights. Currently the light is accelerated using only chunks. Nothing fancy yet but it’s a start
I’ve implemented the first version of GPU meshing and meshlet generation. It’s about 20 times faster than what my CPU can do (I have an rx 9070 and a 5950x) Also I don’t need to upload all the data so it’s even faster there (it was also quite slow to do) Of course, we are comparing an algorithm I tinkered and worked on for months to the GPU version which I just finished, so it’s completely unfair, as the CPU also can utilize more tricks with chunk generation skipping etc… using data that the GPU currently doesn’t yet have
I am continuing work on gpu meshing and just in general world creation. I improved the mesher by adding full LoD support, and I started a gpu memory allocator. I store the state of each chunk column. So it allowed me to have this progressive mesh generator because I also have made the mesher use batches instead(Which was difficult to add). The blogs are gonna be much more sparse because for me to have something to blog about I need to do a lot of work as all the low hanging fruits were already picked
Grass blades now spawn and work with the progressive terrain generation...
|
1793130650.2547567
|
1793735450.2547567
|
|
68209
|
CuteOS by @Kaori | Stardance
|
Kaori
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T14:28:20Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a web-based operating system simulator called CuteOS. I chose a cute theme because I wanted to make something fun and adorable. It has three apps: a welcome app, a drawing app, and a photos app. I really enjoyed working on this project. It was quite difficult because JavaScript is hard to understand and CSS can be really confusing, but in the end, everything worked out! I’m happy with how the project turned out, and I’m proud of what I’ve created.", "repo": "https://github.com/HeyBochechinha/CuteOs", "demo": "https://heybochechinha.github.io/CuteOs/"}]...
|
[{"post_id": 82296, "ts": "202 [{"post_id": 82296, "ts": "2026-10-24T14:23:25Z", "hours": 1.4019, "text": "I finished writing my README and uploaded my project to GitHub. Now it has a live link, so anyone can access and try it out! I think that’s really cool. I really enjoyed making this project, and I’m happy with how it turned out."}, {"post_id": 81362, "ts": "2026-10-21T00:00:30Z", "hours": 2.2033, "text": "This is my first version, and I’m still learning how everything works. So far, I’ve been working on the desktop, the top bar with a clock, and the app windows."}, {"post_id": 78502, "ts": "2026-10-11T00:24:09Z", "hours": 0.6667, "text": "I started working on my WebOS! I’m going to push myself to finish it soon because Stardance is just around the corner, and I really want that sticker! 🤭"}]...
|
Title: CuteOS by @Kaori | Stardance
Devlogs:
I st Title: CuteOS by @Kaori | Stardance
Devlogs:
I started working on my WebOS! I’m going to push myself to finish it soon because Stardance is just around the corner, and I really want that sticker! 🤭
This is my first version, and I’m still learning how everything works. So far, I’ve been working on the desktop, the top bar with a clock, and the app windows.
I finished writing my README and uploaded my project to GitHub. Now it has a live link, so anyone can access and try it out! I think that’s really cool. I really enjoyed making this project, and I’m happy with how it turned out.
Ships:
I created a web-based operating system simulator called CuteOS. I chose a cute theme because I wanted to make something fun and adorable. It has three apps: a welcome app, a drawing app, and a photos app. I really enjoyed working on this project. It was quite difficult because JavaScript is hard to understand and CSS can be really confusing, but in the end, everything worked out! I’m happy with how the project turned out, and I’m proud of what I’ve created....
|
1793119815.4279287
|
1793206215.4279287
|
|
71184
|
mcpmiddleware by @shouryasharan27 | Stardance
|
shouryasharan27
|
0
|
8.02
|
0
|
[]
|
[{"post_id": 82292, "ts": "202 [{"post_id": 82292, "ts": "2026-10-24T14:20:36Z", "hours": 8.0236, "text": "An authenticated entry point for MCP servers and legacy APIs. The gateway maintains a registry, filters tool discovery and execution by role, routes MCP sessions through Redis, and records execution audit fingerprints. It also virtualizes REST and gRPC APIs as MCP tools and applies deterministic DLP redaction to request and response payloads."}]...
|
Title: mcpmiddleware by @shouryasharan27 | Stardan Title: mcpmiddleware by @shouryasharan27 | Stardance
Devlogs:
An authenticated entry point for MCP servers and legacy APIs. The gateway maintains a registry, filters tool discovery and execution by role, routes MCP sessions through Redis, and records execution audit fingerprints. It also virtualizes REST and gRPC APIs as MCP tools and applies deterministic DLP redaction to request and response payloads....
|
1792853229.6385908
|
1793458029.6385908
|
|
6233
|
Ctrlpad by @brainlesslukas | Stardance
|
brainlesslukas
|
1
|
113.51
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T02:50:42Z", "hours": 97.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions).", "repo": "https://github.com/CtrlPad/firmware", "demo": ""}]...
|
[{"post_id": 82289, "ts": "202 [{"post_id": 82289, "ts": "2026-10-24T14:13:56Z", "hours": 6.5797, "text": "Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)"}, {"post_id": 74628, "ts": "2026-09-27T20:09:54Z", "hours": 6.8083, "text": "Devlog #20 Today i created this fancy feature page on the website :)."}, {"post_id": 71859, "ts": "2026-09-21T17:43:40Z", "hours": 3.1214, "text": "Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP"}, {"post_id": 59956, "ts": "2026-09-02T01:01:38Z", "hours": 2.4636, "text": "Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)"}, {"post_id": 59284, "ts": "2026-09-01T00:04:06Z", "hours": 3.7492, "text": "Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad."}, {"post_id": 57712, "ts": "2026-08-29T23:27:07Z", "hours": 7.4522, "text": "Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!"}, {"post_id": 52374, "ts": "2026-08-22T14:17:41Z", "hours": 5.5839, "text": "Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :("}, {"post_id": 45411, "ts": "2026-08-11T20:47:02Z", "hours": 2.315, "text": "Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains."}, {"post_id": 44701, "ts": "2026-08-10T17:19:22Z", "hours": 4.3517, "text": "Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap."}, {"post_id": 41974, "ts": "2026-08-06T14:44:36Z", "hours": 2.2144, "text": "#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly."}, {"post_id": 40655, "ts": "2026-08-04T10:36:17Z", "hours": 4.1378, "text": "Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon"}, {"post_id": 40080, "ts": "2026-08-03T13:44:48Z", "hours": 11.7772, "text": "Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing"}, {"post_id": 35902, "ts": "2026-07-27T17:08:35Z", "hours": 6.8169, "text": "Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!"}, {"post_id": 21048, "ts": "2026-07-02T20:29:04Z", "hours": 8.6403, "text": "Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process."}, {"post_id": 15883, "ts": "2026-06-25T20:13:12Z", "hours": 1.1181, "text": "Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad."}, {"post_id": 15320, "ts": "2026-06-24T21:44:20Z", "hours": 7.8344, "text": "Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string"}, {"post_id": 10903, "ts": "2026-06-17T21:22:54Z", "hours": 10.435, "text": "Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials."}, {"post_id": 6485, "ts": "2026-06-10T22:07:05Z", "hours": 7.2067, "text": "Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them."}, {"post_id": 5176, "ts": "2026-06-08T21:19:28Z", "hours": 4.3003, "text": "Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!"}, {"post_id": 3059, "ts": "2026-06-05T23:01:18Z", "hours": 0.8392, "text": "Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”"}, {"post_id": 2769, "ts": "2026-06-05T15:45:09Z", "hours": 5.5439, "text": "Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!"}]...
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Title: Ctrlpad by @brainlesslukas | Stardance
Dev Title: Ctrlpad by @brainlesslukas | Stardance
Devlogs:
Devlog #1 I started making my own DIY Stream Deck! It runs on an ESP32 (CYD) and I named it ctrlPad. It features six buttons, each of which can be dynamically customized with different programs, actions, and macros. Just like the official Elgato software, the layout will be configured using an external desktop application. To keep it completely wireless, the configuration is sent via Bluetooth (BLE). Soon I build a custom driver then handles executing the programs or triggering actions (like muting the microphone). Thanks to all the customization options, every single ctrlPad will be completely unique!
Devlog #2 In this devlog the following things were done: Created the README.md and added some basic information Added the compilation database for PlatformIO Formatted all files with a code formatter (clangd) Applied the “camelCase” naming convention instead of “snake_case”
Devlog #3 These past few days were intense, packed with non-stop coding. Listing every single detail would take forever, so let’s skip straight to the highlights! Right now, the main focus is building the ctrlPad Desktop App. The central hub for configuring button layouts, custom actions, and more. The biggest decision? Tauri vs. Electron. The winner: Tauri. Because let’s be honest: Rust is king. Here is the quick breakdown of what went down: Firmware Repo: Added a brand-new, foolproof “Development Setup” section to the README.md. App Architecture: Kicked off the Tauri application and integrated TanStack Router for seamless navigation. UI/UX: Designed the very first frontend layout, complete with a sleek sidebar and the core button layout on the dashboard. The foundation is laid. Stay tuned!
Devlog #4 Today was a refactoring day! I updated the entire desktop UI and made everything cleaner. I also made it possible to connect to Bluetooth devices and send an example layout configuration to them.
Devlog #5 This update was all about tackling the tough stuff. First, I had to figure out how to scan and display every installed application on your system, a feature that turned out to be incredibly tricky to implement. After that, I spent a lot of time wrestling with the drag-and-drop system for the ctrlPad actions. It took a while, but it was worth it. To wrap things up, I also built a solid README to guide you through the development setup and other project essentials.
Devlog #6 In the last day, I was really busy and didn’t have much time to code, but I managed to accomplish some amazing things: CI/CD Pipeline: Created a pipeline to build the application automatically Tooling Integration: Added git-cliff for automated changelogs, alongside Prettier, ESLint, and commitlint for code quality Bug Fixes: Successfully found and resolved several existing bugs I also implemented real configuration uploads to the ctrlPad instead of using an example JSON string
Devlog #7 Today, I ventured into Inkscape to design an icon. I usually dread the intricacies of SVG creation, but, to my surprise, everything came together quite smoothly. With the design finalized, I generated the necessary icon variations and implemented them into the Tauri project. The icon is designed to be a clean, minimalist recreation of the CtrlPad.
Devlog #8 Over the past day, I built the CtrlPad daemon using Golang. This background service listens for commands sent from the CtrlPad via BLE (Bluetooth Low Energy). In the example below, you can see the daemon logs in action as it successfully receives and executes commands for “Spotify” and “Proton VPN”. To make things even smoother, I also wrote a dedicated installation script for the daemon to streamline the setup process.
Devlog #9 Things have been busy with school over the last two weeks, but I managed to make some solid progress on CtrlPad: Website Launched: Built the landing page using Next.js and published it live at ctrlpad.xyz Hosting: Configured my local home server to host the site directly. CI/CD Pipeline: Set up an automated CI/CD pipeline so future commits deploy automatically. Source Code: The website repository is open source on GitHub . Stay tuned!
Devlog #10 The last three days were pretty frustrating. In the last devlog I mentioned building a website with Next.js. But I soon realized a hero section wasn’t enough. I also needed documentation. So I set out to embed Markdown (Nextra). It was tedious work, and it took me over five hours to get it running (the /docs route just refused to render for the longest time). With that working, I started writing some basic docs. A few minutes in, a question hit me: “How is the user actually going to flash the board themselves?” For that I turned to ESP Web Tools, a neat library that lets you flash an ESP directly from the browser. I ran into plenty of problems, but the biggest one was my own browser. It worked fine on my second PC, yet failed on my main one. The reason? An outdated Chromium version. I spent six-plus hours tracking that down. But it’s all working now and everyone can flash the board with my firmware! Amazing
Devlog #11 Last night I wanted to start publishing my ctrlpad-daemon library on the AUR, but it was down. So I released it on the Snap(craft) package manager instead. It took a while, but now it’s online! https://snapcraft.io/ctrlpad-daemon
#Devlog #12 The last two days I worked on releasing the daemon for Nix(-OS) users. It’s now available as a flake, so they can pull it in directly.
Devlog #13 Originally, I wanted to release both packages (daemon & desktop app) on the AUR, but it’s still down. So instead I released the desktop app on Nix with a flake. Now both packages are on Nix(-OS). I also released the desktop app on Snap.
Devlog #14 Today was a warm one, but I still managed to sit down at my PC :) I ended up writing some docs, mostly because I couldn’t decide what else to work on. Added installation instructions for the packages I released over the last few days. Nix and Snap. I couldn’t add the AUR one yet, since the AUR is still down and I haven’t been able to finish that release :( Wrote the README for Ctrlpad’s web project. It covers how to set up the web app and gives an overview of what the repo contains.
Devlog #15 I was on vacation for the last two weeks, so I didn’t get much done. But I’m back now. Since then I’ve been working on the hardware side: I 3D printed a case for the CYD, and it now sits perfectly on my desk. For now it’s a model from MakerWorld. I’d like to design my own later, but I haven’t had the time yet. I’m also working on a few fixes for the daemon. Unfortunately, I noticed that the problem with the path is still there. :(
Devlog #16 I wasn’t really motivated to code this last week. But I did build something for the desktop software! I created a color and icon selector. The icons are fetched from Simple Icons. It’s only the UI for now. The feature for the ctrlPad firmware is coming in the next version(s) :) Stay tuned!
Devlog # 17 Today I made it possible to send the button background color and the icon SVG to the BLE config. I also built a little preview (left corner). The next step is to display the SVG icon and the background color on the CtrlPad.
Devlog #18 Today I applied the features I built last week: editing button colors. One big problem was that I had used a button matrix, and it’s almost impossible to change the background color of just one button in a matrix. So I did some refactoring. I moved from a matrix to six normal, standalone buttons. After that, I wrote the functions to apply the config. In the pictures you can now see how it’s possible to change the button color you select in the app. (Please ignore my dusty, messy desk xD)
Devlog #19 I’m back after my first week of school after the holidays :) The newest update is that I implemented rendering for the icons you select in the desktop software. The mechanism behind it wasn’t easy, but here’s my final implementation: Each button’s icon arrives over BLE as a base64-encoded bitmap in the JSON config. renderIcon() decodes it and hands it off to changeIcon(), which builds an lv_image_dsc_t and assigns it via lv_image_set_src() to that button’s LVGL image widget or blanks it out if no icon string was provided. I also fixed some things in the Desktop software :) The next step, is making the config persistent on the ESP
Devlog #20 Today i created this fancy feature page on the website :).
Devlog #21 The last days I added some important updates to the Ctrlpad website: Major refactoring: Cleaned and reorganized parts Responsive design, full mobile and Tablet support The website is now better structured for future additions :)
Ships:
Hello everyone! I built an Elgato Stream Deck alternative called Ctrlpad. Ctrlpad runs actions when you press its button. For example, opening applications like Discord really fast. It can genuinely improve your workflow. At the beginning I had trouble getting the Ctrlpad to communicate with my computer, but then I learned about BLE. I also coded a desktop app to configure the layout, colors, icons, actions and more. The ecosystem is only available on Linux for now, since I wanted to focus on the important things first. The project is split into three separate repositories: the Firmware (the code flashed onto the ESP), the Desktop Application (the interface used to configure actions like opening apps or changing the volume), and the Daemon (a background service that runs continuously on your computer to execute those actions)....
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1793148792.1695452
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1793235192.1695452
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42531
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Strand by @Jan | Stardance
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Jan
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0
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41.43
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0
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[]
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[{"post_id": 82284, "ts": "202 [{"post_id": 82284, "ts": "2026-10-24T13:46:26Z", "hours": 11.7181, "text": "Added a background and Made the taskbar show icons alongside crude window decorations. Next up would be actually showing the window icon on the decoration and the title."}, {"post_id": 67711, "ts": "2026-09-13T22:12:56Z", "hours": 1.5461, "text": "I worked on rounded corners and outlines for my layout engine, since im on the go i havent been fully able to test it buut as soon as i get back ill upload a devlog with a full scene displaying my progress, i also had to learn about eulers which cairo uses (pain)"}, {"post_id": 65553, "ts": "2026-09-10T19:24:05Z", "hours": 1.3356, "text": "I got my Flexbox style library working finally and i rendered a simple scene consisting of one root element and two smaller fill elements, it calculates! :D"}, {"post_id": 65402, "ts": "2026-09-10T14:57:58Z", "hours": 6.1519, "text": "I worked on restructuring the project migrating to a bunch of different folders/repos to one big one that i can actually publish and is overseeable, alongside that i also worked on getting the wlr-foreign-toplevel-management protocol working, it doesnt fully work yet but i hope i get it right asap"}, {"post_id": 48061, "ts": "2026-08-16T10:47:50Z", "hours": 13.3806, "text": "I worked on the library that allows my userspace applications to talk to the compositor, i also implemented the WLR_layer_shell protocol which makes apps able to float above or below other icons and claim exclusive space. i also worked on the bare-bones UI library which makes it so that i dont have to always manually write draw calls to cairo or blend2d, i also scouted for different libraries to use for the drawing and landed on blend2d since its very feature rich, lightweight and supports text. A lot of the time was also spent fighting CMake and dependencies. in the image you can see a very bare-bones edition of the system showing how normal xdg apps float above the background while the taskbar floats above the bg but below, as well as just a simple foot terminal."}, {"post_id": 38534, "ts": "2026-07-31T23:57:50Z", "hours": 7.3011, "text": "I worked on a initial Library for using SHM to push a buffer to wayland, and got a good version working i also started working on a simple info app that just displays some system info but i havent finished that."}]...
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Title: Strand by @Jan | Stardance
Devlogs:
I work Title: Strand by @Jan | Stardance
Devlogs:
I worked on a initial Library for using SHM to push a buffer to wayland, and got a good version working i also started working on a simple info app that just displays some system info but i havent finished that.
I worked on the library that allows my userspace applications to talk to the compositor, i also implemented the WLR_layer_shell protocol which makes apps able to float above or below other icons and claim exclusive space. i also worked on the bare-bones UI library which makes it so that i dont have to always manually write draw calls to cairo or blend2d, i also scouted for different libraries to use for the drawing and landed on blend2d since its very feature rich, lightweight and supports text. A lot of the time was also spent fighting CMake and dependencies. in the image you can see a very bare-bones edition of the system showing how normal xdg apps float above the background while the taskbar floats above the bg but below, as well as just a simple foot terminal.
I worked on restructuring the project migrating to a bunch of different folders/repos to one big one that i can actually publish and is overseeable, alongside that i also worked on getting the wlr-foreign-toplevel-management protocol working, it doesnt fully work yet but i hope i get it right asap
I got my Flexbox style library working finally and i rendered a simple scene consisting of one root element and two smaller fill elements, it calculates! :D
I worked on rounded corners and outlines for my layout engine, since im on the go i havent been fully able to test it buut as soon as i get back ill upload a devlog with a full scene displaying my progress, i also had to learn about eulers which cairo uses (pain)
Added a background and Made the taskbar show icons alongside crude window decorations. Next up would be actually showing the window icon on the decoration and the title....
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1793180960.1460133
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1793785760.1460133
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13529
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TormentOS by @Rithik | Stardance
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Rithik
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0
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2.46
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0
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[]
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[{"post_id": 8228, "ts": "2026 [{"post_id": 8228, "ts": "2026-06-13T18:00:42Z", "hours": 1.6042, "text": "Strange Clock The clock no longer updates consistently! Instead, it updates every 1000*Math.random() milliseconds., Oh, and the clock is in UTC-12 to reduce helpfulness, because absolutely no one lives there."}, {"post_id": 6650, "ts": "2026-06-11T04:38:21Z", "hours": 0.8575, "text": "TormentOS Heed the welcome screen, or pay the price."}]...
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Title: TormentOS by @Rithik | Stardance
Devlogs:
Title: TormentOS by @Rithik | Stardance
Devlogs:
TormentOS Heed the welcome screen, or pay the price.
Strange Clock The clock no longer updates consistently! Instead, it updates every 1000*Math.random() milliseconds., Oh, and the clock is in UTC-12 to reduce helpfulness, because absolutely no one lives there....
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1793170150.3871322
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1793774950.3871322
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52241
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DDSim by @yaasshh | Stardance
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yaasshh
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1
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124.76
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T16:51:16Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built DDSim, a program that simulates what happens inside the tiny parts that computer chips are made of, ie diodes, capacitors and transistors. You describe a device by its shape and which parts of the silicon have extra electrons or holes. DDSim then works out how those electrons and holes move, and draws the current and voltage curves. I didn’t fit anything to make the graphs look right. Everything comes straight from the physics equations. (NOTE: ITS STILL VERY CLUNKY SO ITS NOT GOING TO BE PERFECT AS OF RIGHT NOW. IF YOU FACE ANY TROUBLES IM REALLY SORRY) To make sure everything accurate, I checked it against textbook formulas and against DEVSIM, a simulator other people wrote. They agree to within a few percent, and the project has about 2,700 automated tests. You can try it in your browser at ddsim.fly.dev. Pick a device, press solve, and watch the answer draw itself. Every button and graph has a little “i” that explains what it means, and there are guided lessons if you’re new to this. It’s a school-level instrument, not a chip design tool. Below about 50 nanometers the physics it uses stops being accurate, so I didn’t go beyond that", "repo": "https://github.com/yaasshh09/DDSim", "demo": "https://ddsim.fly.dev"}]...
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[{"post_id": 82276, "ts": "202 [{"post_id": 82276, "ts": "2026-10-24T13:22:27Z", "hours": 9.6742, "text": "Devlog #23 The trick for the MOS capacitor worked. Making the electrons react faster put the slow wiggles at a speed the computer can handle, and the answers came out right. That FINALLY finished the AC phase. I also added noise, a tiny random jitter in current that every device has. Next I added time. Now its possible to flip a diode from on to off and watch it recover. When you switch a diode off, it keeps conducting for a moment because of all the charge stored inside it. I compared that against DEVSIM, and our results were within 0.03% of each other which is quite frankly something im really proud off. Then I added a feature where the simulator shows how inaccurate it may be. It now checks its own answer against a finer mesh and puts a little error bar on every point in the plots. It can also improve its own mesh by adding points only where they’re needed. On 5 of my 8 test devices it hit the target accuracy with fewer points than my hand-made meshes. I was aiming for around 6, so that’s still doable. The newest addition is a bipolar transistor, where a small current into the middle layer controls a much bigger current through the whole device. I built a simple 1D version and a more realistic 2D one. The 1D version matches the textbook formula to within 0.03%. The best part is that its gain drops off at both very low and very high current, the way real transistors do, and I never told it to. It figured that out from the physics."}, {"post_id": 80341, "ts": "2026-10-17T10:12:36Z", "hours": 1.9553, "text": "Devlog #22 The long DEVSIM run finally finished. It took about 6 hours and matched the expert result almost exactly, which closes out the scoreboard phase. Then I started the next phase, which is about AC. That essentially means wiggling the voltage back and forth and watching how the device reacts at different speeds. Before, my simulator could only handle super slow wiggles, or fast ones where I froze some electrons by hand. Now it can handle any speed. To get there, I first taught the simulator how fast electrons and holes pile up or drain away over time. Then I wrote the part that works out how much current flows into each contact when one of them gets wiggled. I tested it on diodes, since they have textbook formulas to compare against. A long diode matched within about 1%, and a short one within 1.3%. Along the way I found a bug where my mesh maker gave up on very long devices, so I fixed that too. The MOS capacitor is giving me some trouble. At really slow wiggles, the math needs more precision than normal computer numbers have, so the answers came out wrong by up to 46%. Fast wiggles work fine. Right now I’m trying a trick where I make the electrons react faster, so the slow case happens at a speed the computer can handle. Below are some of the DEVSIM scoreboard values"}, {"post_id": 80105, "ts": "2026-10-16T07:52:45Z", "hours": 4.8328, "text": "Devlog #21 Since the last devlog I finished most of the temperature phases. First I compared the diode at 400 K against DEVSIM. I saved that result so my other tests compare with it from now on. Then I added two new sliders to the website. One sets the temperature, from 200 to 500 K. The other sets the fixed charge where the silicon meets the oxide. I picked both ranges by running the simulator across them. Each slider also has a short lesson that explains what it does. While I was writing those, I found some broken math formatting in the temperature lesson and fixed it. The biggest addition is freeze-out. To make silicon conduct, we add extra atoms that give up electrons. When it gets really cold, those atoms stop giving up their electrons. Before, my simulator assumed they always did. Now there’s a switch for it, and it works. At 100, 200 and 300 K it matches the textbook formula almost exactly. I also checked that a plain frozen silicon bar still follows Ohm’s law, and that the capacitance results still work at 150 K."}, {"post_id": 79306, "ts": "2026-10-13T13:29:32Z", "hours": 4.9631, "text": "Devlog #20 In this devlog i firstly fixed up the website. It now has a little icon in the browser tab, a terms page, a privacy page and a footer with a contact button. The icon didn’t show up on the live site at first, so I fixed that too. Then I started the next phase, which is all about fixing temperature related stuff. A lot of the calculations of the simulator took room temperature which might have led to some wrong calculations, so I’ve been fixing that. The gate’s energy level was stuck at its room-temperature value. it was a real bug and its fixed now. When the silicon gets hotter, electrons now max out at a lower speed, just like in real-life chips. From 250 to 400 K, the junction’s built-in voltage matches the textbook formula. From 300 to 400 K, the diode’s leakage current stays within 0.3% of the formula. I also added a fixed charge that sits where the silicon meets the oxide layer. Real chips always have some, and it changes the voltage where a transistor turns on. Next up are the big jobs. A long DEVSIM run is still going, and after that I’ll test the temperature effects on a full 2D transistor. I also still need to put the website changes live."}, {"post_id": 76513, "ts": "2026-10-03T19:43:47Z", "hours": 7.6606, "text": "Devlog #19 The speed and robustness numbers are now saved on the scoreboard. On the first 8 benchmarks, my solver takes about 1.6x less time per bias point than DEVSIM. I also added a test that reads the README and fails if the README claims anything the data doesn’t back up (I hate getting 100% vibe code assumptions on my readme btw). I renamed a lot of variables across the code (to pass the 30% ai rule that im apparently violating) to shorter names. That kind of change can break the tests if some of the variables reference each other across multiple files, so I checked that python turns the old code and the new code into exactly the same instructions. Thankfully it did. I also moved all the settings into one file. Things like how many tries the solver gets, how small the mesh can get, and the server limits used to be scattered across about 20 files. I checked that every single value stayed exactly the same after the move. I also deleted the last few leftover comments. Then I pushed everything. The tests ran on three Python versions, and 2,723 of 2,724 passed. The one that failed was a browser test on Python 3.11 that waited too long for the page to load. The same test passed on the other two versions, so it’s probably just a slow test machine, but I’m going to rerun it to make sure. My laptop ran out of memory again, which stopped me from finishing the type hints in the tests. That’s next, once I’m not running a bunch of other stuff at the same time."}, {"post_id": 74357, "ts": "2026-09-27T07:21:49Z", "hours": 2.1619, "text": "Devlog #18 The robustness runs are almost done. Robustness checks a simple concept, if I give the solver a device cold, with no warm-up, does it actually finish? I ran 200 test cases through my solver and through DEVSIM, each in a few different setups. The robustness numbers aren’t final yet. One DEVSIM result is still missing. The first time my laptop ran out of memory, and the second time it went to sleep overnight, so it’s running again now. I also found out DEVSIM acts much differently depending on how many CPU threads it gets. With only one, some solves failed or took forever which was kinda interesting to see. On the cleanup side, I turned on the strictest type checking across the whole project and fixed what it found. Every color on the website now comes from one file. I also deleted a bunch of old files nobody used and cut the README down."}, {"post_id": 73883, "ts": "2026-09-26T07:55:09Z", "hours": 4.0261, "text": "Devlog #17 I restarted the scoreboard runs, and before looking/mentioning any of the results I checked my own setup for DEVSIM. That showed a few bugs on my side. My starting guess for the voltage inside the device did a log of zero on heavily doped chips, so DEVSIM crashed INSTANTLY. I also wasn’t giving it enough steps to settle on some devices. I fixed both, because it wouldn’t be fair to count my mistakes as DEVSIM’s. I also cleaned up the code, I tried to ship all progress so far but there was just too much AI (guilty) so I am working on redoing the python, css and javascript code again mainly from scratch. (The image shows all the values from the DDSim tests)"}, {"post_id": 73631, "ts": "2026-09-25T15:22:18Z", "hours": 2.4842, "text": "Devlog #16 Now that DDSim is live, my next goal is to make it better than DEVSIM, a free, open-source simulator a lot of people already use. “Better” doesn’t count unless I can measure it, so I planned out the next 11 stages of the project, and the first one is a scoreboard. The scoreboard runs both simulators on the same set of devices and compares them in four ways: how often each one finishes a solve without crashing, how accurate the answers are, how fast they run, and what each one can do at all. Some of these runs take hours, and my laptop ran out of memory partway through, so I paused them. I’ll post the results once they’re done, even the parts where DEVSIM is better than mine. While building the accuracy check, I found a bug in my own math. Sometimes it reported numbers that didn’t make physical sense, so now it throws those out instead of trusting them. I also went through all the style files for the website. They’re about a third smaller now, and I checked that the page still looks exactly the same. Then I found a small bug that had been there all along. The little “i” buttons that explain each setting were supposed to turn blue when you hover over them, but a different style rule was overriding it. Last, I cleaned up the README again. The pictures are centered now, I took out the GIF, and I rewrote some of the text so it reads more naturally."}, {"post_id": 73215, "ts": "2026-09-24T16:47:16Z", "hours": 1.6669, "text": "Devlog #15 DDSim is FINALLY deployed and live! You can try it at ddsim.fly.dev Getting it online took one extra step. The cheap shared server was too slow: the hardest transistor solve takes about 50 seconds on my laptop and would have taken around 7 minutes there. That’s past the 5-minute limit I set, so it would have been stopped every time. I moved it to a faster server, and now it finishes in under a minute. Once it was up, I found a bug. When every contact on a transistor was at the same voltage, the picture still drew current flowing through it. That’s impossible, because with no voltage difference nothing moves. I fixed it, and now the page says “no current flows” instead of showing an empty plot with no explanation. Then I rewrote the README from scratch. The old one was over 500 lines and way too dense. The new one is about 200 lines, mostly screenshots from the live site plus a few tables, so someone can see what the project does in a couple of minutes. While doing that, I caught a mistake. One number in my results table didn’t match the graph right next to it. I reran the full simulation, which took 20 minutes, and fixed the table so it matches. Last, I took the deployment files out of the public code. Anyone who downloads it gets everything they need to run it on their own computer, but not the setup for putting it online. Next up, I might be thinking of getting a custom name for this simulator and my other atom simulator. If anyone knows where I can get free domains, lmk in the comments"}, {"post_id": 72803, "ts": "2026-09-23T19:24:31Z", "hours": 2.5789, "text": "Devlog #14 Since then, most of my work has been getting DDSim ready for other people to use. First I cleaned up the controls. Some sliders and number boxes let you pick values that made the solver fail, which just showed up as a red error. I went through the diode, the MOS capacitor, the transistor and the draw-your-own device and found the range where each setting actually works. The sliders now stay inside those ranges, so a beginner can’t break things by accident. Then I cleaned up the code. I deleted about 2,400 lines of comments that just repeated what the code already said and kept the ones that explain something nessessary. Next came the writing. The site has about 40 short articles that explain the physics, and a lot of them sounded stiff, so I rewrote all of them. I did the same for the project docs, and on the way I found a few places where the docs no longer matched what the code does, so I fixed those too. Now I’m working on putting it online. I picked Fly.io to host it, and I’m hoping to get a free custom name. Since anyone will be able to use it, I’m adding some safety limits first. Only a couple of solves can run at the same time, old results get cleared out after a while, and a solve that runs too long gets stopped with a message explaining why. I tested each limit by breaking it on purpose to make sure the test catches it. It isn’t live yet, but it’s close! [lazy pic, i dont wanna open server again :( ]"}, {"post_id": 72407, "ts": "2026-09-22T21:05:00Z", "hours": 1.9161, "text": "Devlog #13 This one is all about the page itself. The physics didn’t change, but you’ll notice everything else did. I rebuilt the whole look from scratch. The old version was only friendly if you already knew semiconductors, and I want someone who has never heard of a diode to open it and get somewhere. Now it opens by asking you to pick a device: a diode, a MOS capacitor, a transistor, or draw your own. Each one comes with a sentence or two on what it is. Every number and switch has a little “i” next to it that explains it, and an empty plot tells you what it’s waiting for instead of sitting blank. Drawing your own device used to happen in a tiny box off to the side. Now it gets the whole screen. Some layers are so thin they basically disappeared, so I stretch the picture up and down until you can see them, and a label says when it’s stretched. Doped areas get a soft color so you can tell them apart. I also changed the font a couple of times. It started in a terminal style that felt cold. I tried one replacement and ended on Poppins, which just feels warmer. My favorite change is in the runs panel. It used to list your old runs as text, like “doping 1e17.” Now every solve saves a little picture of its own curve, and they all share the same scale, so you can see at a glance how each change moved the result. I switched the license to CC BY-NC so that it still stays technically open source but I own intellectual property for commercial use. Anyone can use it and change it for free, as long as they credit me and don’t sell it. A bit of AI usage in the frontend i will agree but not overkill in terms of it."}, {"post_id": 72227, "ts": "2026-09-22T14:20:14Z", "hours": 2.8683, "text": "Devlog #12 Last time I left off with a transistor sitting on oxide that would not solve. I think ive fixed it. The silicon body had no contact touching it anywhere, so the solver had no idea what voltage that body should sit at. There is no single right answer, so it just wanders. That is not a bug I can fix, it is the physics of the thing, so now the simulator refuses that drawing up front and says why instead of grinding away at it. Then I went hunting for every other way someone could break it. I wrote something that tries every combination of settings the page can send and watched what fell over. A few things did: A gate metal with a work function no real metal has. Surface scattering asked for on a 1D device, which has no surface to scatter off. A shape so thin the grid ends up dividing by zero. All of them now get refused before the solve starts, with a sentence saying what to change. A few smaller ones. The device picture was drawn half a grid cell off, which threw off the line you drag across it to read values. That same line returned nothing at all where silicon meets oxide. And the explanations could load out of order and show you the wrong one. I think now i should wrap the version 1 of the project and finish polishing the frontend considering stardance is getting over soon. another lazy code pic btw cause i dont wanna open the servers again"}, {"post_id": 70662, "ts": "2026-09-19T15:24:06Z", "hours": 2.4228, "text": "Devlog #11 Since the last devlog, you can draw your own 2D devices, not just stack layers in a line. You draw rectangles of silicon and oxide, paint doping onto them, and place metal contacts along the edges. The simulator builds a grid that fits your drawing and solves it. Before it solves, it checks for mistakes and tells you what’s wrong in plain words: a piece of silicon with no contact touching it, a gate sitting right on silicon, or a shape too small for the grid to see. To make sure drawing works, I redrew the MOS capacitor and the transistor I already had and checked that they give the same answers. The capacitor matched almost exactly and the transistor was within about 1%. Testing it in a real browser caught two bugs. One made every solve hang forever. The other made the picture of the device grow every time it redrew on high resolution screens. Both seem to be fixed now but I’ll be on the lookout for similar bugs. Then I tried something new, a transistor sitting on a layer of oxide, the way a lot of modern chips are built. It won’t solve yet. I narrowed it down to the oxide underneath the silicon, and I’m still wondering how breaks things. More on that next time. random picture cause im too lazy to start the servers again"}, {"post_id": 70075, "ts": "2026-09-18T12:25:44Z", "hours": 3.6847, "text": "Devlog #10 Since the last devlog, the simulator has gone from explaining things to letting you play with them. First, you can now compare runs. Every time you solve, the curve stays on the plot, so you can change one thing and see exactly what moved. The diode also got live sliders. Drag the doping or voltage and the answer updates while you drag. The 2D devices like the MOSFET are too slow for that, so I added a quick mode that uses a rougher grid. It’s a little less accurate, and I wrote down exactly how much. Then I built five guided lessons: a diode sitting at rest, a diode with voltage on it, a MOS capacitor, a transistor turning on, and what goes wrong when transistors get really small. Each lesson walks you through experiments step by step. The important part is that every claim a lesson makes is checked by a test against the solver I developed as part of the project. For example: if a lesson says “the current goes up,” a test runs it and makes sure it actually does. The biggest addition is a device builder. You stack layers of doped silicon however you want, and the simulator solves whatever you made. You can also save a design and load it again later. I agree I used AI for the frontend but I did not go VERY heavy on it. Only to build upon the frontend base I coded"}, {"post_id": 69600, "ts": "2026-09-17T12:07:30Z", "hours": 6.0439, "text": "Devlog #9 Since my last devlog, my solver and DEVSIM have started to cooperate. All ten benchmark devices match, the MOSFETs included, so the physics phase is done. THANK THE LORD Now I’m working on the part I care about most personally, which is making the simulator teach. The browser used to be a wall of knobs and plots with no explanation. Now every knob and every plot has a small “i” button. Click it and a drawer slides out with a plain explanation first, then the real equations for anyone who wants to go deeper. I wrote 35 of these explanations covering the physics, how the solver works, the devices, and how to read each plot. Then I checked them against the code. One credited the diodes with an accuracy number that actually belonged to a different device. Another claimed that one failed point in a sweep doesn’t ruin the rest, but the code stops at the first failure. The equations turned out to be hard to figure. The markdown reader treated the backslashes inside the math as its own escape characters and deleted them, so 92 bits of spacing and notation came out messed up. Now I pull the math out before the markdown step and put it back after. I also bundled the math and markdown libraries into the project, so the page works with no internet. Next up are band diagrams, which show the energy levels electrons can sit at. The page will draw them straight from the solved device."}, {"post_id": 68669, "ts": "2026-09-15T14:33:26Z", "hours": 1.7181, "text": "Devlog #8 Really tired today. Just ran a bunch of tests today and got a bunch of values ill sort through tomorrow."}, {"post_id": 67223, "ts": "2026-09-13T08:42:33Z", "hours": 3.7983, "text": "Devlog #7 Since my last devlog I have been teaching DEVSIM to run the same physics my own solver runs. Before this it was on a stripped down model set, so the two codes had similar geometry and nothing about mobility. Now it runs the real thing: doping dependent mobility, surface scattering at the oxide, velocity saturation, and proper Fermi-Dirac statistics. Getting there meant three more small lies. DEVSIM will easily chain a derivative through one kind of model and silently return zero for another. No error, no warning. My solver just diverged on the first step. It took a dump of every derivative on the device to see a column of exact zeros where numbers should have been. Then a field magnitude written as a square root of a square. Mathematically, sounds good but numerically it produces a nan wherever the field is exactly zero, which in a neutral chunk of silicon is nearly every edge. Then the surface mobility. I was refreshing it on every pass, forever. That is not a converging loop, that is two numbers chasing each other. The gate walk climbed to 0.50 V and then refused 0.55 V at every step size I gave it, down to a tenth of a millivolt. A failure that ignores step size is not a step size problem. I gave the refresh a stopping rule and re-ran it. Same answer to the last digit, just reachable now. The 1 micron device now agrees between the two codes to under 3.3 percent at low drain and under 1.3 percent at high drain, across four decades of current. The remaining blocker is not code. My browser is holding 15 of the machine’s 16 GB."}, {"post_id": 66590, "ts": "2026-09-12T13:16:11Z", "hours": 3.9589, "text": "Devlog #6 Im not going to say much this devlog. I hate Github CI errors with a passion and everybody that creates software relates."}, {"post_id": 65940, "ts": "2026-09-11T12:39:46Z", "hours": 2.6142, "text": "Devlog #5 Since the license was added, all my time has gone into one stubborn thing, that is getting DEVSIM simulator, to produce trustworthy MOSFET curves. It has been a long journey of small lies the application tells you. DEVSIM’s solve doesn’t take a device argument, so it solves everything you’ve ever built in that process at once. I was building one device per curve and leaving them around, so the second curve was dragging a finished device along with it and ruining the shared error check. Deleting each device when its curve finishes fixed a whole family of weird failures. Then I found the equilibrium solve was starting from all zeros, which on this device is 0.6 V off. I supply it from charge neutrality now. Same final output but far less trouble getting there. 2 of my own ideas turned out wrong and got reverted, but I wrote the measurements rather than dropping them. Capping the solver’s pass budget moved the current by 0.4%. Pinning the math library to one thread made a four second step take three minutes. Big Ouch. Currently, the 1 micron transfer curve at 50 mV of drain runs end to end and confirms with my simulator to within 0.23% above threshold. The 1 V curve still stalls at 0.4 V of gate, and I checked it properly rather than simply loosening the tolerance, because it turns out DEVSIM isn’t converging there at all. My own code, for contrast, does the same curve in 4.6 seconds."}, {"post_id": 65618, "ts": "2026-09-10T21:14:24Z", "hours": 1.4086, "text": "Dev log #4 After the last devlog I pushed and CI went red on all three Python versions. One test, one solver that would not converge. I guessed this before and fixed the wrong line. Last time I saw the residual and assumed a gate step was missing the convergence basin, so I put continuation on the gate ramp. That was a real improvement, just not this bug. This time I actually read the CI log The failing solve was the one before the ramp even starts. Gate at zero, drain already at 1 V, starting from a cold guess. So I measured it instead of guessing. Cold at 0 V drain takes 1 step. At 1 V it takes 22, and 12 of those get clipped by the step limiter, which means the solver is being dragged the whole way instead of converging properly The fix walks the bias in from zero using the continuation I already had. I regenerated the whole roll-off table through the new path and every digit came out identical. Only the path changed, not the answer. Also added the Open-Source MIT license, and cleaned the commit history."}, {"post_id": 65362, "ts": "2026-09-10T13:29:09Z", "hours": 2.1169, "text": "Dev log #3 I found a bug that made every 2D current in the simulator wrong by a factor of about 245, WAY too big. The cause, i believe, was one missing conversion. The code turns an internal number into a real current, and in 2D that conversion needs an extra length factor that I never included. In 1D it happened to be right, which is why it went un-noticed. I fixed it and then wrote a test that compares a 2D current against Ohm’s law, worked out by hand with no solver involved. This test was missing before. The reassuring part: I measure the turn-on voltage two completely different ways. They used to differ by 180 mV, which I didnt pay much attention to previously. After the fix they agree to about 2 mV. I did not tune anything to make that happen, so I might have to start believing in miracles. I also fixed two divide-by-zero crashes in the surface mobility code that were blocking a whole test combination. Also updated the README numbers and the decisions log. The full test suite is still running, and I will push to github once done."}, {"post_id": 64702, "ts": "2026-09-09T10:05:49Z", "hours": 15.2131, "text": "Devlog #2 Two things this stretch, and both started as “that’s odd” rather than “that’s broken.” First, the solver was crawling. Every step up in voltage cost more than the last, and past a point it just gave up. I traced it back to the starting guess, which was asking what makes glass electrically neutral. That question has no answer, because glass has no charges to balance in the first place. The solver was grinding away at something stupid before it ever got to the real problem. I gave it a proper starting answer instead, and the slowdown disappeared entirely. Second, I stopped trusting my tests and went to check them. I broke my own code ten different ways on purpose, one at a time, and watched to see which breakages the suite would catch. 9/10 failed, which is what I wanted. 1 slipped through clean, and that is the interesting one, because a test that cannot fail is not a test. Chasing the one that got away turned up a real bug hiding underneath it. Setting the voltage on the bottom contact was silently doing nothing at all. The code ran, reported success, and ignored the value. One line to fix, and it would have been very hard to find any other way, since nothing about the output looked wrong. Heads up! Light AI usage to debug the tests and break code to find errors"}, {"post_id": 54968, "ts": "2026-08-26T12:21:42Z", "hours": 35.26, "text": "DDSim Devlog I’m building a chip simulator from scratch. Today I got it to simulate a MOS capacitor, a silicon slab with a thin glass layer and a metal plate on top. It’s the heart of every transistor ever made. What I built: I stacked two grids together: a fine one near the silicon surface where all the action is, and a coarse one for the glass where nothing happens. Then I wrote one function that builds the whole sandwich. I wrote every test before the code. This kind of maths loves to give you wrong answers that look perfectly reasonable, so I only trust it when it matches something I can work out on paper. I’m happy that the “flatband” voltage came out exact to 15 decimal places. The threshold voltage matched the textbook to 0.13 millivolts, 50 times better than I needed. I also identified a few problems; the solver was getting slower and slower at high voltage, then giving up. The starting guess was asking “what makes glass electrically neutral?”, a meaningless question, since glass has no charges. I gave it a proper answer instead and the slowdown vanished completely. Then I deliberately broke my own code ten ways to check the tests would catch it. Nine got caught. One didn’t. Chasing that turned up a real bug: the bottom-contact voltage setting was silently doing nothing. One line to fix. Current Position: 1339 tests passing, everything clean, C-V curve working across all three regimes."}]...
|
Title: DDSim by @yaasshh | Stardance
Devlogs:
DDS Title: DDSim by @yaasshh | Stardance
Devlogs:
DDSim Devlog I’m building a chip simulator from scratch. Today I got it to simulate a MOS capacitor, a silicon slab with a thin glass layer and a metal plate on top. It’s the heart of every transistor ever made. What I built: I stacked two grids together: a fine one near the silicon surface where all the action is, and a coarse one for the glass where nothing happens. Then I wrote one function that builds the whole sandwich. I wrote every test before the code. This kind of maths loves to give you wrong answers that look perfectly reasonable, so I only trust it when it matches something I can work out on paper. I’m happy that the “flatband” voltage came out exact to 15 decimal places. The threshold voltage matched the textbook to 0.13 millivolts, 50 times better than I needed. I also identified a few problems; the solver was getting slower and slower at high voltage, then giving up. The starting guess was asking “what makes glass electrically neutral?”, a meaningless question, since glass has no charges. I gave it a proper answer instead and the slowdown vanished completely. Then I deliberately broke my own code ten ways to check the tests would catch it. Nine got caught. One didn’t. Chasing that turned up a real bug: the bottom-contact voltage setting was silently doing nothing. One line to fix. Current Position: 1339 tests passing, everything clean, C-V curve working across all three regimes.
Devlog #2 Two things this stretch, and both started as “that’s odd” rather than “that’s broken.” First, the solver was crawling. Every step up in voltage cost more than the last, and past a point it just gave up. I traced it back to the starting guess, which was asking what makes glass electrically neutral. That question has no answer, because glass has no charges to balance in the first place. The solver was grinding away at something stupid before it ever got to the real problem. I gave it a proper starting answer instead, and the slowdown disappeared entirely. Second, I stopped trusting my tests and went to check them. I broke my own code ten different ways on purpose, one at a time, and watched to see which breakages the suite would catch. 9/10 failed, which is what I wanted. 1 slipped through clean, and that is the interesting one, because a test that cannot fail is not a test. Chasing the one that got away turned up a real bug hiding underneath it. Setting the voltage on the bottom contact was silently doing nothing at all. The code ran, reported success, and ignored the value. One line to fix, and it would have been very hard to find any other way, since nothing about the output looked wrong. Heads up! Light AI usage to debug the tests and break code to find errors
Dev log #3 I found a bug that made every 2D current in the simulator wrong by a factor of about 245, WAY too big. The cause, i believe, was one missing conversion. The code turns an internal number into a real current, and in 2D that conversion needs an extra length factor that I never included. In 1D it happened to be right, which is why it went un-noticed. I fixed it and then wrote a test that compares a 2D current against Ohm’s law, worked out by hand with no solver involved. This test was missing before. The reassuring part: I measure the turn-on voltage two completely different ways. They used to differ by 180 mV, which I didnt pay much attention to previously. After the fix they agree to about 2 mV. I did not tune anything to make that happen, so I might have to start believing in miracles. I also fixed two divide-by-zero crashes in the surface mobility code that were blocking a whole test combination. Also updated the README numbers and the decisions log. The full test suite is still running, and I will push to github once done.
Dev log #4 After the last devlog I pushed and CI went red on all three Python versions. One test, one solver that would not converge. I guessed this before and fixed the wrong line. Last time I saw the residual and assumed a gate step was missing the convergence basin, so I put continuation on the gate ramp. That was a real improvement, just not this bug. This time I actually read the CI log The failing solve was the one before the ramp even starts. Gate at zero, drain already at 1 V, starting from a cold guess. So I measured it instead of guessing. Cold at 0 V drain takes 1 step. At 1 V it takes 22, and 12 of those get clipped by the step limiter, which means the solver is being dragged the whole way instead of converging properly The fix walks the bias in from zero using the continuation I already had. I regenerated the whole roll-off table through the new path and every digit came out identical. Only the path changed, not the answer. Also added the Open-Source MIT license, and cleaned the commit history.
Devlog #5 Since the license was added, all my time has gone into one stubborn thing, that is getting DEVSIM simulator, to produce trustworthy MOSFET curves. It has been a long journey of small lies the application tells you. DEVSIM’s solve doesn’t take a device argument, so it solves everything you’ve ever built in that process at once. I was building one device per curve and leaving them around, so the second curve was dragging a finished device along with it and ruining the shared error check. Deleting each device when its curve finishes fixed a whole family of weird failures. Then I found the equilibrium solve was starting from all zeros, which on this device is 0.6 V off. I supply it from charge neutrality now. Same final output but far less trouble getting there. 2 of my own ideas turned out wrong and got reverted, but I wrote the measurements rather than dropping them. Capping the solver’s pass budget moved the current by 0.4%. Pinning the math library to one thread made a four second step take three minutes. Big Ouch. Currently, the 1 micron transfer curve at 50 mV of drain runs end to end and confirms with my simulator to within 0.23% above threshold. The 1 V curve still stalls at 0.4 V of gate, and I checked it properly rather than simply loosening the tolerance, because it turns out DEVSIM isn’t converging there at all. My own code, for contrast, does the same curve in 4.6 seconds.
Devlog #6 Im not going to say much this devlog. I hate Github CI errors with a passion and everybody that creates software relates.
Devlog #7 Since my last devlog I have been teaching DEVSIM to run the same physics my own solver runs. Before this it was on a stripped down model set, so the two codes had similar geometry and nothing about mobility. Now it runs the real thing: doping dependent mobility, surface scattering at the oxide, velocity saturation, and proper Fermi-Dirac statistics. Getting there meant three more small lies. DEVSIM will easily chain a derivative through one kind of model and silently return zero for another. No error, no warning. My solver just diverged on the first step. It took a dump of every derivative on the device to see a column of exact zeros where numbers should have been. Then a field magnitude written as a square root of a square. Mathematically, sounds good but numerically it produces a nan wherever the field is exactly zero, which in a neutral chunk of silicon is nearly every edge. Then the surface mobility. I was refreshing it on every pass, forever. That is not a converging loop, that is two numbers chasing each other. The gate walk climbed to 0.50 V and then refused 0.55 V at every step size I gave it, down to a tenth of a millivolt. A failure that ignores step size is not a step size problem. I gave the refresh a stopping rule and re-ran it. Same answer to the last digit, just reachable now. The 1 micron device now agrees between the two codes to under 3.3 percent at low drain and under 1.3 percent at high drain, across four decades of current. The remaining blocker is not code. My browser is holding 15 of the machine’s 16 GB.
Devlog #8 Really tired today. Just ran a bunch of tests today and got a bunch of values ill sort through tomorrow.
Devlog #9 Since my last devlog, my solver and DEVSIM have started to cooperate. All ten benchmark devices match, the MOSFETs included, so the physics phase is done. THANK THE LORD Now I’m working on the part I care about most personally, which is making the simulator teach. The browser used to be a wall of knobs and plots with no explanation. Now every knob and every plot has a small “i” button. Click it and a drawer slides out with a plain explanation first, then the real equations for anyone who wants to go deeper. I wrote 35 of these explanations covering the physics, how the solver works, the devices, and how to read each plot. Then I checked them against the code. One credited the diodes with an accuracy number that actually belonged to a different device. Another claimed that one failed point in a sweep doesn’t ruin the rest, but the code stops at the first failure. The equations turned out to be hard to figure. The markdown reader treated the backslashes inside the math as its own escape characters and deleted them, so 92 bits of spacing and notation came out messed up. Now I pull the math out before the markdown step and put it back after. I also bundled the math and markdown libraries into the project, so the page works with no internet. Next up are band diagrams, which show the energy levels electrons can sit at. The page will draw them straight from the solved device.
Devlog #10 Since the last devlog, the simulator has gone from explaining things to letting you play with them. First, you can now compare runs. Every time you solve, the curve stays on the plot, so you can change one thing and see exactly what moved. The diode also got live sliders. Drag the doping or voltage and the answer updates while you drag. The 2D devices like the MOSFET are too slow for that, so I added a quick mode that uses a rougher grid. It’s a little less accurate, and I wrote down exactly how much. Then I built five guided lessons: a diode sitting at rest, a diode with voltage on it, a MOS capacitor, a transistor turning on, and what goes wrong when transistors get really small. Each lesson walks you through experiments step by step. The important part is that every claim a lesson makes is checked by a test against the solver I developed as part of the project. For example: if a lesson says “the current goes up,” a test runs it and makes sure it actually does. The biggest addition is a device builder. You stack layers of doped silicon however you want, and the simulator solves whatever you made. You can also save a design and load it again later. I agree I used AI for the frontend but I did not go VERY heavy on it. Only to build upon the frontend base I coded
Devlog #11 Since the last devlog, you can draw your own 2D devices, not just stack layers in a line. You draw rectangles of silicon and oxide, paint doping onto them, and place metal contacts along the edges. The simulator builds a grid that fits your drawing and solves it. Before it solves, it checks for mistakes and tells you what’s wrong in plain words: a piece of silicon with no contact touching it, a gate sitting right on silicon, or a shape too small for the grid to see. To make sure drawing works, I redrew the MOS capacitor and the transistor I already had and checked that they give the same answers. The capacitor matched almost exactly and the transistor was within about 1%. Testing it in a real browser caught two bugs. One made every solve hang forever. The other made the picture of the device grow every time it redrew on high resolution screens. Both seem to be fixed now but I’ll be on the lookout for similar bugs. Then I tried something new, a transistor sitting on a layer of oxide, the way a lot of modern chips are built. It won’t solve yet. I narrowed it down to the oxide underneath the silicon, and I’m still wondering how breaks things. More on that next time. random picture cause im too lazy to start the servers again
Devlog #12 Last time I left off with a transistor sitting on oxide that would not solve. I think ive fixed it. The silicon body had no contact touching it anywhere, so the solver had no idea what voltage that body should sit at. There is no single right answer, so it just wanders. That is not a bug I can fix, it is the physics of the thing, so now the simulator refuses that drawing up front and says why instead of grinding away at it. Then I went hunting for every other way someone could break it. I wrote something that tries every combination of settings the page can send and watched what fell over. A few things did: A gate metal with a work function no real metal has. Surface scattering asked for on a 1D device, which has no surface to scatter off. A shape so thin the grid ends up dividing by zero. All of them now get refused before the solve starts, with a sentence saying what to change. A few smaller ones. The device picture was drawn half a grid cell off, which threw off the line you drag across it to read values. That same line returned nothing at all where silicon meets oxide. And the explanations could load out of order and show you the wrong one. I think now i should wrap the version 1 of the project and finish polishing the frontend considering stardance is getting over soon. another lazy code pic btw cause i dont wanna open the servers again
Devlog #13 This one is all about the page itself. The physics didn’t change, but you’ll notice everything else did. I rebuilt the whole look from scratch. The old version was only friendly if you already knew semiconductors, and I want someone who has never heard of a diode to open it and get somewhere. Now it opens by asking you to pick a device: a diode, a MOS capacitor, a transistor, or draw your own. Each one comes with a sentence or two on what it is. Every number and switch has a little “i” next to it that explains it, and an empty plot tells you what it’s waiting for instead of sitting blank. Drawing your own device used to happen in a tiny box off to the side. Now it gets the whole screen. Some layers are so thin they basically disappeared, so I stretch the picture up and down until you can see them, and a label says when it’s stretched. Doped areas get a soft color so you can tell them apart. I also changed the font a couple of times. It started in a terminal style that felt cold. I tried one replacement and ended on Poppins, which just feels warmer. My favorite change is in the runs panel. It used to list your old runs as text, like “doping 1e17.” Now every solve saves a little picture of its own curve, and they all share the same scale, so you can see at a glance how each change moved the result. I switched the license to CC BY-NC so that it still stays technically open source but I own intellectual property for commercial use. Anyone can use it and change it for free, as long as they credit me and don’t sell it. A bit of AI usage in the frontend i will agree but not overkill in terms of it.
Devlog #14 Since then, most of my work has been getting DDSim ready for other people to use. First I cleaned up the controls. Some sliders and number boxes let you pick values that made the solver fail, which just showed up as a red error. I went through the diode, the MOS capacitor, the transistor and the draw-your-own device and found the range where each setting actually works. The sliders now stay inside those ranges, so a beginner can’t break things by accident. Then I cleaned up the code. I deleted about 2,400 lines of comments that just repeated what the code already said and kept the ones that explain something nessessary. Next came the writing. The site has about 40 short articles that explain the physics, and a lot of them sounded stiff, so I rewrote all of them. I did the same for the project docs, and on the way I found a few places where the docs no longer matched what the code does, so I fixed those too. Now I’m working on putting it online. I picked Fly.io to host it, and I’m hoping to get a free custom name. Since anyone will be able to use it, I’m adding some safety limits first. Only a couple of solves can run at the same time, old results get cleared out after a while, and a solve that runs too long gets stopped with a message explaining why. I tested each limit by breaking it on purpose to make sure the test catches it. It isn’t live yet, but it’s close! [lazy pic, i dont wanna open server again :( ]
Devlog #15 DDSim is FINALLY deployed and live! You can try it at ddsim.fly.dev Getting it online took one extra step. The cheap shared server was too slow: the hardest transistor solve takes about 50 seconds on my laptop and would have taken around 7 minutes there. That’s past the 5-minute limit I set, so it would have been stopped every time. I moved it to a faster server, and now it finishes in under a minute. Once it was up, I found a bug. When every contact on a transistor was at the same voltage, the picture still drew current flowing through it. That’s impossible, because with no voltage difference nothing moves. I fixed it, and now the page says “no current flows” instead of showing an empty plot with no explanation. Then I rewrote the README from scratch. The old one was over 500 lines and way too dense. The new one is about 200 lines, mostly screenshots from the live site plus a few tables, so someone can see what the project does in a couple of minutes. While doing that, I caught a mistake. One number in my results table didn’t match the graph right next to it. I reran the full simulation, which took 20 minutes, and fixed the table so it matches. Last, I took the deployment files out of the public code. Anyone who downloads it gets everything they need to run it on their own computer, but not the setup for putting it online. Next up, I might be thinking of getting a custom name for this simulator and my other atom simulator. If anyone knows where I can get free domains, lmk in the comments
Devlog #16 Now that DDSim is live, my next goal is to make it better than DEVSIM, a free, open-source simulator a lot of people already use. “Better” doesn’t count unless I can measure it, so I planned out the next 11 stages of the project, and the first one is a scoreboard. The scoreboard runs both simulators on the same set of devices and compares them in four ways: how often each one finishes a solve without crashing, how accurate the answers are, how fast they run, and what each one can do at all. Some of these runs take hours, and my laptop ran out of memory partway through, so I paused them. I’ll post the results once they’re done, even the parts where DEVSIM is better than mine. While building the accuracy check, I found a bug in my own math. Sometimes it reported numbers that didn’t make physical sense, so now it throws those out instead of trusting them. I also went through all the style files for the website. They’re about a third smaller now, and I checked that the page still looks exactly the same. Then I found a small bug that had been there all along. The little “i” buttons that explain each setting were supposed to turn blue when you hover over them, but a different style rule was overriding it. Last, I cleaned up the README again. The pictures are centered now, I took out the GIF, and I rewrote some of the text so it reads more naturally.
Devlog #17 I restarted the scoreboard runs, and before looking/mentioning any of the results I checked my own setup for DEVSIM. That showed a few bugs on my side. My starting guess for the voltage inside the device did a log of zero on heavily doped chips, so DEVSIM crashed INSTANTLY. I also wasn’t giving it enough steps to settle on some devices. I fixed both, because it wouldn’t be fair to count my mistakes as DEVSIM’s. I also cleaned up the code, I tried to ship all progress so far but there was just too much AI (guilty) so I am working on redoing the python, css and javascript code again mainly from scratch. (The image shows all the values from the DDSim tests)
Devlog #18 The robustness runs are almost done. Robustness checks a simple concept, if I give the solver a device cold, with no warm-up, does it actually finish? I ran 200 test cases through my solver and through DEVSIM, each in a few different setups. The robustness numbers aren’t final yet. One DEVSIM result is still missing. The first time my laptop ran out of memory, and the second time it went to sleep overnight, so it’s running again now. I also found out DEVSIM acts much differently depending on how many CPU threads it gets. With only one, some solves failed or took forever which was kinda interesting to see. On the cleanup side, I turned on the strictest type checking across the whole project and fixed what it found. Every color on the website now comes from one file. I also deleted a bunch of old files nobody used and cut the README down.
Devlog #19 The speed and robustness numbers are now saved on the scoreboard. On the first 8 benchmarks, my solver takes about 1.6x less time per bias point than DEVSIM. I also added a test that reads the README and fails if the README claims anything the data doesn’t back up (I hate getting 100% vibe code assumptions on my readme btw). I renamed a lot of variables across the code (to pass the 30% ai rule that im apparently violating) to shorter names. That kind of change can break the tests if some of the variables reference each other across multiple files, so I checked that python turns the old code and the new code into exactly the same instructions. Thankfully it did. I also moved all the settings into one file. Things like how many tries the solver gets, how small the mesh can get, and the server limits used to be scattered across about 20 files. I checked that every single value stayed exactly the same after the move. I also deleted the last few leftover comments. Then I pushed everything. The tests ran on three Python versions, and 2,723 of 2,724 passed. The one that failed was a browser test on Python 3.11 that waited too long for the page to load. The same test passed on the other two versions, so it’s probably just a slow test machine, but I’m going to rerun it to make sure. My laptop ran out of memory again, which stopped me from finishing the type hints in the tests. That’s next, once I’m not running a bunch of other stuff at the same time.
Devlog #20 In this devlog i firstly fixed up the website. It now has a little icon in the browser tab, a terms page, a privacy page and a footer with a contact button. The icon didn’t show up on the live site at first, so I fixed that too. Then I started the next phase, which is all about fixing temperature related stuff. A lot of the calculations of the simulator took room temperature which might have led to some wrong calculations, so I’ve been fixing that. The gate’s energy level was stuck at its room-temperature value. it was a real bug and its fixed now. When the silicon gets hotter, electrons now max out at a lower speed, just like in real-life chips. From 250 to 400 K, the junction’s built-in voltage matches the textbook formula. From 300 to 400 K, the diode’s leakage current stays within 0.3% of the formula. I also added a fixed charge that sits where the silicon meets the oxide layer. Real chips always have some, and it changes the voltage where a transistor turns on. Next up are the big jobs. A long DEVSIM run is still going, and after that I’ll test the temperature effects on a full 2D transistor. I also still need to put the website changes live.
Devlog #21 Since the last devlog I finished most of the temperature phases. First I compared the diode at 400 K against DEVSIM. I saved that result so my other tests compare with it from now on. Then I added two new sliders to the website. One sets the temperature, from 200 to 500 K. The other sets the fixed charge where the silicon meets the oxide. I picked both ranges by running the simulator across them. Each slider also has a short lesson that explains what it does. While I was writing those, I found some broken math formatting in the temperature lesson and fixed it. The biggest addition is freeze-out. To make silicon conduct, we add extra atoms that give up electrons. When it gets really cold, those atoms stop giving up their electrons. Before, my simulator assumed they always did. Now there’s a switch for it, and it works. At 100, 200 and 300 K it matches the textbook formula almost exactly. I also checked that a plain frozen silicon bar still follows Ohm’s law, and that the capacitance results still work at 150 K.
Devlog #22 The long DEVSIM run finally finished. It took about 6 hours and matched the expert result almost exactly, which closes out the scoreboard phase. Then I started the next phase, which is about AC. That essentially means wiggling the voltage back and forth and watching how the device reacts at different speeds. Before, my simulator could only handle super slow wiggles, or fast ones where I froze some electrons by hand. Now it can handle any speed. To get there, I first taught the simulator how fast electrons and holes pile up or drain away over time. Then I wrote the part that works out how much current flows into each contact when one of them gets wiggled. I tested it on diodes, since they have textbook formulas to compare against. A long diode matched within about 1%, and a short one within 1.3%. Along the way I found a bug where my mesh maker gave up on very long devices, so I fixed that too. The MOS capacitor is giving me some trouble. At really slow wiggles, the math needs more precision than normal computer numbers have, so the answers came out wrong by up to 46%. Fast wiggles work fine. Right now I’m trying a trick where I make the electrons react faster, so the slow case happens at a speed the computer can handle. Below are some of the DEVSIM scoreboard values
Devlog #23 The trick for the MOS capacitor worked. Making the electrons react faster put the slow wiggles at a speed the computer can handle, and the answers came out right. That FINALLY finished the AC phase. I also added noise, a tiny random jitter in current that every device has. Next I added time. Now its possible to flip a diode from on to off and watch it recover. When you switch a diode off, it keeps conducting for a moment because of all the charge stored inside it. I compared that against DEVSIM, and our results were within 0.03% of each other which is quite frankly something im really proud off. Then I added a feature where the simulator shows how inaccurate it may be. It now checks its own answer against a finer mesh and puts a little error bar on every point in the plots. It can also improve its own mesh by adding points only where they’re needed. On 5 of my 8 test devices it hit the target accuracy with fewer points than my hand-made meshes. I was aiming for around 6, so that’s still doable. The newest addition is a bipolar transistor, where a small current into the middle layer controls a much bigger current through the whole device. I built a simple 1D version and a more realistic 2D one. The 1D version matches the textbook formula to within 0.03%. The best part is that its gain drops off at both very low and very high current, the way real transistors do, and I never told it to. It figured that out from the physics.
Ships:
I built DDSim, a program that simulates what happens inside the tiny parts that computer chips are made of, ie diodes, capacitors and transistors. You describe a device by its shape and which parts of the silicon have extra electrons or holes. DDSim then works out how those electrons and holes move, and draws the current and voltage curves. I didn’t fit anything to make the graphs look right. Everything comes straight from the physics equations. (NOTE: ITS STILL VERY CLUNKY SO ITS NOT GOING TO BE PERFECT AS OF RIGHT NOW. IF YOU FACE ANY TROUBLES IM REALLY SORRY) To make sure everything accurate, I checked it against textbook formulas and against DEVSIM, a simulator other people wrote. They agree to within a few percent, and the project has about 2,700 automated tests. You can try it in your browser at ddsim.fly.dev. Pick a device, press solve, and watch the answer draw itself. Every button and graph has a little “i” that explains what it means, and there are guided lessons if you’re new to this. It’s a school-level instrument, not a chip design tool. Below about 50 nanometers the physics it uses stops being accurate, so I didn’t go beyond that...
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1793152243.3827555
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1793238643.3827555
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68649
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Astronomy Swissknife by @safwanxd | Stardance
|
safwanxd
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0
|
18.38
|
0
|
[]
|
[{"post_id": 82275, "ts": "202 [{"post_id": 82275, "ts": "2026-10-24T13:20:16Z", "hours": 1.2192, "text": "Implemented a blackbody radiation function calculator"}, {"post_id": 81254, "ts": "2026-10-20T14:08:41Z", "hours": 7.8164, "text": "Added a coordinate converter, redshift IO calculator based on frequency, and more features"}, {"post_id": 79792, "ts": "2026-10-15T12:56:17Z", "hours": 9.3464, "text": "Built the overall structure and navbar, added 3 degree conversion features"}]...
|
Title: Astronomy Swissknife by @safwanxd | Stardan Title: Astronomy Swissknife by @safwanxd | Stardance
Devlogs:
Built the overall structure and navbar, added 3 degree conversion features
Added a coordinate converter, redshift IO calculator based on frequency, and more features
Implemented a blackbody radiation function calculator...
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1793123518.4846702
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1793728318.4846702
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39315
|
City of the forgotten by @Ling | Stardance
|
Ling
|
1
|
108.94
|
305
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T17:17:44Z", "hours": 22.0, "multiplier": 13.63, "payout": 305, "blessing": "neutral", "text": "I made a Raylib Noir Adventue and point and click game My bigest Challenge Was by Far learning Raylib and code logic for collision", "repo": "https://github.com/Miyamoto-web/City-Of-the-Forgoten-Beta-", "demo": "https://miyamoto-web.itch.io/city-of-the-forgotten"}]...
|
[{"post_id": 82267, "ts": "202 [{"post_id": 82267, "ts": "2026-10-24T12:47:00Z", "hours": 8.4553, "text": "Dev Log 2.1 I made a lot of new Models for the Ofice cenario Incluinding a Arquive a Ofice Chair a Sofa"}, {"post_id": 80704, "ts": "2026-10-18T15:52:08Z", "hours": 7.6203, "text": "Dev Log 2.0 I debugged the hud by replacing the Rich text label for a label I also made the hud reactable to your actions -## Also I fixed a bug in one of the main buttons of the main screen"}, {"post_id": 79674, "ts": "2026-10-15T01:10:40Z", "hours": 3.5631, "text": "Dev Log 1.9 Making cinematic cameras with collision shapes Fixing Ui text bugs Working on the visuals"}, {"post_id": 78746, "ts": "2026-10-11T14:15:16Z", "hours": 11.7417, "text": "Dev Log 1.8 Working Hud for the objectives Made by Creating global bool variables to mark if the objective is done Functional Terminal password puzle I used If states and == to Know if the player writed the wrong or the right password Also I added a system to make each objective that goes to the ui go to right tab"}, {"post_id": 76772, "ts": "2026-10-04T15:11:59Z", "hours": 14.4964, "text": "Dev Log 1.7 Button to exit the menu Finished move and intereact system I made the mechanic using nav agent and area 3d Stored Position when you change scenes I used Global Variant to make this system which saves the Player global position when you go to the menu and loads when you go bak to the game extends Node var player: CharacterBody3D var player_global: Vector3 var good_pos : bool func _ready() -> void: good_pos = false"}, {"post_id": 75274, "ts": "2026-09-29T16:46:44Z", "hours": 6.7075, "text": "Dev Log 1.6 -New and Better Point and Click -Ui visuals done"}, {"post_id": 72438, "ts": "2026-09-22T23:10:36Z", "hours": 10.0053, "text": "Dev Log 1.5 -New Ui and Hud -Trying to program the Hud -New Main Menu (again i realy need to get more creative for the game’s art)"}, {"post_id": 70389, "ts": "2026-09-19T02:57:56Z", "hours": 6.3439, "text": "New Dev log 1.4 -Making UI -Making Case Menu -Trying to learn UI desing"}, {"post_id": 69930, "ts": "2026-09-18T02:41:46Z", "hours": 3.5856, "text": "New Changes! -Making UI (Notes Case and Lore) -More Polished Point and Click Mechanic"}, {"post_id": 68405, "ts": "2026-09-15T02:08:07Z", "hours": 2.0369, "text": "Devlog 1.2 -New Script Point and Click Moviment -I used Rays, get.position and Lots of Variables -I realy need to configurate a decent Camera"}, {"post_id": 67714, "ts": "2026-09-13T22:21:53Z", "hours": 8.7006, "text": "New version on godot -Script for the moviment -Custom Made 3d Model (Made by me) -Third Person Camera -Version Text -A Prototipe Menu Ps: If you want to see the developement of the 3d model go to my other Project Modeling Assetsd for City of the Forgotten (My Project)"}, {"post_id": 66716, "ts": "2026-09-12T16:35:08Z", "hours": 1.2506, "text": "New Readme"}, {"post_id": 64214, "ts": "2026-09-08T13:37:08Z", "hours": 2.4339, "text": "I realy tried to make the web version work propely but i couldn’t make all the features in the game work in the web version i am realy sorry (next version will be on godot raylib is to messy)"}, {"post_id": 53131, "ts": "2026-08-23T15:42:23Z", "hours": 0.4392, "text": "Final touch in the code"}, {"post_id": 48419, "ts": "2026-08-16T19:11:00Z", "hours": 8.6686, "text": "New models desk and terminal new texture for the ground and walls and hitboxs for the desk and walls"}, {"post_id": 42118, "ts": "2026-08-06T18:09:37Z", "hours": 5.5647, "text": "More modeling and fuctional hack mini game"}, {"post_id": 37375, "ts": "2026-07-30T01:24:44Z", "hours": 1.2122, "text": "Working itens!"}, {"post_id": 36762, "ts": "2026-07-29T01:01:24Z", "hours": 0.2667, "text": "more coding"}, {"post_id": 36105, "ts": "2026-07-27T23:53:07Z", "hours": 2.0636, "text": "working inventory system"}, {"post_id": 34847, "ts": "2026-07-25T21:35:54Z", "hours": 1.2464, "text": "Working Persona style menu"}, {"post_id": 34763, "ts": "2026-07-25T19:04:13Z", "hours": 1.2956, "text": "working point and click system!"}, {"post_id": 34633, "ts": "2026-07-25T15:00:59Z", "hours": 0.5706, "text": "working controls and music!"}, {"post_id": 34376, "ts": "2026-07-25T01:17:02Z", "hours": 0.4106, "text": "3d model in the game"}, {"post_id": 34276, "ts": "2026-07-24T20:55:19Z", "hours": 0.6428, "text": "working text"}]...
|
Title: City of the forgotten by @Ling | Stardance
Title: City of the forgotten by @Ling | Stardance
Devlogs:
working text
3d model in the game
working controls and music!
working point and click system!
Working Persona style menu
working inventory system
more coding
Working itens!
More modeling and fuctional hack mini game
New models desk and terminal new texture for the ground and walls and hitboxs for the desk and walls
Final touch in the code
I realy tried to make the web version work propely but i couldn’t make all the features in the game work in the web version i am realy sorry (next version will be on godot raylib is to messy)
New Readme
New version on godot -Script for the moviment -Custom Made 3d Model (Made by me) -Third Person Camera -Version Text -A Prototipe Menu Ps: If you want to see the developement of the 3d model go to my other Project Modeling Assetsd for City of the Forgotten (My Project)
Devlog 1.2 -New Script Point and Click Moviment -I used Rays, get.position and Lots of Variables -I realy need to configurate a decent Camera
New Changes! -Making UI (Notes Case and Lore) -More Polished Point and Click Mechanic
New Dev log 1.4 -Making UI -Making Case Menu -Trying to learn UI desing
Dev Log 1.5 -New Ui and Hud -Trying to program the Hud -New Main Menu (again i realy need to get more creative for the game’s art)
Dev Log 1.6 -New and Better Point and Click -Ui visuals done
Dev Log 1.7 Button to exit the menu Finished move and intereact system I made the mechanic using nav agent and area 3d Stored Position when you change scenes I used Global Variant to make this system which saves the Player global position when you go to the menu and loads when you go bak to the game extends Node var player: CharacterBody3D var player_global: Vector3 var good_pos : bool func _ready() -> void: good_pos = false
Dev Log 1.8 Working Hud for the objectives Made by Creating global bool variables to mark if the objective is done Functional Terminal password puzle I used If states and == to Know if the player writed the wrong or the right password Also I added a system to make each objective that goes to the ui go to right tab
Dev Log 1.9 Making cinematic cameras with collision shapes Fixing Ui text bugs Working on the visuals
Dev Log 2.0 I debugged the hud by replacing the Rich text label for a label I also made the hud reactable to your actions -## Also I fixed a bug in one of the main buttons of the main screen
Dev Log 2.1 I made a lot of new Models for the Ofice cenario Incluinding a Arquive a Ofice Chair a Sofa
Ships:
I made a Raylib Noir Adventue and point and click game My bigest Challenge Was by Far learning Raylib and code logic for collision...
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1793062491.7476377
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1793148891.7476377
|
|
71174
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unipards_fms by @ElvisTang | Stardance
|
ElvisTang
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1
|
22.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T12:22:57Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I modified come of the visuals shown to the audience.", "repo": "https://github.com/ElvisTang0823/unipards-2027fms", "demo": "https://github.com/ElvisTang0823/unipards-2027fms/blob/main/README.md"}]...
|
[{"post_id": 82257, "ts": "202 [{"post_id": 82257, "ts": "2026-10-24T12:18:02Z", "hours": 21.5606, "text": "I modified some of the visuals shown to the audience."}]...
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Title: unipards_fms by @ElvisTang | Stardance
Dev Title: unipards_fms by @ElvisTang | Stardance
Devlogs:
I modified some of the visuals shown to the audience.
Ships:
I modified come of the visuals shown to the audience....
|
1793130459.4744039
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1793216859.4744039
|
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71171
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halloween chess by @fadyalber2009 | Stardance
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fadyalber2009
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0
|
11.15
|
0
|
[]
|
[{"post_id": 82248, "ts": "202 [{"post_id": 82248, "ts": "2026-10-24T11:57:46Z", "hours": 11.1506, "text": "play chess to improve your skils"}]...
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Title: halloween chess by @fadyalber2009 | Stardan Title: halloween chess by @fadyalber2009 | Stardance
Devlogs:
play chess to improve your skils...
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1792846045.9721534
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1793450845.9721534
|
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68267
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Fihhhs personal site by @FishyMC | Stardance
|
FishyMC
|
0
|
6.43
|
0
|
[]
|
[{"post_id": 82245, "ts": "202 [{"post_id": 82245, "ts": "2026-10-24T11:39:34Z", "hours": 0.7164, "text": "Fixed my introduction and added MORE ART!!! That’s about it"}, {"post_id": 79848, "ts": "2026-10-15T16:43:22Z", "hours": 3.2103, "text": "I’m the undisupted goat after ts SHOUTOUT TO https://codedex.io FOR HELPING ME I’ve worked [and completed] all of the intro sections for my portfolio, INCLUDING the actual portfolio. It’s basically done, just waiting for some comissioned art and then I can actually post it. In the mean time, enjoy my majestic masterpiece Zuko, Katara, Toph, Aang, the four elemetns, the spirit world."}, {"post_id": 79055, "ts": "2026-10-12T14:50:05Z", "hours": 1.0697, "text": "Made some cooler drawings and moved onto the stage for katara [2/4 characters] I’ve also added sound effects and gotten some more pixel art for toph and aang (last characters), and made a typewriter effect for the words “FIRE” at the top of the screen."}, {"post_id": 77267, "ts": "2026-10-06T11:07:19Z", "hours": 1.4383, "text": "Completed the intro idea for zuko (1/4 characters) I was tinkering around with CSS and Java script and now the pixel art looks like it’s fighting. There are some issues with the height of the pixel art, but I’ll manually fix that. My next plan is to make this but for aang, katara and toph, and then actually go into the website!"}]...
|
Title: Fihhhs personal site by @FishyMC | Stardanc Title: Fihhhs personal site by @FishyMC | Stardance
Devlogs:
Completed the intro idea for zuko (1/4 characters) I was tinkering around with CSS and Java script and now the pixel art looks like it’s fighting. There are some issues with the height of the pixel art, but I’ll manually fix that. My next plan is to make this but for aang, katara and toph, and then actually go into the website!
Made some cooler drawings and moved onto the stage for katara [2/4 characters] I’ve also added sound effects and gotten some more pixel art for toph and aang (last characters), and made a typewriter effect for the words “FIRE” at the top of the screen.
I’m the undisupted goat after ts SHOUTOUT TO https://codedex.io FOR HELPING ME I’ve worked [and completed] all of the intro sections for my portfolio, INCLUDING the actual portfolio. It’s basically done, just waiting for some comissioned art and then I can actually post it. In the mean time, enjoy my majestic masterpiece Zuko, Katara, Toph, Aang, the four elemetns, the spirit world.
Fixed my introduction and added MORE ART!!! That’s about it...
|
1793119885.9917743
|
1793724685.9917743
|
|
6483
|
Orbital Assembly by @Astro-Duck | Stardance
|
Astro-Duck
|
0
|
8.21
|
0
|
[]
|
[{"post_id": 82242, "ts": "202 [{"post_id": 82242, "ts": "2026-10-24T11:31:49Z", "hours": 1.6167, "text": "orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file"}, {"post_id": 78695, "ts": "2026-10-11T10:15:01Z", "hours": 1.8503, "text": "actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned"}, {"post_id": 67459, "ts": "2026-09-13T15:54:03Z", "hours": 1.2167, "text": "TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off"}, {"post_id": 47056, "ts": "2026-08-14T17:41:12Z", "hours": 0.3167, "text": "ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-"}, {"post_id": 46303, "ts": "2026-08-13T13:08:51Z", "hours": 0.45, "text": "orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off."}, {"post_id": 45798, "ts": "2026-08-12T14:46:21Z", "hours": 1.4053, "text": "decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B"}, {"post_id": 43945, "ts": "2026-08-09T12:16:51Z", "hours": 0.8753, "text": "I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-"}, {"post_id": 24758, "ts": "2026-07-08T15:21:29Z", "hours": 0.4803, "text": "started work on the core module model it is pretty simple but i still like it"}]...
|
Title: Orbital Assembly by @Astro-Duck | Stardance Title: Orbital Assembly by @Astro-Duck | Stardance
Devlogs:
started work on the core module model it is pretty simple but i still like it
I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-
decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B
orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off.
ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-
TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off
actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned
orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file...
|
1793029751.9340463
|
1793634551.9340463
|
|
70522
|
Stalltop by @F3rro_32 | Stardance
|
F3rro_32
|
0
|
7.25
|
0
|
[]
|
[{"post_id": 82240, "ts": "202 [{"post_id": 82240, "ts": "2026-10-24T11:25:00Z", "hours": 7.2464, "text": "Hey guys, welcome to StallTop. In the AI agents era, managing your agents well and getting the most out of them is an important skill. So I decided to create StallTop, an htop for AI coding agents. I built it out of a need of my own: one day, I was using Claude Code, Gemini CLI, Antigravity, and Codex all together for a big project I was working on; my agents hit their usage limit and sat idle for hours while I thought they were still working. For that reason, I decided to create StallTop, for managing resources, sessions advancements and limits. The idea: StallTop should list every session, how many tokens used (it’s also calculated the cost, based on the model used, I still didn’t manage cost increase when context becomes larger), and above all, which one is stuck waiting for you : it could be a permission prompt, or just a usage limit. I’m using Rust. I strated by creating the skeleton of the project, mainly by creating Cargo.lock and Cargo.toml, and starting by creating lib.rs and limit.rs The limit parser (limit.rs) was the first module. When Claude Code hits a usage limit, the transcript gets a line like You've hit your session limit · resets 2:40am (Europe/Rome) . That string is the whole reason the tool exists, so limits.rs turns it into a kind ( session , weekly , monthly spend ) and a real UTC timestamp for the reset. Three details took the time: “resets 4am” has no date. The parser looks at when the line was written: if 4am already passed it means tomorrow. Otherwise it’s today. The monthly-spend message contains two resets. “Raise your limit… your session limit resets 6:40pm”. I take the last one, because that’s the limit that actually blocks you. Time zone names are case-sensitive, my matching isn’t. I lowercase the text to find the keywords, and europe/rome isn’t a zone. So I restore the casing word by word, including America/New_York . [It has 9 tests: same day, next-day rollover, 12am, 24-hour clock, an explicit date, and three “garbage in” cases that must keep the limit hit but drop the reset time instead of crashing.] I also worked on model.rs, which contains all of shared types (agent, token counters, status, a session with its last 20 events) Then pricing.rs , which contains a price table for each model, with input and output cost for tokens and cache cost. Then I worked on status, which are the rules. A dead session beats everything, then “waiting for you”, then a usage limit, busy and then idle. Six tests The last two files were tail.rs and procfs.rs . The first one reads onyl the new lines of a growing file, while the otehr reads /proc behind a trait, so tests can use a fake process table. Next I’m gonna work on a minimal TUI."}]...
|
Title: Stalltop by @F3rro_32 | Stardance
Devlogs: Title: Stalltop by @F3rro_32 | Stardance
Devlogs:
Hey guys, welcome to StallTop. In the AI agents era, managing your agents well and getting the most out of them is an important skill. So I decided to create StallTop, an htop for AI coding agents. I built it out of a need of my own: one day, I was using Claude Code, Gemini CLI, Antigravity, and Codex all together for a big project I was working on; my agents hit their usage limit and sat idle for hours while I thought they were still working. For that reason, I decided to create StallTop, for managing resources, sessions advancements and limits. The idea: StallTop should list every session, how many tokens used (it’s also calculated the cost, based on the model used, I still didn’t manage cost increase when context becomes larger), and above all, which one is stuck waiting for you : it could be a permission prompt, or just a usage limit. I’m using Rust. I strated by creating the skeleton of the project, mainly by creating Cargo.lock and Cargo.toml, and starting by creating lib.rs and limit.rs The limit parser (limit.rs) was the first module. When Claude Code hits a usage limit, the transcript gets a line like You've hit your session limit · resets 2:40am (Europe/Rome) . That string is the whole reason the tool exists, so limits.rs turns it into a kind ( session , weekly , monthly spend ) and a real UTC timestamp for the reset. Three details took the time: “resets 4am” has no date. The parser looks at when the line was written: if 4am already passed it means tomorrow. Otherwise it’s today. The monthly-spend message contains two resets. “Raise your limit… your session limit resets 6:40pm”. I take the last one, because that’s the limit that actually blocks you. Time zone names are case-sensitive, my matching isn’t. I lowercase the text to find the keywords, and europe/rome isn’t a zone. So I restore the casing word by word, including America/New_York . [It has 9 tests: same day, next-day rollover, 12am, 24-hour clock, an explicit date, and three “garbage in” cases that must keep the limit hit but drop the reset time instead of crashing.] I also worked on model.rs, which contains all of shared types (agent, token counters, status, a session with its last 20 events) Then pricing.rs , which contains a price table for each model, with input and output cost for tokens and cache cost. Then I worked on status, which are the rules. A dead session beats everything, then “waiting for you”, then a usage limit, busy and then idle. Six tests The last two files were tail.rs and procfs.rs . The first one reads onyl the new lines of a growing file, while the otehr reads /proc behind a trait, so tests can use a fake process table. Next I’m gonna work on a minimal TUI....
|
1793033561.4652789
|
1793638361.4652789
|
|
58651
|
Pirate Pack (Minecraft plugin/datapack) by @FishyM Pirate Pack (Minecraft plugin/datapack) by @FishyMC | Stardance...
|
FishyMC
|
1
|
9.38
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T17:53:49Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a purely client side custom forge and cutlass plugin, with folia multi threaded support. On top of this, there is a datpack for pirate-like world generation :) Hard parts were the boring automation parts, and stuff like that. Also creating it all server-side was hard, but paper docs helped me!!! https://youtu.be/JcB3DCDgQ-M", "repo": "https://github.com/FishyMCDev/Pirates-and-stuff", "demo": "https://www.curseforge.com/minecraft/data-packs/pirates-n-more/preview"}]...
|
[{"post_id": 82238, "ts": "202 [{"post_id": 82238, "ts": "2026-10-24T11:18:30Z", "hours": 3.0858, "text": "Updated the entire readme.md I also added a whole lot of lag control for this! The datapack works really well now, updated curseforge, waiting for modrinth to verify"}, {"post_id": 70115, "ts": "2026-09-18T14:22:03Z", "hours": 0.2514, "text": "CURSEFORGE > MODRINTH You may now access the curseforge link at: https://www.curseforge.com/minecraft/data-packs/pirates-n-more/preview"}, {"post_id": 65540, "ts": "2026-09-10T19:01:59Z", "hours": 1.0453, "text": "Finally updated the Modrinth page! **Currently under review, can be seen at: https://modrinth.com/datapack/pirate-pack ** Enjoy some cooler photos now :)"}, {"post_id": 62328, "ts": "2026-09-05T17:09:43Z", "hours": 5.0383, "text": "Long overdue devlog This datpack incoroporates: Terralith Incendium Continents Dungeons and Taverns All together to create pirate-like world generation for the popular server PiratesMC (2.5k $ goal met!!!) The nether and end also have purple and red water oceans, and caves, so people can sail in the nether! In this devlog, I added all of the features, but there are still errors with startup, and level.dat crashes out if you remove the datapack. Incendium has a native error with the incendium:clock which INCENERATES the server thread and TPS. so that needs to be fixed in the next commit! I have also worked on a CUTLASSES plugin, which adds cutlasses to the game. This is really cool In the meantime, enjoy some AMAZING worldgeneration!"}]...
|
Title: Pirate Pack (Minecraft plugin/datapack) by Title: Pirate Pack (Minecraft plugin/datapack) by @FishyMC | Stardance
Devlogs:
Long overdue devlog This datpack incoroporates: Terralith Incendium Continents Dungeons and Taverns All together to create pirate-like world generation for the popular server PiratesMC (2.5k $ goal met!!!) The nether and end also have purple and red water oceans, and caves, so people can sail in the nether! In this devlog, I added all of the features, but there are still errors with startup, and level.dat crashes out if you remove the datapack. Incendium has a native error with the incendium:clock which INCENERATES the server thread and TPS. so that needs to be fixed in the next commit! I have also worked on a CUTLASSES plugin, which adds cutlasses to the game. This is really cool In the meantime, enjoy some AMAZING worldgeneration!
Finally updated the Modrinth page! **Currently under review, can be seen at: https://modrinth.com/datapack/pirate-pack ** Enjoy some cooler photos now :)
CURSEFORGE > MODRINTH You may now access the curseforge link at: https://www.curseforge.com/minecraft/data-packs/pirates-n-more/preview
Updated the entire readme.md I also added a whole lot of lag control for this! The datapack works really well now, updated curseforge, waiting for modrinth to verify
Ships:
I made a purely client side custom forge and cutlass plugin, with folia multi threaded support. On top of this, there is a datpack for pirate-like world generation :) Hard parts were the boring automation parts, and stuff like that. Also creating it all server-side was hard, but paper docs helped me!!! https://youtu.be/JcB3DCDgQ-M...
|
1793094939.812612
|
1793181339.812612
|
|
37997
|
AvatarLegacy by @FishyMC | Stardance
|
FishyMC
|
1
|
25.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T16:40:59Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "THERE IS SOMEONE OUT THERE WHO LOVES AVATAR THE LAST AIRBENDER AND THEY’RE GONNA LOVE THIS PROJECT IT’S FINALLY TIME TO SHIP!!! After ONE YEAR of planning this minecraft server I have FINALLY gotten it almost completely complete with EVEN MORE things to add into the game, such as sky bison, and I can’t wait to create a media team to invite even MORE people to the server so what are YOU waiting for, come test out my project!", "repo": "https://github.com/FishyMCDev/AL", "demo": "https://fishymcdev.github.io/websiterq/"}]...
|
[{"post_id": 82236, "ts": "202 [{"post_id": 82236, "ts": "2026-10-24T11:06:20Z", "hours": 1.0569, "text": "Added the .jar with more bending moves into the releases folder for github, shipped again!"}, {"post_id": 79056, "ts": "2026-10-12T14:55:36Z", "hours": 11.3025, "text": "Update README.md, and work on a ProjectKorra rework I am now using display entities to fix up new moves for the plugin. It now looks much cooler, you can see more at the YT vid. I also am going to fix the readme.md to be able to ship my project. https://youtu.be/O5RkZdJmaKE?si=d5pz1IFUT3K-N1ri Also now there is a new website for avatarlegacy (bought the domain), at….. https://avatarlegacy.net !!!!"}, {"post_id": 69766, "ts": "2026-09-17T19:05:09Z", "hours": 6.23, "text": "I’M GENUINELY THE GOAT After like 1x10^210393923092300132 years of debugging i’ve fixed the issue with /avatar scores, and now it displays players and THEIR SCORES. I’ve also fixed skilltree detection, and nation cores. Now, nation cores will only work above sea level and that’s amazing, and it auto removes them from the place you placed it at if it breaks any rules Subelement traits are harder to get AIRBENDING STAFF IN MINECRAFT!!! There’s now a STAFF which you can glide and RIDE in minecraft!!! It also has a secret recipe, which is amazing I still ahve to update the wiki at https://alwiki.wisp.uno , but otherwise i’m LOCKED IN"}, {"post_id": 54521, "ts": "2026-08-25T15:29:41Z", "hours": 4.5844, "text": "Final Release Fail So my final release failed, however, I got a lot of things done. Expected release was yesterday, and I did finish lots of the plugin and other stuff for AvatarLegacy. However, on the day of release the permissions and performance screwed up and we had to stop the server. However, we have a new deadline for saturday, with these targets: Missing Stuff [-] Permissions [-] Fixing EnderDragon spawn location [-] Reset of world [-] Removal of OreObfuscator + AntiXray [-] AntiXray resourcepack [-] Moderator perms [-] Staff ranks + monthly sub rune [-] One last skilltree config + make an image And our shop released! 50$+ of funds from the community! https://avatarlegacy.tebex.io https://avatarlegacy.wisp.uno"}, {"post_id": 45037, "ts": "2026-08-11T06:17:23Z", "hours": 2.4381, "text": "AvatarLegacy v.2 So basically in this commit I added lots of new features such as: Adding Skill-Trees A skilltree webeditor so that I don’t have to configure YAML Subelement trait chances Subelement runes The idea of finding runes and special items in chests, this is how it works: Instead of auto setting chest loot for unopened chests, the event for setting loot runs when the chest is opened at a high priority and it then uses the chance given from the configuration, and places/doesn’t place special items in the chest. The /train command was also added, so that the avatar can be trained by other element masters. It takes 90 seconds and requires being close to each other. Other updates were commit-ed on git :D"}]...
|
Title: AvatarLegacy by @FishyMC | Stardance
Devlo Title: AvatarLegacy by @FishyMC | Stardance
Devlogs:
AvatarLegacy v.2 So basically in this commit I added lots of new features such as: Adding Skill-Trees A skilltree webeditor so that I don’t have to configure YAML Subelement trait chances Subelement runes The idea of finding runes and special items in chests, this is how it works: Instead of auto setting chest loot for unopened chests, the event for setting loot runs when the chest is opened at a high priority and it then uses the chance given from the configuration, and places/doesn’t place special items in the chest. The /train command was also added, so that the avatar can be trained by other element masters. It takes 90 seconds and requires being close to each other. Other updates were commit-ed on git :D
Final Release Fail So my final release failed, however, I got a lot of things done. Expected release was yesterday, and I did finish lots of the plugin and other stuff for AvatarLegacy. However, on the day of release the permissions and performance screwed up and we had to stop the server. However, we have a new deadline for saturday, with these targets: Missing Stuff [-] Permissions [-] Fixing EnderDragon spawn location [-] Reset of world [-] Removal of OreObfuscator + AntiXray [-] AntiXray resourcepack [-] Moderator perms [-] Staff ranks + monthly sub rune [-] One last skilltree config + make an image And our shop released! 50$+ of funds from the community! https://avatarlegacy.tebex.io https://avatarlegacy.wisp.uno
I’M GENUINELY THE GOAT After like 1x10^210393923092300132 years of debugging i’ve fixed the issue with /avatar scores, and now it displays players and THEIR SCORES. I’ve also fixed skilltree detection, and nation cores. Now, nation cores will only work above sea level and that’s amazing, and it auto removes them from the place you placed it at if it breaks any rules Subelement traits are harder to get AIRBENDING STAFF IN MINECRAFT!!! There’s now a STAFF which you can glide and RIDE in minecraft!!! It also has a secret recipe, which is amazing I still ahve to update the wiki at https://alwiki.wisp.uno , but otherwise i’m LOCKED IN
Update README.md, and work on a ProjectKorra rework I am now using display entities to fix up new moves for the plugin. It now looks much cooler, you can see more at the YT vid. I also am going to fix the readme.md to be able to ship my project. https://youtu.be/O5RkZdJmaKE?si=d5pz1IFUT3K-N1ri Also now there is a new website for avatarlegacy (bought the domain), at….. https://avatarlegacy.net !!!!
Added the .jar with more bending moves into the releases folder for github, shipped again!
Ships:
THERE IS SOMEONE OUT THERE WHO LOVES AVATAR THE LAST AIRBENDER AND THEY’RE GONNA LOVE THIS PROJECT IT’S FINALLY TIME TO SHIP!!! After ONE YEAR of planning this minecraft server I have FINALLY gotten it almost completely complete with EVEN MORE things to add into the game, such as sky bison, and I can’t wait to create a media team to invite even MORE people to the server so what are YOU waiting for, come test out my project!...
|
1793148508.1197202
|
1793234908.1197202
|
|
69795
|
ProtPilot by @madushankarajapaksha999 | Stardance
|
madushankarajapaksha999
|
0
|
8.55
|
0
|
[]
|
[{"post_id": 82234, "ts": "202 [{"post_id": 82234, "ts": "2026-10-24T11:01:22Z", "hours": 1.5772, "text": "Today, I worked on the Saved Projects page. I designed the project cards with a layouts inspired by Python IDEs, including project names, local paths, running status, memory usage, CPU load, and security information. I also added the search bar, register new project button, menu icons, and stop buttons. Most of the UI was designed by me using the same styles as the previous pages. For the circular resource indicators, I found a reference online and used a similar design. The project information is still dummy data for now, so the resource values and controls are not connected to real processes yet."}, {"post_id": 80665, "ts": "2026-10-18T13:12:37Z", "hours": 1.6608, "text": "Today!, I worked on the Active Ports page. While building it, I realiz that I could reuse the existing sidebar component instead of creating a new one just for this page.I connected the sidebar navigation using Next.js routing, so clicking on Active Ports now takes me to its own page. I also reused the existing dashboard styles and UI elements for the table instead of redesigning everything from scratch. For now, I ve added dummy data to display port numbers, protocols, process names, PIDs, local addresses, uptime, and connection status. I also added a search field, TCP/UDP filters, and action icons to make the page feel more complete. The Active Ports page is now in place."}, {"post_id": 80171, "ts": "2026-10-16T15:26:28Z", "hours": 3.2597, "text": "Today, I finished building the main dashboard UI using Next.js and Tailwind CSS. I added summary cards, an Active Sockets table, and a Saved Projects section. I used Lucide React icons and dummy data to make the dashboard look more realistic. The UI is coming together nicely, and next I want to connect it to the backend to display real data from my PC."}, {"post_id": 79766, "ts": "2026-10-15T09:48:03Z", "hours": 1.0514, "text": "I started working on the UI. First, I created a design idea for the app. Then, I decided on the sidebar feature’s and start implementing the sidebar using Tailwind CSS. I also installed Lucide React and added icons to make the navigations look better. The basic sidebar UI is now done, and next I want to work on the main dashboard."}, {"post_id": 79724, "ts": "2026-10-15T07:02:20Z", "hours": 1.0033, "text": "I spent my first hour researching how Next.js and Electron work together. I set up the project, installed shadcn/ui and Electron, and explored different way s to turn PortPilot into a Windows .exe app. I haven’t started buildiing the main features yet, but I now have a clearer ideas of how to move forward."}]...
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Title: ProtPilot by @madushankarajapaksha999 | Sta Title: ProtPilot by @madushankarajapaksha999 | Stardance
Devlogs:
I spent my first hour researching how Next.js and Electron work together. I set up the project, installed shadcn/ui and Electron, and explored different way s to turn PortPilot into a Windows .exe app. I haven’t started buildiing the main features yet, but I now have a clearer ideas of how to move forward.
I started working on the UI. First, I created a design idea for the app. Then, I decided on the sidebar feature’s and start implementing the sidebar using Tailwind CSS. I also installed Lucide React and added icons to make the navigations look better. The basic sidebar UI is now done, and next I want to work on the main dashboard.
Today, I finished building the main dashboard UI using Next.js and Tailwind CSS. I added summary cards, an Active Sockets table, and a Saved Projects section. I used Lucide React icons and dummy data to make the dashboard look more realistic. The UI is coming together nicely, and next I want to connect it to the backend to display real data from my PC.
Today!, I worked on the Active Ports page. While building it, I realiz that I could reuse the existing sidebar component instead of creating a new one just for this page.I connected the sidebar navigation using Next.js routing, so clicking on Active Ports now takes me to its own page. I also reused the existing dashboard styles and UI elements for the table instead of redesigning everything from scratch. For now, I ve added dummy data to display port numbers, protocols, process names, PIDs, local addresses, uptime, and connection status. I also added a search field, TCP/UDP filters, and action icons to make the page feel more complete. The Active Ports page is now in place.
Today, I worked on the Saved Projects page. I designed the project cards with a layouts inspired by Python IDEs, including project names, local paths, running status, memory usage, CPU load, and security information. I also added the search bar, register new project button, menu icons, and stop buttons. Most of the UI was designed by me using the same styles as the previous pages. For the circular resource indicators, I found a reference online and used a similar design. The project information is still dummy data for now, so the resource values and controls are not connected to real processes yet....
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1792860464.6961102
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1793465264.6961102
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|
68570
|
led matrix joinable by @gagaruk | Stardance
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gagaruk
|
0
|
7.37
|
0
|
[]
|
[{"post_id": 82232, "ts": "202 [{"post_id": 82232, "ts": "2026-10-24T10:57:37Z", "hours": 7.3739, "text": "A led matrix Devlog 1: *choosing parts ^designing the circuit ~parts wont fit on the pcb I wanted to build this from scratch so instead of using a driver board I’m using 8 shift-registers linked together. The first one gets the input from a buffer to keep the input from degrading. I didn’t use any transistors arrays because i thought 5mA for a single led would be enough. So the parts are as follows: 8x 74HC595 1x 74HC244 64x 5mm LED(standard THT) 64x 560 ohm THT resistors (1/8W) 9x 10nf decopling caps (ceramic) 32x 10k THT resistors pull-__ (1/8W) ^The circuit desing was relatively easy. I just connected the components on kicad editor. But first time using it so there are some naming issues and the whole circuit doesn’t quite fit on the A4. Footprints were from the standard library. ~ Currently designing the pcb (at least trying to). I’m having problems trying to align every single component by hand since there is a lot of them. And I wasn’t able to fit the buffer on the size I wanted the pcb to be. (I can always put it vertically thought). Even then I want to have a common potential plane witht the 5V on the side of the LEDs but after putting all the components there doesnt look like it will have much effect. Other than the main power lines carrying 5V at 2.8A looks hard to fit ( if its even possible). So I might go for 2 seperate pcbs."}]...
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Title: led matrix joinable by @gagaruk | Stardance Title: led matrix joinable by @gagaruk | Stardance
Devlogs:
A led matrix Devlog 1: *choosing parts ^designing the circuit ~parts wont fit on the pcb I wanted to build this from scratch so instead of using a driver board I’m using 8 shift-registers linked together. The first one gets the input from a buffer to keep the input from degrading. I didn’t use any transistors arrays because i thought 5mA for a single led would be enough. So the parts are as follows: 8x 74HC595 1x 74HC244 64x 5mm LED(standard THT) 64x 560 ohm THT resistors (1/8W) 9x 10nf decopling caps (ceramic) 32x 10k THT resistors pull-__ (1/8W) ^The circuit desing was relatively easy. I just connected the components on kicad editor. But first time using it so there are some naming issues and the whole circuit doesn’t quite fit on the A4. Footprints were from the standard library. ~ Currently designing the pcb (at least trying to). I’m having problems trying to align every single component by hand since there is a lot of them. And I wasn’t able to fit the buffer on the size I wanted the pcb to be. (I can always put it vertically thought). Even then I want to have a common potential plane witht the 5V on the side of the LEDs but after putting all the components there doesnt look like it will have much effect. Other than the main power lines carrying 5V at 2.8A looks hard to fit ( if its even possible). So I might go for 2 seperate pcbs....
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1793123403.8701365
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1793728203.8701365
|
|
54169
|
Starr Journey by @KelvinY | Stardance
|
KelvinY
|
4
|
44.0
|
632
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T13:00:36Z", "hours": 4.0, "multiplier": 18.78, "payout": 100, "blessing": "neutral", "text": "This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 2, "ts": "2026-10-14T13:02:13Z", "hours": 18.0, "multiplier": 15.48, "payout": 343, "blessing": "neutral", "text": "[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 3, "ts": "2026-09-20T08:28:47Z", "hours": 16.0, "multiplier": 8.61, "payout": 136, "blessing": "neutral", "text": "[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 4, "ts": "2026-08-31T12:46:24Z", "hours": 6.0, "multiplier": 9.01, "payout": 53, "blessing": "neutral", "text": "[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}]...
|
[{"post_id": 82228, "ts": "202 [{"post_id": 82228, "ts": "2026-10-24T10:30:20Z", "hours": 0.6769, "text": "No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!"}, {"post_id": 81481, "ts": "2026-10-21T13:14:35Z", "hours": 3.7656, "text": "( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈"}, {"post_id": 79520, "ts": "2026-10-14T12:52:52Z", "hours": 4.2778, "text": "Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet"}, {"post_id": 78329, "ts": "2026-10-10T13:44:05Z", "hours": 8.8819, "text": "Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!"}, {"post_id": 74330, "ts": "2026-09-27T05:47:17Z", "hours": 5.3258, "text": "It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)"}, {"post_id": 70944, "ts": "2026-09-20T02:45:28Z", "hours": 3.5514, "text": "SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)"}, {"post_id": 69117, "ts": "2026-09-16T12:42:30Z", "hours": 10.1, "text": "90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)"}, {"post_id": 62586, "ts": "2026-09-06T01:35:48Z", "hours": 2.2442, "text": "Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!"}, {"post_id": 58826, "ts": "2026-08-31T12:30:42Z", "hours": 1.1892, "text": "Added game logo, loading screen, and spark effect"}, {"post_id": 58062, "ts": "2026-08-30T12:32:48Z", "hours": 1.2697, "text": "Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)"}, {"post_id": 57016, "ts": "2026-08-29T02:46:24Z", "hours": 1.1647, "text": "Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag"}, {"post_id": 56356, "ts": "2026-08-28T03:14:53Z", "hours": 1.1786, "text": "Added coins label + health system"}, {"post_id": 56315, "ts": "2026-08-28T01:31:22Z", "hours": 1.0969, "text": "Added Starr and obstacles. Player can now control Starr by dragging cursor/finger"}]...
|
Title: Starr Journey by @KelvinY | Stardance
Devl Title: Starr Journey by @KelvinY | Stardance
Devlogs:
Added Starr and obstacles. Player can now control Starr by dragging cursor/finger
Added coins label + health system
Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag
Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)
Added game logo, loading screen, and spark effect
Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!
90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)
SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)
It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)
Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!
Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet
( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈
No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!
Ships:
[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..
[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)
[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3
This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️...
|
1793141304.8507705
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1793227704.8507705
|
|
46859
|
picker placerblob:https://stardance.hackclub.com/5 picker placerblob:https://stardance.hackclub.com/5afedd5a-b2ca-4254-bf11-ed8fe1ffd07c by @caesarm | Stardance...
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caesarm
|
0
|
45.49
|
0
|
[]
|
[{"post_id": 82225, "ts": "202 [{"post_id": 82225, "ts": "2026-10-24T10:12:30Z", "hours": 9.8669, "text": "What’s new (v3.2?) This round was mostly optimization and electronics. I went back through the design and optimized it, then got most of the electronics into the CAD: the ESP32, the power side, and the E-stop. Electronics The power path is USB-C → PD trigger at 20V → buck down to 12V for the servo rail, with a separate little buck branching off before the E-stop to give the ESP32 its 5V. The E-stop is a latching mushroom button with two NC contacts, one cuts the servo rail, the other tells the ESP32 it got hit. Since it’s normally closed, a broken wire fails safe instead of leaving the arm live. Reality check (again..) The electronics aren’t perfect yet. A lot of the CAD models I pulled for the boards and components aren’t accurate, wrong dimensions, missing mounting holes, simplified shapes, so I already know I’ll have to redo some of the mounts and pockets once the real parts show up. At this point, I was expecting this lol. For now, everything’s placed close enough to plan around, and I’ll measure the real stuff and fix the models when hardware lands. Next up I’m planning to.. … Build! Swap out the inaccurate models once I have the parts in hand (and measure them myself if I have to) Keep chipping away at the tool-head standard and the 1:1/direct drive question, which are still waiting on hardware.. until next time."}, {"post_id": 69645, "ts": "2026-09-17T14:09:33Z", "hours": 9.9503, "text": "Hey v3. This round was all about getting the design closer to the final product, mainly the robot base and the swivel base assembly. A lot more is actually in the CAD now: screws, heat-set inserts, bushings, bearings, and servos. I also designed the parts that mount the main arm assembly to the swivel deck, and fixed a handful of my own design setbacks and assembly issues that only showed up once real hardware was in the model. The base, fully detailed From top to bottom, the stack is: the rotating deck with the mounts for the arm the top cover with the pocket for the J1 servo a hub plate the thrust roller bearing the deep groove ball bearing the 2:1 herringbone gear the housing, with a 608 bearing at the bottom for the gear shaft Every screw that goes into plastic lands in a brass heat-set insert instead of printed threads. PETG/ PLA threads strip after a few cycles, and this guy will probably get taken apart a lot during build prototyping, not to mention strength concerns. Modeling the actual screws also forced me to check head clearance, screw lengths, and whether an allen key or t-handle can even reach them once everything’s stacked. It was boring but worth it. The swivel deck is now the real interface between the base and the arm. The two J2 servos will sit on either side of the deck, and every arm pivot gets a bronze bushing as a cheap, replaceable wear surface. The pins and bushings carry the linkage loads, so the servos only have to supply torque instead of holding the arm up by their splines. I thought of direct driving just now, but it’s currently just a thought. Some setbacks: The coupling with the curved support linkage. After realizing some ROM by messing around a lot with the assembly, realized the front counterweight option I planned for had to go. To add, I moved the mounting towards the inside of the base instead of on the outside, which should give me some more movement liberty in the long term. The actual shape of the robot base. I rounded it out and focused on symmetry so I would have an easier time assembling. Converting to a circular shape and not just the simplest form also opened the gate for more equalized load bearing. Reality check !! I don’t have any of the hardware yet, so everything is designed off online CAD models. From experience, that’ll set me back once the real parts show up.. nothing is ever perfect without real references. Downloaded models are usually nominal or simplified. Heat-set insert hole sizes change by brand. Bearing fits depend on the printer. Some more boring stuff to do with tolerances and measurements So I’m trying to keep the critical interfaces easy to tweak, and once everything arrives I’ll print small fit tests before committing to full parts. Next up I’m planning to.. Give the arms the same treatment: pins, bushings, spacers, fasteners, the works; making it super functional.. and look super wicked. Double-check shoulder screw lengths against the bushing stacks. Update the BOM with the real fastener and insert counts. The tool-head standard and the 1:1/direct drive question are still on the list too, but those have to wait for hardware.. gabagoo."}, {"post_id": 60091, "ts": "2026-09-02T07:30:52Z", "hours": 12.4397, "text": "This is v2. What’s new I designed the full base assembly: outer shell, swivel bearing interface, and rotating deck. The waist joint (J1) driven by a 2:1 herringbone gear reduction off a STS3215. After research, I chose to use these motors with a 345:1 @12V on each, up to four motors total: one for the yaw, 2 powering the shoulder linkage (J2), and another for an eventual 4th DOF (J4) on the toolhead. This tiny motor already has a built in 12-bit encoder, which eliminates the need for an additional electronic part, aka additional point of failure. Nailed down the project’s actual design goal (see below — this matters more than it sounds) Started thinking seriously about tool-head modularity for the business end of the arm The base / waist joint I decided on herringbone gears since they self-cancels axial thrust; a straight spur or single-helical gear at this scale wants to walk sideways under load, herringbone doesn’t (that much). Plus, I’m 3D printing it, so machining manufacturing isn’t a concern (yet). I also use a deep groove ball bearing on the outside for smooth rotation and a thrust roller bearing on top to reduce my axial loads. Initially, I was planning to use opposing tapered roller bearing, but this approach is cheaper (and lighter..). For the 2:1 ratio, my main motivator was to get the least strain (and heat) on the only tiny motor carrying the weight of the entire robot (excluding payload). Using torque calculations, I realized that the 2:1 might be unnecessary and slow, so I already envision converting to a 1:1 or direct drive mechanism after seeing the arm in action. In the next iteration, I’ll tackle the modularity of the bearing base to be able to use an assortment of different sized bearings and sprockets, making it easier for anybody wanting to give the build a shot. My only concern is that this joint could be a silent generator of slop, which can hopefully be mitigated by the servo encoder. While most hobby arm projects chase 6 DOF because that’s what “real” robots have, I’m deliberately not doing that. It’s kind of overdone/ overrated, but it still amazingly effective. This robot has a different purpose. The actual goal: a cheap, consistently precise 3-DOF arm waist, shoulder, elbow, amazing to use by itself but increasingly more capable with added attachments/ accessories.. a bit like an Ender 3..lol. That’s the basis of the palletizing topology this guy was inspired by in the first place; those robots don’t need a wrist full of DOF to do useful, precise, and repeatable work, and one robot can be adjusted/ modified to perform a plethora of tasks. Precision, repeatability, and real world practicality is the actual metric I’m chasing, not DOF count. In my eyes, I don’t want to build this guy and be done with him, I want to get and learn the most of the robot, especially since he’ll be mostly plastic. For modularity, the tool end is the extensibility point Instead of building DOF into the arm, the plan is to build capability into swappable tool heads at the end effector. Same 3-DOF base arm, different job depending on what’s connected on. Next up I’m planning to.. Streamline the tool-head mounting standard design (connection pattern + electrical/pneumatic passthrough). Print the base and validate the herringbone mesh + swivel fit in (preferably in) PETG Get all 3 servos on the bus talking together and do a first coordinated move. There’s also some more stuff, but I can’t fit it all here lol.. until next time."}, {"post_id": 56206, "ts": "2026-08-27T21:08:46Z", "hours": 13.2308, "text": "This is v1 of the overall robot arm build, which is a 3 DOF antagonistic drive pick and placer, inspired by factory palletizing robots. It’s the first physical version of a linkage-driven arm I’ve been working on in SolidWorks. I already got a few issues with this version, just from looking at it on screen, but I’m going to 3D print it to see how it actually behaves in the real world before making changes. Design Approach I used existing automation robot references for primitive geometry; referenced from Fanuc, KUKA, and Panasonic industrial/palletizing robots. These companies have decades of field-proven arm geometry behind them, so rather than guessing at joint offsets and link ratios from scratch, I used their designs as a sanity check for what actually works in practice. I’m already researching their electronic work using different control options like CANBUS and EtherCAT to implement (at least one version) into this robot. For the largest (by volume) components (anything with organic-looking cutouts or holes) I ran SolidWorks’ topology optimization instead of hand-sketching lightening patterns. To make sure my studies were actually improving my design instead of making it worse, I cross referenced different parts across the industry (excavators, cranes, and other heavy equipment, since an excavator is what inspired me to create this robot) and used my knowledge in steel mechanics to see if a part would hold from a glance. I designed with FDM 3D printing’s strengths and weaknesses specifically in mind rather than just printing “machined part” geometry and expecting it not to break. At the same time, I kept track of which components are candidates to eventually remake in aluminum once the design is proven out, so the plastic-specific DFM choices don’t paint me into a corner for a metal version down the line. What’s Next Print V1 and put it through real motion /hand-stress testing to confirm (or rule out) the issues I’m already suspecting. Then, I’ll revise the design based on what breaks, binds, or flexes more than it should have. After, I’ll start on the electronics side, although I’m going in with limited parts on hand, so that’ll be its own challenge."}]...
|
Title: picker placerblob:https://stardance.hackclu Title: picker placerblob:https://stardance.hackclub.com/5afedd5a-b2ca-4254-bf11-ed8fe1ffd07c by @caesarm | Stardance
Devlogs:
This is v1 of the overall robot arm build, which is a 3 DOF antagonistic drive pick and placer, inspired by factory palletizing robots. It’s the first physical version of a linkage-driven arm I’ve been working on in SolidWorks. I already got a few issues with this version, just from looking at it on screen, but I’m going to 3D print it to see how it actually behaves in the real world before making changes. Design Approach I used existing automation robot references for primitive geometry; referenced from Fanuc, KUKA, and Panasonic industrial/palletizing robots. These companies have decades of field-proven arm geometry behind them, so rather than guessing at joint offsets and link ratios from scratch, I used their designs as a sanity check for what actually works in practice. I’m already researching their electronic work using different control options like CANBUS and EtherCAT to implement (at least one version) into this robot. For the largest (by volume) components (anything with organic-looking cutouts or holes) I ran SolidWorks’ topology optimization instead of hand-sketching lightening patterns. To make sure my studies were actually improving my design instead of making it worse, I cross referenced different parts across the industry (excavators, cranes, and other heavy equipment, since an excavator is what inspired me to create this robot) and used my knowledge in steel mechanics to see if a part would hold from a glance. I designed with FDM 3D printing’s strengths and weaknesses specifically in mind rather than just printing “machined part” geometry and expecting it not to break. At the same time, I kept track of which components are candidates to eventually remake in aluminum once the design is proven out, so the plastic-specific DFM choices don’t paint me into a corner for a metal version down the line. What’s Next Print V1 and put it through real motion /hand-stress testing to confirm (or rule out) the issues I’m already suspecting. Then, I’ll revise the design based on what breaks, binds, or flexes more than it should have. After, I’ll start on the electronics side, although I’m going in with limited parts on hand, so that’ll be its own challenge.
This is v2. What’s new I designed the full base assembly: outer shell, swivel bearing interface, and rotating deck. The waist joint (J1) driven by a 2:1 herringbone gear reduction off a STS3215. After research, I chose to use these motors with a 345:1 @12V on each, up to four motors total: one for the yaw, 2 powering the shoulder linkage (J2), and another for an eventual 4th DOF (J4) on the toolhead. This tiny motor already has a built in 12-bit encoder, which eliminates the need for an additional electronic part, aka additional point of failure. Nailed down the project’s actual design goal (see below — this matters more than it sounds) Started thinking seriously about tool-head modularity for the business end of the arm The base / waist joint I decided on herringbone gears since they self-cancels axial thrust; a straight spur or single-helical gear at this scale wants to walk sideways under load, herringbone doesn’t (that much). Plus, I’m 3D printing it, so machining manufacturing isn’t a concern (yet). I also use a deep groove ball bearing on the outside for smooth rotation and a thrust roller bearing on top to reduce my axial loads. Initially, I was planning to use opposing tapered roller bearing, but this approach is cheaper (and lighter..). For the 2:1 ratio, my main motivator was to get the least strain (and heat) on the only tiny motor carrying the weight of the entire robot (excluding payload). Using torque calculations, I realized that the 2:1 might be unnecessary and slow, so I already envision converting to a 1:1 or direct drive mechanism after seeing the arm in action. In the next iteration, I’ll tackle the modularity of the bearing base to be able to use an assortment of different sized bearings and sprockets, making it easier for anybody wanting to give the build a shot. My only concern is that this joint could be a silent generator of slop, which can hopefully be mitigated by the servo encoder. While most hobby arm projects chase 6 DOF because that’s what “real” robots have, I’m deliberately not doing that. It’s kind of overdone/ overrated, but it still amazingly effective. This robot has a different purpose. The actual goal: a cheap, consistently precise 3-DOF arm waist, shoulder, elbow, amazing to use by itself but increasingly more capable with added attachments/ accessories.. a bit like an Ender 3..lol. That’s the basis of the palletizing topology this guy was inspired by in the first place; those robots don’t need a wrist full of DOF to do useful, precise, and repeatable work, and one robot can be adjusted/ modified to perform a plethora of tasks. Precision, repeatability, and real world practicality is the actual metric I’m chasing, not DOF count. In my eyes, I don’t want to build this guy and be done with him, I want to get and learn the most of the robot, especially since he’ll be mostly plastic. For modularity, the tool end is the extensibility point Instead of building DOF into the arm, the plan is to build capability into swappable tool heads at the end effector. Same 3-DOF base arm, different job depending on what’s connected on. Next up I’m planning to.. Streamline the tool-head mounting standard design (connection pattern + electrical/pneumatic passthrough). Print the base and validate the herringbone mesh + swivel fit in (preferably in) PETG Get all 3 servos on the bus talking together and do a first coordinated move. There’s also some more stuff, but I can’t fit it all here lol.. until next time.
Hey v3. This round was all about getting the design closer to the final product, mainly the robot base and the swivel base assembly. A lot more is actually in the CAD now: screws, heat-set inserts, bushings, bearings, and servos. I also designed the parts that mount the main arm assembly to the swivel deck, and fixed a handful of my own design setbacks and assembly issues that only showed up once real hardware was in the model. The base, fully detailed From top to bottom, the stack is: the rotating deck with the mounts for the arm the top cover with the pocket for the J1 servo a hub plate the thrust roller bearing the deep groove ball bearing the 2:1 herringbone gear the housing, with a 608 bearing at the bottom for the gear shaft Every screw that goes into plastic lands in a brass heat-set insert instead of printed threads. PETG/ PLA threads strip after a few cycles, and this guy will probably get taken apart a lot during build prototyping, not to mention strength concerns. Modeling the actual screws also forced me to check head clearance, screw lengths, and whether an allen key or t-handle can even reach them once everything’s stacked. It was boring but worth it. The swivel deck is now the real interface between the base and the arm. The two J2 servos will sit on either side of the deck, and every arm pivot gets a bronze bushing as a cheap, replaceable wear surface. The pins and bushings carry the linkage loads, so the servos only have to supply torque instead of holding the arm up by their splines. I thought of direct driving just now, but it’s currently just a thought. Some setbacks: The coupling with the curved support linkage. After realizing some ROM by messing around a lot with the assembly, realized the front counterweight option I planned for had to go. To add, I moved the mounting towards the inside of the base instead of on the outside, which should give me some more movement liberty in the long term. The actual shape of the robot base. I rounded it out and focused on symmetry so I would have an easier time assembling. Converting to a circular shape and not just the simplest form also opened the gate for more equalized load bearing. Reality check !! I don’t have any of the hardware yet, so everything is designed off online CAD models. From experience, that’ll set me back once the real parts show up.. nothing is ever perfect without real references. Downloaded models are usually nominal or simplified. Heat-set insert hole sizes change by brand. Bearing fits depend on the printer. Some more boring stuff to do with tolerances and measurements So I’m trying to keep the critical interfaces easy to tweak, and once everything arrives I’ll print small fit tests before committing to full parts. Next up I’m planning to.. Give the arms the same treatment: pins, bushings, spacers, fasteners, the works; making it super functional.. and look super wicked. Double-check shoulder screw lengths against the bushing stacks. Update the BOM with the real fastener and insert counts. The tool-head standard and the 1:1/direct drive question are still on the list too, but those have to wait for hardware.. gabagoo.
What’s new (v3.2?) This round was mostly optimization and electronics. I went back through the design and optimized it, then got most of the electronics into the CAD: the ESP32, the power side, and the E-stop. Electronics The power path is USB-C → PD trigger at 20V → buck down to 12V for the servo rail, with a separate little buck branching off before the E-stop to give the ESP32 its 5V. The E-stop is a latching mushroom button with two NC contacts, one cuts the servo rail, the other tells the ESP32 it got hit. Since it’s normally closed, a broken wire fails safe instead of leaving the arm live. Reality check (again..) The electronics aren’t perfect yet. A lot of the CAD models I pulled for the boards and components aren’t accurate, wrong dimensions, missing mounting holes, simplified shapes, so I already know I’ll have to redo some of the mounts and pockets once the real parts show up. At this point, I was expecting this lol. For now, everything’s placed close enough to plan around, and I’ll measure the real stuff and fix the models when hardware lands. Next up I’m planning to.. … Build! Swap out the inaccurate models once I have the parts in hand (and measure them myself if I have to) Keep chipping away at the tool-head standard and the 1:1/direct drive question, which are still waiting on hardware.. until next time....
|
1793159321.499333
|
1793764121.499333
|
|
65339
|
CarSim by @CharlieCatMeow | Stardance
|
CharlieCatMeow
|
0
|
11.82
|
0
|
[]
|
[{"post_id": 82219, "ts": "202 [{"post_id": 82219, "ts": "2026-10-24T09:55:57Z", "hours": 4.7225, "text": "CarSim Devlof #6 Long one :O I added a bunch of things, this is my attempt to list them all. Menus! I added a start menu and some other stuff. While the game is running, you can press ESC to pause the game and get some stuff you can tweak. You can now change almost everything about the cars which is nice. New Visuals The cars aren’t rectangles anymore and actually look like cars! The track also looks a bit better with some curbs (thought they are a bit weird). New brain The neurons were hardcoded before, now you can have more hidden layers more easily. There could be some small stuff I forgot but I think I remembered everything!"}, {"post_id": 79041, "ts": "2026-10-12T13:57:56Z", "hours": 2.3422, "text": "Car Simulation Thingy Devlog #5 It drives better now! I added a small HUD in the top left so you can see some stats. There were a couple of bugs with the AI itself so I fixed those as well. You can also speed up the simulation or hide all the cars except the best one. That’s it!"}, {"post_id": 76356, "ts": "2026-10-03T09:06:03Z", "hours": 1.1989, "text": "Car Simulation Thingy Devlog #4 AI and stuff. The learning algorithm is not perfect but it gets the job done. It uses five rays and its own velocity as input and outputs some steering and throttle value. This thing wasn’t as hard as I expected and not complicated at all. I also removed the rays since that was impacting performance a lot D: The program is still kind of slow tho, I’ll have to fix that."}, {"post_id": 74518, "ts": "2026-09-27T15:29:01Z", "hours": 1.0194, "text": "Car Simulation Thingy Devlog #3 I have now changed the code a bit so that I can easily add multiple cars. The checkpoint system has also been changed so they are evenly spaced. Rays The car now measures the distance of five different rays coming out of it. This will be used later (maybe) You can see the blue lines, they’re the rays"}, {"post_id": 73894, "ts": "2026-09-26T08:48:54Z", "hours": 1.6181, "text": "Car Simulation thingy Devlog #2 The track is now a bit smoother. I also added something to calculate the distance to the track. There is also a checkpoint system in place so the program know when the car has driven one lap. That’s it I think."}, {"post_id": 73034, "ts": "2026-09-24T07:47:36Z", "hours": 0.9178, "text": "Car Simulation thingy Since Stardance got extended and I need something to work on I’m doing this now. Right now it’s just a turquoise rectangle that can be driven on the screen. There’s also a track that you can drive on. I’m not sure what I should do in the future, something like training a program to drive on a track would be cool. Still a long way to go though."}]...
|
Title: CarSim by @CharlieCatMeow | Stardance
Devl Title: CarSim by @CharlieCatMeow | Stardance
Devlogs:
Car Simulation thingy Since Stardance got extended and I need something to work on I’m doing this now. Right now it’s just a turquoise rectangle that can be driven on the screen. There’s also a track that you can drive on. I’m not sure what I should do in the future, something like training a program to drive on a track would be cool. Still a long way to go though.
Car Simulation thingy Devlog #2 The track is now a bit smoother. I also added something to calculate the distance to the track. There is also a checkpoint system in place so the program know when the car has driven one lap. That’s it I think.
Car Simulation Thingy Devlog #3 I have now changed the code a bit so that I can easily add multiple cars. The checkpoint system has also been changed so they are evenly spaced. Rays The car now measures the distance of five different rays coming out of it. This will be used later (maybe) You can see the blue lines, they’re the rays
Car Simulation Thingy Devlog #4 AI and stuff. The learning algorithm is not perfect but it gets the job done. It uses five rays and its own velocity as input and outputs some steering and throttle value. This thing wasn’t as hard as I expected and not complicated at all. I also removed the rays since that was impacting performance a lot D: The program is still kind of slow tho, I’ll have to fix that.
Car Simulation Thingy Devlog #5 It drives better now! I added a small HUD in the top left so you can see some stats. There were a couple of bugs with the AI itself so I fixed those as well. You can also speed up the simulation or hide all the cars except the best one. That’s it!
CarSim Devlof #6 Long one :O I added a bunch of things, this is my attempt to list them all. Menus! I added a start menu and some other stuff. While the game is running, you can press ESC to pause the game and get some stuff you can tweak. You can now change almost everything about the cars which is nice. New Visuals The cars aren’t rectangles anymore and actually look like cars! The track also looks a bit better with some curbs (thought they are a bit weird). New brain The neurons were hardcoded before, now you can have more hidden layers more easily. There could be some small stuff I forgot but I think I remembered everything!...
|
1793087283.0160172
|
1793692083.0160172
|
|
66722
|
YouSpeak by @James15 | Stardance
|
James15
|
0
|
5.18
|
0
|
[]
|
[{"post_id": 82216, "ts": "202 [{"post_id": 82216, "ts": "2026-10-24T09:47:29Z", "hours": 2.4622, "text": "Added new ways to add audio samples. New status indicators for processes and slightly different UI layout. You can now add audio by just pasting a youtube link and use the shorten option to cut it down to the first 10 seconds so that it processes faster. You can also add both .mp3 and .wav files."}, {"post_id": 77034, "ts": "2026-10-05T13:07:44Z", "hours": 2.7128, "text": "Finished first iteration of app. Turns text into speech that is a clone of a voice of the user’s choosing. Very basic interface that allows users to add new voices or choose from a list of previous ones and then input text and have the output generated and added to the project folder. This should allow other people to use the app if they just install the Qwen-TTS model. I want to improve the interface and add the ability to extract audio from Youtube videos."}]...
|
Title: YouSpeak by @James15 | Stardance
Devlogs:
Title: YouSpeak by @James15 | Stardance
Devlogs:
Finished first iteration of app. Turns text into speech that is a clone of a voice of the user’s choosing. Very basic interface that allows users to add new voices or choose from a list of previous ones and then input text and have the output generated and added to the project folder. This should allow other people to use the app if they just install the Qwen-TTS model. I want to improve the interface and add the ability to extract audio from Youtube videos.
Added new ways to add audio samples. New status indicators for processes and slightly different UI layout. You can now add audio by just pasting a youtube link and use the shorten option to cut it down to the first 10 seconds so that it processes faster. You can also add both .mp3 and .wav files....
|
1793101898.9092693
|
1793706698.9092693
|
|
70254
|
Owl Hunter by @iku_dev | Stardance
|
iku_dev
|
0
|
10.93
|
0
|
[]
|
[{"post_id": 82213, "ts": "202 [{"post_id": 82213, "ts": "2026-10-24T09:36:01Z", "hours": 5.2222, "text": "LONG TIME NO SEE DEAR READER okay I know I been not posting because of school but I got some big things done!!! Firstly I finally got my damage system working with a heal and damage function or should I say “func” I should not -_- secondly I add dialogue in my game with even choices that send signals I also, add a new: -idle animation GREATEST PART I add this points (drawn by me and also animated by me :D). *tree of life- heals you but reduces damage *grave- takes your life add increase your damage in addition I also add a health bar that responsive and reloads the scene when health == 0 :P"}, {"post_id": 81077, "ts": "2026-10-19T19:43:52Z", "hours": 1.0689, "text": "HELLO as for today I add background sound, expanded the map and add new ablitites (drawn by me :]), but i can’t get it to play. *I fixed * .this bug when player got stuck randomly .i made the song loop (i wacthed like 3 vids) —————––today was real light cuz of school——————"}, {"post_id": 80736, "ts": "2026-10-18T17:20:21Z", "hours": 2.8764, "text": "HELLO: reader as for today i add orbs and a counting system that tracks it, a death zone when payers fall of the map and animations for: -jumping -running also add a animation for the orb :) i fixed the character now changes direction depending wether they are moving (left or right) a camera bound i changed the veiw size (camera sizes) !!!!BEST PART OF THE DAY!!!! i add a enemy with idle animation :_[ I crashed out so many times drawing the assist"}, {"post_id": 80519, "ts": "2026-10-18T00:27:49Z", "hours": 1.76, "text": "MY SECOND PROJECT!!! Am happy to present to you my second project. OWL HUNTER today I draw all the assist and character I add collision and physics I honestly used the built in movement pack cuz am still learning how to code in Godot’s language"}]...
|
Title: Owl Hunter by @iku_dev | Stardance
Devlogs Title: Owl Hunter by @iku_dev | Stardance
Devlogs:
MY SECOND PROJECT!!! Am happy to present to you my second project. OWL HUNTER today I draw all the assist and character I add collision and physics I honestly used the built in movement pack cuz am still learning how to code in Godot’s language
HELLO: reader as for today i add orbs and a counting system that tracks it, a death zone when payers fall of the map and animations for: -jumping -running also add a animation for the orb :) i fixed the character now changes direction depending wether they are moving (left or right) a camera bound i changed the veiw size (camera sizes) !!!!BEST PART OF THE DAY!!!! i add a enemy with idle animation :_[ I crashed out so many times drawing the assist
HELLO as for today I add background sound, expanded the map and add new ablitites (drawn by me :]), but i can’t get it to play. *I fixed * .this bug when player got stuck randomly .i made the song loop (i wacthed like 3 vids) —————––today was real light cuz of school——————
LONG TIME NO SEE DEAR READER okay I know I been not posting because of school but I got some big things done!!! Firstly I finally got my damage system working with a heal and damage function or should I say “func” I should not -_- secondly I add dialogue in my game with even choices that send signals I also, add a new: -idle animation GREATEST PART I add this points (drawn by me and also animated by me :D). *tree of life- heals you but reduces damage *grave- takes your life add increase your damage in addition I also add a health bar that responsive and reloads the scene when health == 0 :P...
|
1792961348.388087
|
1793566148.388087
|
|
63447
|
hek-pad by @krisander | Stardance
|
krisander
|
0
|
22.56
|
0
|
[]
|
[{"post_id": 82212, "ts": "202 [{"post_id": 82212, "ts": "2026-10-24T09:33:12Z", "hours": 0.9006, "text": "I fixed the slope problem but I think its gonna cause a new problem… the oled may not fit on the elevated plain. The capacitors seem like they wont fit but ill just bend it down sideways."}, {"post_id": 81449, "ts": "2026-10-21T10:14:55Z", "hours": 2.4669, "text": "i got a lot of work done today, I’m getting more familiar with fusion 360. I have to fix the angle it slopes at. Its currently too low it will probably get cut off by the slider other ways."}, {"post_id": 80950, "ts": "2026-10-19T11:06:21Z", "hours": 1.6344, "text": "I’m creating the 3d print now. I its sooo hard cos my laptop does not have a gpu. :-("}, {"post_id": 80583, "ts": "2026-10-18T06:30:55Z", "hours": 4.1603, "text": "I think I’m finally done with the PCB, I know I said it before but the board exceeded the max board size. i had to rearrange it and also added some random silkscreen art. I have a few parts that StarDance does not provide. :-)"}, {"post_id": 80310, "ts": "2026-10-17T07:18:41Z", "hours": 4.1194, "text": "This is the last of the PCB editor. I ran DRC and it came back without errors and warnings."}, {"post_id": 78811, "ts": "2026-10-11T17:50:46Z", "hours": 4.9436, "text": "I did a lot of work, I printed out the schem sheet and matched it with the actual dimensions and all, but the prb is I didn’t realize that the keyboard switches were too far apart… I have to delete all the wiring before shifting the keyboard switches back and then rewiring….. HELP"}, {"post_id": 78362, "ts": "2026-10-10T15:40:47Z", "hours": 0.9336, "text": "i fixed up the neo-pixel problem, i miss took the tiny leds for the ws2812b kind, so i fixed that and the project passed the E.R.C."}, {"post_id": 78274, "ts": "2026-10-10T07:44:33Z", "hours": 2.7681, "text": "i fixed the matrix. im trying to fix the slider pin value problems. i will start the 3d modleing or coding next."}, {"post_id": 73651, "ts": "2026-09-25T16:13:05Z", "hours": 0.6336, "text": "started schematics I’m thinking of adding a diode in the key matrix layout so that there is no ghosting in the hek-pad. I wont be able to do much because of my exams. I will get back on as soon as the exams are over."}]...
|
Title: hek-pad by @krisander | Stardance
Devlogs: Title: hek-pad by @krisander | Stardance
Devlogs:
started schematics I’m thinking of adding a diode in the key matrix layout so that there is no ghosting in the hek-pad. I wont be able to do much because of my exams. I will get back on as soon as the exams are over.
i fixed the matrix. im trying to fix the slider pin value problems. i will start the 3d modleing or coding next.
i fixed up the neo-pixel problem, i miss took the tiny leds for the ws2812b kind, so i fixed that and the project passed the E.R.C.
I did a lot of work, I printed out the schem sheet and matched it with the actual dimensions and all, but the prb is I didn’t realize that the keyboard switches were too far apart… I have to delete all the wiring before shifting the keyboard switches back and then rewiring….. HELP
This is the last of the PCB editor. I ran DRC and it came back without errors and warnings.
I think I’m finally done with the PCB, I know I said it before but the board exceeded the max board size. i had to rearrange it and also added some random silkscreen art. I have a few parts that StarDance does not provide. :-)
I’m creating the 3d print now. I its sooo hard cos my laptop does not have a gpu. :-(
i got a lot of work done today, I’m getting more familiar with fusion 360. I have to fix the angle it slopes at. Its currently too low it will probably get cut off by the slider other ways.
I fixed the slope problem but I think its gonna cause a new problem… the oled may not fit on the elevated plain. The capacitors seem like they wont fit but ill just bend it down sideways....
|
1793051455.1455827
|
1793656255.1455827
|
|
71152
|
OilPainter by @Axy | Stardance
|
Axy
|
0
|
0.54
|
0
|
[]
|
[{"post_id": 82205, "ts": "202 [{"post_id": 82205, "ts": "2026-10-24T08:59:53Z", "hours": 0.5403, "text": "Recently , i saw a trend of mac users specially using oil painted wallpapers which looked cool and aesthetic to me but not everyone were fan of those premade wallpapers so to allow users to create custom oil-painted wallpaper/images, Oil Painter was developed.Its a simple lightweight program that takes an image , asks for a output path( which you have to write manually) and creates a oil-painted variant of it. I hope for feedbacks and suggestion.Its a bare bone software without little to no polish!"}]...
|
Title: OilPainter by @Axy | Stardance
Devlogs:
Re Title: OilPainter by @Axy | Stardance
Devlogs:
Recently , i saw a trend of mac users specially using oil painted wallpapers which looked cool and aesthetic to me but not everyone were fan of those premade wallpapers so to allow users to create custom oil-painted wallpaper/images, Oil Painter was developed.Its a simple lightweight program that takes an image , asks for a output path( which you have to write manually) and creates a oil-painted variant of it. I hope for feedbacks and suggestion.Its a bare bone software without little to no polish!...
|
1792835229.6084335
|
1793440029.6084335
|
|
70476
|
mathman by @furgenramen | Stardance
|
furgenramen
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T09:03:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own Slackbot that can do some basic functions-related functions (pun intended). I really enjoyed testing it and connecting it to Newton’s API. It was kind of challenging to make the bot function 24/7 at first, but once I understood it, it was very easy. Overall, this was a low-cortisol mission that I really enjoyed making. Hopefully, it will be more powerful in the future. (more calculus??!!)", "repo": "https://github.com/furgenramen04/mathman", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?_gl=1*de0wgy*_gcl_au*NzYyNDExMTM3LjE3OTEwNjYwNzQuLS4tLjE3OTEwNjYwODQuMTIyMzg0MjUyNy4xNzkyODA3MTI2LjE3OTI4MTcwMjM."}]...
|
[{"post_id": 82198, "ts": "202 [{"post_id": 82198, "ts": "2026-10-24T08:07:20Z", "hours": 0.9594, "text": "Ready to ship! After a good hour or so, I’m done making my Slackbot! Mathman has various features (including a catfact feature), specialising in functions. Using Newton’s API, he can calculate derivatives, integrals, zeroes, as well as simplify and factorise functions."}]...
|
Title: mathman by @furgenramen | Stardance
Devlog Title: mathman by @furgenramen | Stardance
Devlogs:
Ready to ship! After a good hour or so, I’m done making my Slackbot! Mathman has various features (including a catfact feature), specialising in functions. Using Newton’s API, he can calculate derivatives, integrals, zeroes, as well as simplify and factorise functions.
Ships:
I made my own Slackbot that can do some basic functions-related functions (pun intended). I really enjoyed testing it and connecting it to Newton’s API. It was kind of challenging to make the bot function 24/7 at first, but once I understood it, it was very easy. Overall, this was a low-cortisol mission that I really enjoyed making. Hopefully, it will be more powerful in the future. (more calculus??!!)...
|
1793162916.3138359
|
1793249316.3138359
|
|
1450
|
Browser by @voidmaster000 | Stardance
|
voidmaster000
|
0
|
46.1
|
0
|
[]
|
[{"post_id": 82193, "ts": "202 [{"post_id": 82193, "ts": "2026-10-24T07:14:40Z", "hours": 46.1011, "text": "the browser shall be made, and it shall be made in the spirit of the previous days, the ones which we cherish with the deepest of our hearts and the highest of our hopes, for a return, a return so wide that can even move heavens, for we are the ones who never cease to move ahead, and up."}]...
|
Title: Browser by @voidmaster000 | Stardance
Devl Title: Browser by @voidmaster000 | Stardance
Devlogs:
the browser shall be made, and it shall be made in the spirit of the previous days, the ones which we cherish with the deepest of our hearts and the highest of our hopes, for a return, a return so wide that can even move heavens, for we are the ones who never cease to move ahead, and up....
|
1793148746.591305
|
1793753546.591305
|
|
70146
|
will it fly? by @emmanuel67 | Stardance
|
emmanuel67
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T08:27:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an app that lets you tinker with the parts of the flight of a butterfly, then you see if your modified butterfly can fly or not. I struggled with the math, im in 9th grade after all, so understanding all the different variables of flight was really difficult, i also struggled with the animation, ive only animated stuff for my self but i am lucky that i can already draw pretty well. Im proud of the lock in, i really tried focusing way more with this project, this also decreased my dependence on AI. Click try project, it will lead you to my github realese, youll get further instructions from there", "repo": "https://github.com/emmanuelnkangolo319-hash/will-it-fly", "demo": "https://github.com/emmanuelnkangolo319-hash/will-it-fly/releases/tag/v1.0.0"}]...
|
[{"post_id": 82192, "ts": "202 [{"post_id": 82192, "ts": "2026-10-24T07:07:41Z", "hours": 0.3589, "text": "ok, i have something to say, i didnt want to ship this project, it was just for me to do quick calculations of lift, drag and thrust. thats why i barely have any minutes on this, oh because i had to move the folder but thats another story. we are done, and thanks to anybody who was interested, i hope yall use it and please remember to enjoy the math and science you do, knowing that we are the investigators of the universe."}, {"post_id": 80675, "ts": "2026-10-18T13:40:21Z", "hours": 0.3178, "text": "This is a small app made in tkinter to simulate the flight of a butterfly, i put like 10h in this project only to find out that it was registered in another project. Im makig this as a side quest, since i am actually trying to make a bionic butterfly, this is just a tool im making so we, a friend and i, can simulate it a hundred times in about 30min. Agent will soon be replaced with a fully man made animation of a butterfly, i just need to finish the animation."}]...
|
Title: will it fly? by @emmanuel67 | Stardance
De Title: will it fly? by @emmanuel67 | Stardance
Devlogs:
This is a small app made in tkinter to simulate the flight of a butterfly, i put like 10h in this project only to find out that it was registered in another project. Im makig this as a side quest, since i am actually trying to make a bionic butterfly, this is just a tool im making so we, a friend and i, can simulate it a hundred times in about 30min. Agent will soon be replaced with a fully man made animation of a butterfly, i just need to finish the animation.
ok, i have something to say, i didnt want to ship this project, it was just for me to do quick calculations of lift, drag and thrust. thats why i barely have any minutes on this, oh because i had to move the folder but thats another story. we are done, and thanks to anybody who was interested, i hope yall use it and please remember to enjoy the math and science you do, knowing that we are the investigators of the universe.
Ships:
i made an app that lets you tinker with the parts of the flight of a butterfly, then you see if your modified butterfly can fly or not. I struggled with the math, im in 9th grade after all, so understanding all the different variables of flight was really difficult, i also struggled with the animation, ive only animated stuff for my self but i am lucky that i can already draw pretty well. Im proud of the lock in, i really tried focusing way more with this project, this also decreased my dependence on AI. Click try project, it will lead you to my github realese, youll get further instructions from there...
|
1793199146.213982
|
1793285546.213982
|
|
71125
|
adapt cat by @nour0hony | Stardance
|
nour0hony
|
0
|
5.57
|
0
|
[]
|
[{"post_id": 82186, "ts": "202 [{"post_id": 82186, "ts": "2026-10-24T06:19:41Z", "hours": 5.5733, "text": "Adopt cats … who don’t love cats? In this game, you can adopt cats, feed them, play with them, collect coins, buy accessories, and decorate your sanctuary."}]...
|
Title: adapt cat by @nour0hony | Stardance
Devlog Title: adapt cat by @nour0hony | Stardance
Devlogs:
Adopt cats … who don’t love cats? In this game, you can adopt cats, feed them, play with them, collect coins, buy accessories, and decorate your sanctuary....
|
1792824442.5041218
|
1793429242.5041218
|
|
62383
|
larping alarm clock by @kunshyuh | Stardance
|
kunshyuh
|
0
|
1.27
|
0
|
[]
|
[{"post_id": 82171, "ts": "202 [{"post_id": 82171, "ts": "2026-10-24T04:58:22Z", "hours": 1.2669, "text": "update - 1 designed the pcb schematic mainly with the help of the diagrams given in the blare website and now gonna headon to the actual casing and placement of buzzer and buttons"}]...
|
Title: larping alarm clock by @kunshyuh | Stardanc Title: larping alarm clock by @kunshyuh | Stardance
Devlogs:
update - 1 designed the pcb schematic mainly with the help of the diagrams given in the blare website and now gonna headon to the actual casing and placement of buzzer and buttons...
|
1793044387.8169904
|
1793649187.8169904
|
|
42222
|
My own site! by @Kartikey26 | Stardance
|
Kartikey26
|
2
|
6.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:52:44Z", "hours": 3.0, "multiplier": 1.05, "payout": 3, "blessing": "neutral", "text": "Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}, {"ship_num": 2, "ts": "2026-08-01T09:22:45Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site", "repo": "https://github.com/kartikeynegi25/personal-site", "demo": "https://kartikeynegi25.github.io/personal-site/"}]...
|
[{"post_id": 82166, "ts": "202 [{"post_id": 82166, "ts": "2026-10-24T04:47:09Z", "hours": 3.2667, "text": "Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live."}, {"post_id": 38733, "ts": "2026-08-01T09:04:20Z", "hours": 3.2106, "text": "Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site"}]...
|
Title: My own site! by @Kartikey26 | Stardance
De Title: My own site! by @Kartikey26 | Stardance
Devlogs:
Built an interactive, retro hacker-style CLI portfolio website completely from scratch. I wanted to create a high-character web application featuring an interactive command line, synthesized audio, and dynamic canvas animation—all without using any third-party libraries or frameworks. Live Demo: https://kartikeynegi25.github.io/personal-site/ GitHub Repository: https://github.com/kartikeynegi25/personal-site
Finally got around to updating my personal site today and added all my new projects like vidnote and commerce os. i also built this sick fake boot loader screen that prints out system logs before the site actually loads. it took way longer than it should have though because i got completely stuck for a bit trying to figure out why my css layout was suddenly breaking everywhere. turns out i literally typed a minus sign instead of a star (- { instead of * {) at the very top of my stylesheet and broke the entire global reset lmao. once i caught that stupid typo, i fixed the spacing, wrapped the project cards in a frosted glass effect so the text is actually readable over the matrix rain, and it’s finally live.
Ships:
I built a retro hacker-style terminal portfolio using just pure HTML, CSS, and Vanilla JS—literally zero frameworks or libraries. Standard portfolios felt kind of boring, so I wanted to make something actually cool with a working terminal, Matrix digital rain in the background, CRT scanlines, and retro keyclick sounds. The trickiest part was getting the audio to work without just downloading a bunch of MP3s. I coded it from scratch using the browser’s native Web Audio API to generate the click and error tones live in JavaScript. I also fought with mobile layout bugs for a bit because the terminal input kept stretching past the screen on phones, but I fixed that using min-width: 0 and flexbox. Honestly pretty hyped that I built the whole thing from scratch with zero dependencies and got it running super fast on mobile too. To test it out, turn your sound on, click anywhere on the page, and start typing commands in the terminal. Try running help, about, skills, matrix, date, clear, or sudo if you want to hear the access denied sound. Live site: https://kartikeynegi25.github.io/personal-site/ GitHub repo: https://github.com/kartikeynegi25/personal-site
Hey guys finally shipped the updated version of my personal site for stardance. i added all my new projects like vidnote and commerce os, but the coolest part is this fake terminal boot screen i built that runs when you first open the page. i also kept the matrix rain background but added a frosted glass effect over the main sections so you can actually read the text now without your eyes bleeding. the whole thing took way longer than it should have because i got so stuck on the css. my entire layout broke and i was losing my mind trying to fix it, only to realize i literally typed - { instead of * { at the very top of the file and broke the global reset. i also accidentally had the javascript matrix loop running twice at the same time so it was lagging my browser to death lol. if you wanna test it out, refresh the page to see the boot sequence, and then scroll down to the sandbox section. there’s a working terminal where you can type ‘help’ to see commands. definitely try the ‘matrix’ command to toggle the background, and try typing ‘sudo’ just to see what happens. let me know if anything breaks on mobile!...
|
1793112442.622709
|
1793198842.622709
|
|
68038
|
Solar System Explorer by @brlin888 | Stardance
|
brlin888
|
1
|
7.77
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T05:44:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!", "repo": "https://github.com/brlin888-create/SolarSystem", "demo": "https://brlin888-create.github.io/SolarSystem/"}]...
|
[{"post_id": 82162, "ts": "202 [{"post_id": 82162, "ts": "2026-10-24T04:41:01Z", "hours": 0.2786, "text": "Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!"}, {"post_id": 81154, "ts": "2026-10-20T04:02:11Z", "hours": 1.4944, "text": "Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!"}, {"post_id": 80570, "ts": "2026-10-18T05:38:57Z", "hours": 0.3333, "text": "Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!"}, {"post_id": 80474, "ts": "2026-10-17T19:33:40Z", "hours": 3.3383, "text": "Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!"}, {"post_id": 78461, "ts": "2026-10-10T20:58:48Z", "hours": 1.8503, "text": "Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation."}, {"post_id": 77216, "ts": "2026-10-06T04:00:25Z", "hours": 0.5456, "text": "Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual"}, {"post_id": 76940, "ts": "2026-10-05T04:36:39Z", "hours": 0.3092, "text": "Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation."}]...
|
Title: Solar System Explorer by @brlin888 | Starda Title: Solar System Explorer by @brlin888 | Stardance
Devlogs:
Hi all, Starting a new project today which is going to be called Solar System (Explorer)! Since I haven’t made a website using HTML before, today was really simple and just getting the basics going. What worked: I created the basic structure of the Solar System Explorer website using HTML. Issue: The website initially had no interactive features or solar system graphics. How I worked on it: I used HTML to create the page structure and CSS to control the background, text, and spacing. Next goal: Create the main website layout and navigation.
Hi all, This is Day 2 on working on solar system explorer. Today I learned more about how to actually use HTML to format this website, I am learning fast. Here is the conclusion of todays session: What worked: I created the main structure of the website and added navigation Issue: The sections were only text and did not contain the actual educational parts yet How I worked on it: I used HTML sections and navigation links. CSS was used to organize the header and page Next goal: Create the actual Solar System visual
Hi all, This is Days 3, 4, 5 of solar system explorer. Over these couple of days, I mainly focused on getting the background stars to work, and started to add clickable buttons where users can click buttons to learn more about the planets. Here is summary of what I accomplished: What worked: I made the planets interactive and created a system for displaying information about each planet. Issue: The website needed a way to organize all of the planet information. How I worked on it: I created a JavaScript object called planetData. Each planet stores its information inside the object. Clicking a planet calls the showPlanet() function. Next goal: Create a planet index so users can select planets without having to find them in the animation.
Hi everyone! Welcome back to Solar System Explorer! Over the past few days, I have been working on this project continuously but didn’t have much time creating devlogs each day. With that said, I have been mostly working on adding functionality to the website such as adding animations for the solar system (I know it’s not accurate because planets don’t orbit in circles), which took me an extremely long time because I am not used using html. Other than that, I also added a part where users can answer questions and change the speed of the animation. Overall, a pretty simple project and I am very proud of sharing this project with you all! I will probably be shipping it in a bit, so stay tuned for that! Thank you for all of you that have been part of this journey!
Hi everyone, I know I said that the last devlog was going to be the last one, but I made some final edits to me code such as testing parts and ensuring the code looks pretty organized… I also ensured that the animation looked good and everything was functional so I am ready for shipping my project. Look out for my ship!
Hi everyone, My project was flagged for using too much AI, so I added new parts to my code such as a mini game and an enlargement feature for planets when clicked on. Hopefully this is enough to ship as I really spent a lot of time on this project and this is my first time doing html (my first website…)!
Hi everyone!!!! My ship got rejected again… I have made significant progress and changes to my code even if it doesn’t reflect in hackatime… for some reason my code progress wasn’t saved but anyways here is what I did: Added a new start screen for users, a more pixelated styled website, a search bar for the user for planet access, a better animation where you can click and focus on a planet, and a rocket game (it’s extremely lame rn might build on it in the future) which is basically just a cookie clicker game. Overall, I added more changes to the code so hopefully this gets approved soon!!!
Ships:
Hi all, this is my ship for Solar System Explorer! Solar System Explorer is an interactive educational website I created to help people learn more about our Solar System and where we are in space. The website features an animated Solar System with all eight planets orbiting the Sun, allowing users to click on individual planets to learn more about them. The project is built using HTML, CSS, and JavaScript, all written together in a single HTML file. In addition to the animation, I included controls to pause the planets, adjust their orbital speed, and toggle planet labels, as well as a planet index, an interactive quiz, and a Learn More section! Keep in mind this is my first website, and I learned all of this from scratch so it took me a long time… The most challenging part of this project was making sure all the different components worked together while keeping the website organized and easy to use. Creating the orbital animation required positioning the Sun at the center and making each planet move along its own circular path. I also had to make sure that the controls actually affected the animation, that clicking on planets displayed the correct information, and that the quiz and navigation links worked properly. Another challenge was designing the website so that it looked visually appealing without making it too overwhelming, while also ensuring that the layout remained usable on smaller screens. Overall, testing each feature individually and then checking how everything worked together helped me gradually develop the website into a complete project. One thing I am particularly proud of is turning learning into something people can explore interactively. I wanted users to be able to experiment with the animation, explore individual planets at their own pace, and test their knowledge through the quiz. The animation is not intended to represent the planets’ actual sizes, distances, or orbital speeds to scientific scale, but it provides a visual way to understand the basic arrangement of our Solar System. If you want to test the project, simply open the website through its published GitHub Pages link in a browser or click “try project” here. Try clicking on different planets to read their information, using the pause button to stop and resume the animation, changing the speed, and toggling the labels on and off, etc. You can also explore the planet index, complete the quiz, and use the navigation bar to jump between sections of the website. This pretty much sums up Solar System Explorer as a whole! I hope whoever tries it enjoys exploring our Solar System as much as I enjoyed building this project!...
|
1793155840.9118247
|
1793242240.9118247
|
|
4359
|
6-Key Macropad by @itscharz | Stardance
|
itscharz
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:57:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)", "repo": "https://github.com/itscharz12-boop/Hackpad_6X", "demo": ""}]...
|
[{"post_id": 82158, "ts": "202 [{"post_id": 82158, "ts": "2026-10-24T04:10:46Z", "hours": 7.1872, "text": "ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time! Knowing that this is a hardware project tho its probably going to take weeks to get approved :("}, {"post_id": 35065, "ts": "2026-07-26T07:51:28Z", "hours": 0.4714, "text": "The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video."}, {"post_id": 35038, "ts": "2026-07-26T06:10:16Z", "hours": 1.5333, "text": "Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!"}, {"post_id": 25845, "ts": "2026-07-10T10:18:04Z", "hours": 2.1736, "text": "SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!"}, {"post_id": 24644, "ts": "2026-07-08T11:24:11Z", "hours": 2.8906, "text": "LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!"}, {"post_id": 22578, "ts": "2026-07-05T03:21:27Z", "hours": 0.5236, "text": "After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed."}, {"post_id": 19035, "ts": "2026-06-30T06:36:28Z", "hours": 2.725, "text": "Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars."}, {"post_id": 11172, "ts": "2026-06-18T08:25:12Z", "hours": 3.1, "text": "Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with."}, {"post_id": 6774, "ts": "2026-06-11T10:54:25Z", "hours": 0.2758, "text": "Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through."}, {"post_id": 6711, "ts": "2026-06-11T07:42:12Z", "hours": 0.4467, "text": "Finishing up PCB, trying and failing to set up Wakatime for fusion."}, {"post_id": 5443, "ts": "2026-06-09T06:48:47Z", "hours": 0.3686, "text": "Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)"}, {"post_id": 2539, "ts": "2026-06-05T02:27:33Z", "hours": 0.9622, "text": "After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,"}, {"post_id": 2016, "ts": "2026-06-04T09:17:59Z", "hours": 0.6403, "text": "Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!"}]...
|
Title: 6-Key Macropad by @itscharz | Stardance
De Title: 6-Key Macropad by @itscharz | Stardance
Devlogs:
Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!
After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,
Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)
Finishing up PCB, trying and failing to set up Wakatime for fusion.
Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through.
Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with.
Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars.
After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed.
LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!
SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!
Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!
The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video.
ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time! Knowing that this is a hardware project tho its probably going to take weeks to get approved :(
Ships:
For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)...
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1793116059.5449781
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1793202459.5449781
|
|
31107
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Arrow by @muntasir | Stardance
|
muntasir
|
0
|
26.17
|
0
|
[]
|
[{"post_id": 82157, "ts": "202 [{"post_id": 82157, "ts": "2026-10-24T04:01:09Z", "hours": 10.3753, "text": "Added a new feature: Past Papers."}, {"post_id": 46275, "ts": "2026-08-13T12:17:27Z", "hours": 2.1197, "text": "final touches added with shareable read onlies for all the advisors."}, {"post_id": 45717, "ts": "2026-08-12T11:58:35Z", "hours": 1.7444, "text": "made more security changes after a pentest."}, {"post_id": 43090, "ts": "2026-08-08T05:24:27Z", "hours": 1.7306, "text": "brought about some new features, topic based mock tests being one of them."}, {"post_id": 33995, "ts": "2026-07-24T12:00:12Z", "hours": 10.205, "text": "study and educational assistant: https://arrow-production-a2fd.up.railway.app/ . lemme know if theres any room for improvement."}]...
|
Title: Arrow by @muntasir | Stardance
Devlogs:
st Title: Arrow by @muntasir | Stardance
Devlogs:
study and educational assistant: https://arrow-production-a2fd.up.railway.app/ . lemme know if theres any room for improvement.
brought about some new features, topic based mock tests being one of them.
made more security changes after a pentest.
final touches added with shareable read onlies for all the advisors.
Added a new feature: Past Papers....
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1793181103.9683113
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1793785903.9683113
|
|
65484
|
Projectile Simulation In C by @Axy | Stardance
|
Axy
|
0
|
0.67
|
0
|
[]
|
[{"post_id": 82151, "ts": "202 [{"post_id": 82151, "ts": "2026-10-24T03:38:59Z", "hours": 0.6667, "text": "Hello Everyone , i just finished simulating horizontal projectile using C.I would say it was fun for me.I am just a beginner messing around with these and i would say its fun too.I used to do webdev but its just boring and oversaturated you know recently im loving random stuffs and its just feels alive to do anything your heart says!"}]...
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Title: Projectile Simulation In C by @Axy | Starda Title: Projectile Simulation In C by @Axy | Stardance
Devlogs:
Hello Everyone , i just finished simulating horizontal projectile using C.I would say it was fun for me.I am just a beginner messing around with these and i would say its fun too.I used to do webdev but its just boring and oversaturated you know recently im loving random stuffs and its just feels alive to do anything your heart says!...
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1793087569.0655136
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1793692369.0655136
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|
60195
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ls command by @Axy | Stardance
|
Axy
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0
|
0.93
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0
|
[]
|
[{"post_id": 82150, "ts": "202 [{"post_id": 82150, "ts": "2026-10-24T03:38:04Z", "hours": 0.9303, "text": "Hey everyone I again attempted on creating another command “ls” in c which was difficult but I got the results !yay!!"}]...
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Title: ls command by @Axy | Stardance
Devlogs:
He Title: ls command by @Axy | Stardance
Devlogs:
Hey everyone I again attempted on creating another command “ls” in c which was difficult but I got the results !yay!!...
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1793033322.236908
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1793638122.236908
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66608
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PULSAR OS by @N1kamaro | Stardance
|
N1kamaro
|
1
|
40.01
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T13:49:59Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!", "repo": "https://github.com/N1kamaro/Project-PULSAR-OS", "demo": "https://n1kamaro.github.io/Project-PULSAR-OS/"}]...
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[{"post_id": 82143, "ts": "202 [{"post_id": 82143, "ts": "2026-10-24T03:02:22Z", "hours": 6.56, "text": "FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)"}, {"post_id": 78172, "ts": "2026-10-09T21:04:34Z", "hours": 6.5275, "text": "THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )"}, {"post_id": 76585, "ts": "2026-10-04T02:01:03Z", "hours": 8.9256, "text": "Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D"}, {"post_id": 76133, "ts": "2026-10-02T13:29:44Z", "hours": 7.5233, "text": "YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE."}, {"post_id": 75649, "ts": "2026-09-30T17:17:00Z", "hours": 5.0481, "text": "OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D"}, {"post_id": 75297, "ts": "2026-09-29T17:45:11Z", "hours": 5.8247, "text": "YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D"}]...
|
Title: PULSAR OS by @N1kamaro | Stardance
Devlogs Title: PULSAR OS by @N1kamaro | Stardance
Devlogs:
YEEEAH PULSAR-OS IS ALIVE!!!!Sooo… I decided to give myself a pretty stupid challenge today:START AND FINISH AN ENTIRE WEB OS IN ONE DAY.Yep.I started PULSAR-OS TODAY, and my goal is to have the project finished and shipped before the end of the day KKKKKKKPULSAR is a web-based operating system / hardware interface that I want to use to interact with microcontrollers and some of my electronics projects :DAnd somehow, after almost 6 hours of work, this thing went from basically nothing to ACTUALLY LOOKING LIKE AN OPERATING SYSTEM.PULSAR already has multiple wallpapers, and you can change them directly through the customization window. I spent WAY too much time fighting bugs with this part, but IT FINALLY WORKS.BUT my favorite part so far is definitely the boot sequence!!The thing is: I started doing this today, and the mission? FINISHING IT TODAY TOO!I have only a few more hours left.SEE YA IN THE FINAL DEVLOG :D
OKAY, WE ARE DOING 50 YEARS IN 5 (Brazillian history class ref). Remember when I said I would start AND finish PULSAR-OS yesterday?? Well… I decided to make that challenge EVEN WORSE KKKKKKKPULSAR already looks like an OS, but I don’t want it to just look like one. I WANT IT TO FEEL LIKE ONE. So I’m calling this next phase: 50 YEARS IN 5. I’m basically speedrunning decades of OS features into PULSAR before shipping it today :D And we already made some serious progress:STORAGE // ONLINEBOOT // WORKINGSYSTEM MENU // WORKINGCUSTOMIZATION // WORKING 0 ERRORS. Now comes the insanity: apps, terminal, notes, calculator, search, documentation and, most importantly, the microcontroller/hardware system. Is this reasonable?NO. Are we doing it anyway?YEAH. PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY. SEE YA IN THE FINAL DEVLOG :D
YEEEEEAH, I ACTUALLY DID IT :D Remember when I said: “PULSAR STARTED YESTERDAY. PULSAR SHIPS TODAY.” WELL… PULSAR SHIPPED. After a LOT of debugging, testing, fixing things, breaking other things while fixing those things KKKKKKKK, and finishing the last parts of the system, PULSAR OS // BUILD 1.0 IS FINALLY DONE. The last development phase was basically about making everything actually work together. We finished all the applications, connected the hardware system, tested everything, fixed the remaining bugs and then cleaned and mapped the source code so that someone opening the project can actually understand WHERE EVERYTHING IS KKKKKKK. And somehow, this thing now has: NOTES // local storage + autosave CALCULATOR // because every OS needs one :D TERMINAL // commands, system tools and hardware communication PULSAR WEB // a web interface inside a Web OS SERIAL MONITOR // direct RX/TX communication with microcontrollers DEVICE MANAGER // connected hardware information and management GUIDE // documentation built directly into PULSAR CUSTOMIZATION // wallpapers and system personalization And yes, the hardware part WORKS. For the final test, I connected an ESP32 to PULSAR and sent: PULSAR > Hello ESP And it answered: ESP32 > Hello Pulsar! :D We also went through the HTML, CSS and JavaScript and mapped the different parts of the source code, so if someone wants to explore PULSAR or use it to understand how a Web OS like this works, the project is MUCH easier to navigate now. And then… WE PUT IT ONLINE. Obviously, the first completely reasonable thing I did was open PULSAR inside PULSAR Web… SO YES. PULSAR CAN RUN PULSAR INSIDE PULSAR. KKKKKKKKKKKKKKKKKKKKKKKK This project started with me giving myself the incredibly stupid challenge of making an entire Web OS in basically one day. Then I made the challenge worse. Then I called it “50 YEARS IN 5.” And now I’m looking at a finished Web OS with a desktop, apps, terminal, documentation, storage, hardware communication and its own little ecosystem. So… I think we’re done here :D PULSAR OS // BUILD 1.0 SYSTEM // ONLINE DEVELOPMENT … COMPLETE !!!!!! SIGNAL // ACQUIRED Thank you to everyone who followed these devlogs! This was PULSAR. BYE BYEEEE :D SEE YA IN THE NEXT PROJECT!!! — N1K A STAR. A SIGNAL. AN INTERFACE.
Actually, I’ve been developing Build 1.0 (the remake)! I’ve been fixing bugs, changing some AI stuff, deleting dead stuff from the CSS, cleaning up the code, and doing lots of other things like that! But… what’s actually different?Wallpapers — They were all replaced with real photos taken by the Hubble Space Telescope! I also added a new tab where you can check the sources for all of them, with links to the official ESA pages. Tiny differences — Some small design changes, like changing the opacity of the top bar and menu, plus a bunch of tiny things like that :D I’m still developing and changing tons of stuff, so that’s it for now! See ya :D
THE FINAL DEVLOG 😭😭😭😭😭😭 After days of fixing stuff, rewriting parts of javascript, css and testing EVERYTHING , FINALLY THE REMAKE IS READY!!! but.. what changed? Reworked JavaScript, Html and Css! Fixed bugs and removed a LOT of unnecessary code. Improved the interface and the interface of window manager. Kept all apps, settings, and LocalStorage working 100%. Tested the serial monitor and Device Manager with a Esp32 - STILL WORKS PERFECLY! Cleaned lots of ai stuff and changed the logo made with Ai The hasdest part was definitely cleaning up the code without breaking the whole system, and honestly, sometimes there were moments when i genuinaly thought i was going to lose my mind and i really wanted to give up, but here we are, everything done :D I need to reiterate one thing about the project: the browser DOES WORK. BUT, IT HAS SOME LIMITATIONS ABOUT THE SITE 𝙔𝙊𝙐 WANT TO ACESS! Many sites refuse embedded viewing, while others allow it; it is up to you to research which ones do and which ones don’t. Anyway, thanks a lot for reading. It was a headache getting all this done, and unfortunately, I couldn’t find a more practical way to fix it without rebuilding my entire code—but yaaah, here we are. BUILD 1.0 (REMAKE) IS COMPLETE! SEE YA NEXT PROJECT (or devlog, i dunno :D )
FINALLY, WE DID IT, 40 HOURS OF DEVELOPMENT!! Now, the rework is finally done!! I reorganized and simplified tons of things throughout the codebase, like merging repeated CSS blocks (identical headers, footers, and scrollbars), and created variables for text, borders, backgrounds, status colors, and things like that! :D So now, instead of just having random hex colors and repeated values everywhere (not cool), everything is waaaay more organized now :D. Isn’t that nice? And I also fixed a lot of bugs in the CSS: The dark wallpaper overlay is back, now controlled by --desktop-dim . Removed the duplicated .wallpaper-grid class. Fixed the card grid so it only applies inside the Customization window. Notes, Calculator, and Terminal now have their own mobile layout rules instead of overflowing the screen. Guide and Device Manager are properly centered on smaller screens. Signal Log and Customization now use clamp() to fit smaller displays. Removed useless hover effects, unnecessary opacity rules, and unused CSS. I also simplified tons of other things and fixed more issues than I expected. :D BUT, THERE’S SOMETHING IMPORTANT! PULSAR-OS has its own personality. The visual identity is basically fixed and WILL STAY like this. The important details and the app dimensions are still the same. I didn’t want to turn the whole project into smth generic just to make the code shorter. The goal was to make the CSS cleaner, easier to understand, and more consistent, without losing what makes PULSAR-OS feel like PULSAR-OS. THE REWORK IS DONE. PULSAR-OS IS STILL ALIVE!! SEE YA IN THE NEXT ADVENTURE!!! :DDD (btw, there are a lot of comments in Brazilian Portuguese (PT-BR) throughout the code, so feel free to use a translator if you want to read them! :D)
Ships:
This is Pulsar OS, a WebOS focused on hardware and software development. To be honest, those three days spent developing Pulsar were a massive headache—especially developing the project’s core (the JavaScript) and getting the whole system to communicate seamlessly without any glitches ☠️. And I won’t lie: I’m really proud to have successfully made the WebOS communicate properly with an ESP32 or even an Arduino! I hadn’t seen this feature anywhere else; I spent hours researching and trying to figure out how it worked. It was a huge headache, too, but—would you look at that—it actually worked! Now the system includes a calculator, a functional built-in browser (with some limitations, but it works), customization options, a notepad, and a guide in case you’re unsure how things work. All in all, it turned into a pretty complete system that I’m happy to share with you all! SEE YA IN THE NEXT PROJECT!!...
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Life in the country by @Will_boss | Stardance
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Will_boss
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1
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21.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T15:53:37Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a 2D game made I Godot where you have to build your community by farming. Given people a farm life experience. Making the plants is one of the hardest part I faced. Am proud of what I build and how it all came together even thought this is a Demo it is good", "repo": "https://github.com/Wi-ai/Life-in-the-Country", "demo": "https://itch.io/embed-upload/20010718?color=333333"}]...
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[{"post_id": 82140, "ts": "202 [{"post_id": 82140, "ts": "2026-10-24T02:35:27Z", "hours": 1.7939, "text": "Hey today i made the day and might scene and transition where tat night the scene to a new day. i also added some vegitation and rocks to the environment. On fortunatly you couldn’t see the night in this video bcs the timer for the night transiton did not come, cuz the video would be long if i waited but i will try to make u see it in the next dev."}, {"post_id": 81489, "ts": "2026-10-21T14:02:38Z", "hours": 1.3894, "text": "Hey so I just made the UI for the games with all the tools and plants usable. It uses a control node as the root and an HBoxContainer and some codes"}, {"post_id": 81340, "ts": "2026-10-20T21:48:23Z", "hours": 1.0022, "text": "hey so I started my enemy character and as u can see it is attacking my player and I have to use he sward to defent and attack it back. For the enemy I used a characterbody2D and the base and added some code to it"}, {"post_id": 81119, "ts": "2026-10-19T23:35:11Z", "hours": 1.8783, "text": "Hey so i started working on the lombering part with my axe and i made a trees, apples on the tree and made the tree’s health reduce each time i hit it with the axe. I made the tree change color using the materials in the inspector area"}, {"post_id": 80846, "ts": "2026-10-19T00:18:52Z", "hours": 2.7492, "text": "Hey I started working on the actions the player does and how it affects her environment. I made a plant scene, added some code to be able to plant seeds, I used tilemaplayer to craete land and use it to also be able to tail the soil with the hoe. Next i made the fishing rode work only in the water form If the action is activated on the ground a not fishing text will appear in your ternimal"}, {"post_id": 80517, "ts": "2026-10-17T23:40:18Z", "hours": 1.3072, "text": "In this section I was just coding in data and creating some global scripts that I need and made my player other animation like planting, watering, cutting and killing with her different tools"}, {"post_id": 80490, "ts": "2026-10-17T20:31:10Z", "hours": 10.6744, "text": "ated my player and level and made my player walk using animationPlayer and animation tree where the animationplayer hold all the actions of my player and animation tree plays those actions in the game"}]...
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Title: Life in the country by @Will_boss | Stardan Title: Life in the country by @Will_boss | Stardance
Devlogs:
ated my player and level and made my player walk using animationPlayer and animation tree where the animationplayer hold all the actions of my player and animation tree plays those actions in the game
In this section I was just coding in data and creating some global scripts that I need and made my player other animation like planting, watering, cutting and killing with her different tools
Hey I started working on the actions the player does and how it affects her environment. I made a plant scene, added some code to be able to plant seeds, I used tilemaplayer to craete land and use it to also be able to tail the soil with the hoe. Next i made the fishing rode work only in the water form If the action is activated on the ground a not fishing text will appear in your ternimal
Hey so i started working on the lombering part with my axe and i made a trees, apples on the tree and made the tree’s health reduce each time i hit it with the axe. I made the tree change color using the materials in the inspector area
hey so I started my enemy character and as u can see it is attacking my player and I have to use he sward to defent and attack it back. For the enemy I used a characterbody2D and the base and added some code to it
Hey so I just made the UI for the games with all the tools and plants usable. It uses a control node as the root and an HBoxContainer and some codes
Hey today i made the day and might scene and transition where tat night the scene to a new day. i also added some vegitation and rocks to the environment. On fortunatly you couldn’t see the night in this video bcs the timer for the night transiton did not come, cuz the video would be long if i waited but i will try to make u see it in the next dev.
Ships:
This is a 2D game made I Godot where you have to build your community by farming. Given people a farm life experience. Making the plants is one of the hardest part I faced. Am proud of what I build and how it all came together even thought this is a Demo it is good...
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1793130819.3124864
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1793217219.3124864
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68343
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sorry I'm moving these by @Eucatastrophe | Sta sorry I'm moving these by @Eucatastrophe | Stardance...
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Eucatastrophe
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0
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13.46
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0
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[]
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[{"post_id": 82133, "ts": "202 [{"post_id": 82133, "ts": "2026-10-24T01:34:59Z", "hours": 3.0214, "text": "this is version 4! version 5 had one less gear segment & doesn’t have the last gear, and v6 be will the final prod model if v5 works"}, {"post_id": 80863, "ts": "2026-10-19T02:44:46Z", "hours": 0.2589, "text": "Possible V4? OK SO friction is a huge problem, bearings staying in place is a problem, gluing stuff together with gel cyanoacrylate is a huge problem. This is going to take longer than I thought lol. Namely, I have to rethink the design,, along with backdriving a DC motor anyway. But it worked a couple times, temporarily."}, {"post_id": 80069, "ts": "2026-10-16T04:38:58Z", "hours": 0.9492, "text": "hopefully that works, had to hunt down the datasheet from this obscure aliexpress product"}, {"post_id": 79676, "ts": "2026-10-15T01:13:16Z", "hours": 3.0164, "text": "there’s nothing wrong with v2 theoretically, but I made a v3 that would make it more compact and fit better with small bearings. so here’s v3!"}, {"post_id": 79216, "ts": "2026-10-13T02:03:46Z", "hours": 0.3344, "text": "nicer looking gears!"}, {"post_id": 78647, "ts": "2026-10-11T05:07:07Z", "hours": 1.7058, "text": "watch me haul ass to a gear system instead of using pulleys new gear system is 20/9 * (52/9) * (52/9) * (20/9) = 165:1"}, {"post_id": 77754, "ts": "2026-10-08T05:15:59Z", "hours": 0.3069, "text": "It generates 3 volts yay At a pretty slow spin it generates 3 volts! I’ll probably add an attachment to spin it with. Also here’s my collection of parts so far, the top wheels snap-fit into the bottom ones!"}, {"post_id": 77553, "ts": "2026-10-07T12:47:38Z", "hours": 0.3069, "text": "Made a schematic and worked on the README Good 5AM everybody :> Here’s a schematic! . Since DC motors are gonna output anywhere from -9V to 9V depending on how fast/how we crank the dynamo, we’ll need something to turn it into a stable 5V in a USB-C. . This uses a full bridge rectifier (schottky diodes) to make the voltage positive. The amperage of this generated voltage is super low, so the UPS module will use it to power a battery, which then trickles high amp voltage into the phone."}, {"post_id": 77542, "ts": "2026-10-07T12:11:43Z", "hours": 3.565, "text": "Worked on a CAD! This is a dynamo, for backdriving a DC motor to produce a voltage across both ends. The purpose, ultimately, is to be able to convert it into a stable 5V at enough amps to charge a phone. First we’d have to get the motor spinning though, at about 8300 RPM / 60 = 138 RPS. I thought about using a gear train to backdrive it but there seems to be too much friction, so I’m using a wheel and rubber band system. The ratio is about 6:1 *8:1, for a total of 48:1. So hopefully brisk spins would work? Otherwise, we would just need one really big sprocket."}]...
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Title: sorry I'm moving these by @Eucatastroph Title: sorry I'm moving these by @Eucatastrophe | Stardance
Devlogs:
Worked on a CAD! This is a dynamo, for backdriving a DC motor to produce a voltage across both ends. The purpose, ultimately, is to be able to convert it into a stable 5V at enough amps to charge a phone. First we’d have to get the motor spinning though, at about 8300 RPM / 60 = 138 RPS. I thought about using a gear train to backdrive it but there seems to be too much friction, so I’m using a wheel and rubber band system. The ratio is about 6:1 *8:1, for a total of 48:1. So hopefully brisk spins would work? Otherwise, we would just need one really big sprocket.
Made a schematic and worked on the README Good 5AM everybody :> Here’s a schematic! . Since DC motors are gonna output anywhere from -9V to 9V depending on how fast/how we crank the dynamo, we’ll need something to turn it into a stable 5V in a USB-C. . This uses a full bridge rectifier (schottky diodes) to make the voltage positive. The amperage of this generated voltage is super low, so the UPS module will use it to power a battery, which then trickles high amp voltage into the phone.
It generates 3 volts yay At a pretty slow spin it generates 3 volts! I’ll probably add an attachment to spin it with. Also here’s my collection of parts so far, the top wheels snap-fit into the bottom ones!
watch me haul ass to a gear system instead of using pulleys new gear system is 20/9 * (52/9) * (52/9) * (20/9) = 165:1
nicer looking gears!
there’s nothing wrong with v2 theoretically, but I made a v3 that would make it more compact and fit better with small bearings. so here’s v3!
hopefully that works, had to hunt down the datasheet from this obscure aliexpress product
Possible V4? OK SO friction is a huge problem, bearings staying in place is a problem, gluing stuff together with gel cyanoacrylate is a huge problem. This is going to take longer than I thought lol. Namely, I have to rethink the design,, along with backdriving a DC motor anyway. But it worked a couple times, temporarily.
this is version 4! version 5 had one less gear segment & doesn’t have the last gear, and v6 be will the final prod model if v5 works...
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1793119999.1444235
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1793724799.1444235
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