|
14480
|
emp by @ataullah154 | Stardance
|
ataullah154
|
0
|
5.84
|
0
|
[]
|
[{"post_id": 78437, "ts": "202 [{"post_id": 78437, "ts": "2026-10-10T20:02:46Z", "hours": 5.8358, "text": "i am working on a automatically closing door device"}]...
|
Title: emp by @ataullah154 | Stardance
Devlogs:
i Title: emp by @ataullah154 | Stardance
Devlogs:
i am working on a automatically closing door device...
|
1793253214.2864294
|
1793858014.2864294
|
|
55635
|
Silly macropad :3 by @Lawnard | Stardance
|
Lawnard
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:09:07Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is just what i did for the macropad mission", "repo": "https://github.com/LawrnardKerman/mymacropad", "demo": ""}]...
|
[{"post_id": 78434, "ts": "202 [{"post_id": 78434, "ts": "2026-10-10T19:56:54Z", "hours": 1.9714, "text": "ITS ALIVE!!"}, {"post_id": 61181, "ts": "2026-09-03T23:57:25Z", "hours": 0.4561, "text": "gng, how long does it usually take for the people at hackclub hq to review a design, i really want to ship something during stardance(btw, my slack isnt working, thats why im posting here)(the image is of the final version of the pcb)"}, {"post_id": 58917, "ts": "2026-08-31T14:17:07Z", "hours": 1.0356, "text": "alr gng, i finished the firmware! yeppi yay :3"}, {"post_id": 58125, "ts": "2026-08-30T14:10:44Z", "hours": 1.2333, "text": "i set up the github page and made the BOM and CPL file because i am not going to hand solder those tiny smd componets"}, {"post_id": 58042, "ts": "2026-08-30T12:03:24Z", "hours": 1.805, "text": "i got done with the cad the final design has 5 cherry mx switched, 1 rotary encoder, and 1 led now i just have to make the firmware i redid the traces again because one of my friends called it “horrible” and they said it was so bad that they would “do it for me”"}, {"post_id": 57700, "ts": "2026-08-29T22:50:55Z", "hours": 2.2589, "text": "im having so much fun bro im gonna abandon all my other projects for like a week so i can actually ship something during stardance, im almost done with cad(pcb design is so fun) i also redid all the traces because it looked like spagetti. I’m DREADING the firmware though ps: rn i have no motivation for my other projects, im still riding the high from starting a new project"}, {"post_id": 57319, "ts": "2026-08-29T13:07:02Z", "hours": 2.1817, "text": "i finished the case & the pcb i have 6 switches and 3 leds i feel so much more motivation for this project tbh"}]...
|
Title: Silly macropad :3 by @Lawnard | Stardance
Title: Silly macropad :3 by @Lawnard | Stardance
Devlogs:
i finished the case & the pcb i have 6 switches and 3 leds i feel so much more motivation for this project tbh
im having so much fun bro im gonna abandon all my other projects for like a week so i can actually ship something during stardance, im almost done with cad(pcb design is so fun) i also redid all the traces because it looked like spagetti. I’m DREADING the firmware though ps: rn i have no motivation for my other projects, im still riding the high from starting a new project
i got done with the cad the final design has 5 cherry mx switched, 1 rotary encoder, and 1 led now i just have to make the firmware i redid the traces again because one of my friends called it “horrible” and they said it was so bad that they would “do it for me”
i set up the github page and made the BOM and CPL file because i am not going to hand solder those tiny smd componets
alr gng, i finished the firmware! yeppi yay :3
gng, how long does it usually take for the people at hackclub hq to review a design, i really want to ship something during stardance(btw, my slack isnt working, thats why im posting here)(the image is of the final version of the pcb)
ITS ALIVE!!
Ships:
This is just what i did for the macropad mission...
|
1793148840.8900254
|
1793235240.8900254
|
|
68269
|
PyMaster by @Siyam | Stardance
|
Siyam
|
2
|
3.0
|
7
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T20:04:28Z", "hours": 2.0, "multiplier": 2.32, "payout": 6, "blessing": "neutral", "text": "PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges.", "repo": "https://github.com/Tanzil-Alam/PyMaster", "demo": "https://tanzil-alam.github.io/PyMaster/"}, {"ship_num": 2, "ts": "2026-10-06T17:13:03Z", "hours": 1.0, "multiplier": 1.07, "payout": 1, "blessing": "neutral", "text": "PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges.", "repo": "https://github.com/Tanzil-Alam/PyMaster", "demo": "https://tanzil-alam.github.io/PyMaster/"}]...
|
[{"post_id": 78433, "ts": "202 [{"post_id": 78433, "ts": "2026-10-10T19:54:15Z", "hours": 0.2758, "text": "Swapped out the background visual and updated the button labels to give the navigation a more conversational feel. Key updates include renaming “START” to “Try to do it”, “Quiet” to “Leave”, and “Next question” to “Let’s Go”."}, {"post_id": 78107, "ts": "2026-10-09T15:59:48Z", "hours": 0.3111, "text": "Re-writed the CSS and added Comments in every css line to prove that, i writed it…."}, {"post_id": 77663, "ts": "2026-10-07T19:23:09Z", "hours": 1.3247, "text": "Re-Writed the code, because old code was not accepted. here is what i changed, *The Background Image *Removed Particle animation *Made the Py Card transparent *Keept Simple Javascript"}, {"post_id": 77541, "ts": "2026-10-07T12:07:43Z", "hours": 0.5339, "text": "I changed the README and The button color to blue. Now i Will Ship the Project."}, {"post_id": 77349, "ts": "2026-10-06T17:09:57Z", "hours": 1.4381, "text": "PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges. You all can play it here = Click Me"}]...
|
Title: PyMaster by @Siyam | Stardance
Devlogs:
Py Title: PyMaster by @Siyam | Stardance
Devlogs:
PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges. You all can play it here = Click Me
I changed the README and The button color to blue. Now i Will Ship the Project.
Re-Writed the code, because old code was not accepted. here is what i changed, *The Background Image *Removed Particle animation *Made the Py Card transparent *Keept Simple Javascript
Re-writed the CSS and added Comments in every css line to prove that, i writed it….
Swapped out the background visual and updated the button labels to give the navigation a more conversational feel. Key updates include renaming “START” to “Try to do it”, “Quiet” to “Leave”, and “Next question” to “Let’s Go”.
Ships:
PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges.
PyMaster is a sleek, web-based quiz game designed to make practicing Python fun, fast, and interactive. Built using pure HTML5, Tailwind CSS, and vanilla JavaScript, it features dark-mode aesthetics, custom particle animations, and syntax-highlighted code snippets to help you master Python concepts through real-time challenges....
|
1793220898.9323223
|
1793307298.9323223
|
|
54651
|
Warren’s Sci-Fi & Pop Culture Archive by @PXLS Warren’s Sci-Fi & Pop Culture Archive by @PXLS | Stardance...
|
PXLS
|
2
|
33.0
|
341
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T14:16:54Z", "hours": 3.0, "multiplier": 5.17, "payout": 15, "blessing": "neutral", "text": "I made some updates to Warren’s Sci-Fi and Pop-Culture Archive, such as changing the background and adding a new font. My goal was to enhance the Frutiger Aero aesthetic, which fits much better with the new design. Overall, the project combines music, movies, sci-fi, and plenty of Easter eggs. Hope you guys enjoy it!", "repo": "https://github.com/PXLS-png/stardance-archive", "demo": "https://pxls-png.github.io/stardance-archive/"}, {"ship_num": 2, "ts": "2026-10-09T13:10:53Z", "hours": 30.0, "multiplier": 10.91, "payout": 326, "blessing": "neutral", "text": "“For every action, there’s a reaction.” That’s a line from Life is Strange, and honestly it’s the best way to describe how this project started: one obsession led to another, and somehow I ended up building a whole website about it. Over the last few months, I’ve been working on a project that truly fascinates me: Warren’s Sci-Fi & Pop Culture Archive. My main source of inspiration was my love for the video game Life is Strange, which contains a character, Warren, who is totally obsessed with sci-fi and science. That made me wonder: how could I create a website that combines movies with in-game references, a cool aesthetic, and easter eggs? In the end, this aspiration turned into the archive I’m proud to present. This is my first project for Hack Club, and even though I ran into a few bugs, especially with the timezone logic, I’m glad I made it this far. Feel free to test my project on desktop or mobile, just open the webpage!", "repo": "https://github.com/PXLS-png/stardance-archive", "demo": "https://pxls-png.github.io/stardance-archive/"}]...
|
[{"post_id": 78427, "ts": "202 [{"post_id": 78427, "ts": "2026-10-10T19:38:24Z", "hours": 2.9583, "text": "Hey, today I rewrote README with project background and credits, rewrote description and declaration, deleted and rewrote code sections, added a background image with license attribution (Public Domain Mark 1.0) and a new font that fits the Frutiger Aero aesthetic better. I also added a Curator’s Note in the code documenting the manual curation process for the 400+ movie list, cleaned up text, code and added a full legal disclaimer, and updated the screenshot link in README"}, {"post_id": 78064, "ts": "2026-10-09T12:51:02Z", "hours": 7.6728, "text": "Over the last few days, I’ve been working on the final version of the archive. I looked for duplicates in the movie list, did some debugging, made my repo public, tested the live URL, deleted some movies, cleaned up the code, made the top 5 cards keyboard-accessible, and tested the website on different browsers and devices. I also finished the README, checked for typos, checked the movie selection logic, activated GitHub Pages, refined some features, added easter eggs, added comments, and made sure the favicon works. I think I’m ready to ship!"}, {"post_id": 71914, "ts": "2026-09-21T19:19:09Z", "hours": 8.5761, "text": "Hey guys! This is gonna be a lot, because I had to lock in and the Stardance Challenge is slowly coming to an end. Here’s what I’ve been working on: -I created a “Warren’s Top 5 Picks” section consisting of glossy movie cards that open the IMDb page of the movie it’s about when clicked -I did some research on in game quotes from various characters with movie and/or pop culture references and added quotes to the movies that matched them. -In the end, I chose the following 5 movies: Planet of the Apes, LOTR, Blade Runner, Back to the Future, Twilight -I made sure that every card has a real IMDb link that opens in a brand new tab -I created “The Dual Clock” which is basically a glassy clock widget in the bottom-right corner with two timelines -Warren’s time (Oregon) and the user’s time (wherever you are) -I thought of this as a small nod to the time-travel theme of the game -I made sure that it updates every second -I created “The Eclipse Easter Egg” -Now this is one of my favorite features, consisting of an animated eclipse that only appears on October 8th (the day it happens in game in the end of Episode 2) -The Moon slides across the sun in an 8-second loop -If you click it you’ll be directed to a window with a Warren quote (quite literally what he says when he sees the eclipse before the episode ends) and a YouTube link to the song that was playing during that scene -After some debugging this works seamlessly now! -I cleaned up my repo and deleted my old messy prototype file -I added a disclaimer in the top-left (fan-project, all rights to Dontnod/Square Enix) -I added more movies (for the huge list the “Movie of the Day” is randomly chosen from) -Pushed to git ofc -Fixed some CSS typos If you read all of this, thanks for sticking around :) That’s it for now!"}, {"post_id": 63155, "ts": "2026-09-06T20:05:29Z", "hours": 2.7878, "text": "Hey guys! Here’s what I’ve been working on: -Built an Easter Egg that reveals secret messages (see down below) -Tested and polished the Easter egg -Debugged and fixed typos -Fixed heading readability (white font on a white background wasn’t my brightest idea, quite literally) -Added glass reflections -Added Aero window controls -Added a top glass glow -Adjusted shadows -Cleaned up my code That’s it for now :)"}, {"post_id": 61792, "ts": "2026-09-04T21:27:41Z", "hours": 1.3478, "text": "Unfortunately, I was kinda busy over the last few days, but here’s a quick update: I’ve been adding more movies to the Movie of The Day section! Here’s a sneak peek at the latest additions:"}, {"post_id": 59806, "ts": "2026-09-01T19:10:28Z", "hours": 3.5353, "text": "Hey guys! Quick update about the project! Since my last devlog, I’ve been working on the following: -Enhancing the Frutiger Aero style -Finishing the Movie of the Day movie list -Adding release years to the movies -Making the Movie of the Day change every 24h based on Pacific Time (since the game it’s inspired by takes place in OR) -Adding a well-hidden Easter egg -Making floating bubbles interactive + a pop effect anytime the bubbles are clicked! That’s all for today :)"}, {"post_id": 56857, "ts": "2026-08-28T20:18:24Z", "hours": 2.0628, "text": "Okay… my second devlog, and I somewhat changed the plan. Lol. While working on the website, I realized it became way more complicated than I initially expected, and seemed to drift away from my original design and the project I genuinely wanted to create. Since the vibe felt off, but I wanted the core idea to stay, I aimed for something more whimsical, nostalgic, playful, and fun. You might’ve guessed it, yes, I’m moving toward a Frutiger Aero-inspired look, and this definitely increased my overall fun and excitement about the project! Today, I mainly redesigned the front page (pic attached below)! Stay tuned for the next update :)"}, {"post_id": 56192, "ts": "2026-08-27T20:44:36Z", "hours": 3.9069, "text": "Welcome to my first devlog! I’ve been working on Warrens Sci-Fi & Pop Culture Archive, a project inspired by the Life is Strange character Warren Graham! I’ve recently added an interactive flash drive interface, an animated spiral loading screen with interesting (and random) science facts, and my first classic movie to the collection: Planet of the Apes. I’ve also added metadata and fan-made review notes written from his POV, along with a pixel-art grid system. Ironically, for someone named PXLS, the pixel-art grid isn’t looking quite right yet. I’m planning to fix that issue soon!"}]...
|
Title: Warren’s Sci-Fi & Pop Culture Archive b Title: Warren’s Sci-Fi & Pop Culture Archive by @PXLS | Stardance
Devlogs:
Welcome to my first devlog! I’ve been working on Warrens Sci-Fi & Pop Culture Archive, a project inspired by the Life is Strange character Warren Graham! I’ve recently added an interactive flash drive interface, an animated spiral loading screen with interesting (and random) science facts, and my first classic movie to the collection: Planet of the Apes. I’ve also added metadata and fan-made review notes written from his POV, along with a pixel-art grid system. Ironically, for someone named PXLS, the pixel-art grid isn’t looking quite right yet. I’m planning to fix that issue soon!
Okay… my second devlog, and I somewhat changed the plan. Lol. While working on the website, I realized it became way more complicated than I initially expected, and seemed to drift away from my original design and the project I genuinely wanted to create. Since the vibe felt off, but I wanted the core idea to stay, I aimed for something more whimsical, nostalgic, playful, and fun. You might’ve guessed it, yes, I’m moving toward a Frutiger Aero-inspired look, and this definitely increased my overall fun and excitement about the project! Today, I mainly redesigned the front page (pic attached below)! Stay tuned for the next update :)
Hey guys! Quick update about the project! Since my last devlog, I’ve been working on the following: -Enhancing the Frutiger Aero style -Finishing the Movie of the Day movie list -Adding release years to the movies -Making the Movie of the Day change every 24h based on Pacific Time (since the game it’s inspired by takes place in OR) -Adding a well-hidden Easter egg -Making floating bubbles interactive + a pop effect anytime the bubbles are clicked! That’s all for today :)
Unfortunately, I was kinda busy over the last few days, but here’s a quick update: I’ve been adding more movies to the Movie of The Day section! Here’s a sneak peek at the latest additions:
Hey guys! Here’s what I’ve been working on: -Built an Easter Egg that reveals secret messages (see down below) -Tested and polished the Easter egg -Debugged and fixed typos -Fixed heading readability (white font on a white background wasn’t my brightest idea, quite literally) -Added glass reflections -Added Aero window controls -Added a top glass glow -Adjusted shadows -Cleaned up my code That’s it for now :)
Hey guys! This is gonna be a lot, because I had to lock in and the Stardance Challenge is slowly coming to an end. Here’s what I’ve been working on: -I created a “Warren’s Top 5 Picks” section consisting of glossy movie cards that open the IMDb page of the movie it’s about when clicked -I did some research on in game quotes from various characters with movie and/or pop culture references and added quotes to the movies that matched them. -In the end, I chose the following 5 movies: Planet of the Apes, LOTR, Blade Runner, Back to the Future, Twilight -I made sure that every card has a real IMDb link that opens in a brand new tab -I created “The Dual Clock” which is basically a glassy clock widget in the bottom-right corner with two timelines -Warren’s time (Oregon) and the user’s time (wherever you are) -I thought of this as a small nod to the time-travel theme of the game -I made sure that it updates every second -I created “The Eclipse Easter Egg” -Now this is one of my favorite features, consisting of an animated eclipse that only appears on October 8th (the day it happens in game in the end of Episode 2) -The Moon slides across the sun in an 8-second loop -If you click it you’ll be directed to a window with a Warren quote (quite literally what he says when he sees the eclipse before the episode ends) and a YouTube link to the song that was playing during that scene -After some debugging this works seamlessly now! -I cleaned up my repo and deleted my old messy prototype file -I added a disclaimer in the top-left (fan-project, all rights to Dontnod/Square Enix) -I added more movies (for the huge list the “Movie of the Day” is randomly chosen from) -Pushed to git ofc -Fixed some CSS typos If you read all of this, thanks for sticking around :) That’s it for now!
Over the last few days, I’ve been working on the final version of the archive. I looked for duplicates in the movie list, did some debugging, made my repo public, tested the live URL, deleted some movies, cleaned up the code, made the top 5 cards keyboard-accessible, and tested the website on different browsers and devices. I also finished the README, checked for typos, checked the movie selection logic, activated GitHub Pages, refined some features, added easter eggs, added comments, and made sure the favicon works. I think I’m ready to ship!
Hey, today I rewrote README with project background and credits, rewrote description and declaration, deleted and rewrote code sections, added a background image with license attribution (Public Domain Mark 1.0) and a new font that fits the Frutiger Aero aesthetic better. I also added a Curator’s Note in the code documenting the manual curation process for the 400+ movie list, cleaned up text, code and added a full legal disclaimer, and updated the screenshot link in README
Ships:
“For every action, there’s a reaction.” That’s a line from Life is Strange, and honestly it’s the best way to describe how this project started: one obsession led to another, and somehow I ended up building a whole website about it. Over the last few months, I’ve been working on a project that truly fascinates me: Warren’s Sci-Fi & Pop Culture Archive. My main source of inspiration was my love for the video game Life is Strange, which contains a character, Warren, who is totally obsessed with sci-fi and science. That made me wonder: how could I create a website that combines movies with in-game references, a cool aesthetic, and easter eggs? In the end, this aspiration turned into the archive I’m proud to present. This is my first project for Hack Club, and even though I ran into a few bugs, especially with the timezone logic, I’m glad I made it this far. Feel free to test my project on desktop or mobile, just open the webpage!
I made some updates to Warren’s Sci-Fi and Pop-Culture Archive, such as changing the background and adding a new font. My goal was to enhance the Frutiger Aero aesthetic, which fits much better with the new design. Overall, the project combines music, movies, sci-fi, and plenty of Easter eggs. Hope you guys enjoy it!...
|
1793155679.8043573
|
1793242079.8043573
|
|
9883
|
THE WEBB by @Synt-0 | Stardance
|
Synt-0
|
1
|
22.0
|
209
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T19:51:11Z", "hours": 22.0, "multiplier": 9.67, "payout": 209, "blessing": "neutral", "text": "I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience.", "repo": "https://github.com/Synt-0/The-WEBB", "demo": "https://synt-0.github.io/The-WEBB/"}]...
|
[{"post_id": 78426, "ts": "202 [{"post_id": 78426, "ts": "2026-10-10T19:35:32Z", "hours": 2.7153, "text": "FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all"}, {"post_id": 78137, "ts": "2026-10-09T18:27:32Z", "hours": 5.9328, "text": "THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE"}, {"post_id": 77116, "ts": "2026-10-05T17:42:00Z", "hours": 3.77, "text": "I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)"}, {"post_id": 71877, "ts": "2026-09-21T18:02:07Z", "hours": 1.2653, "text": "i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing"}, {"post_id": 70208, "ts": "2026-09-18T18:19:47Z", "hours": 2.1378, "text": "This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess."}, {"post_id": 66346, "ts": "2026-09-12T03:43:12Z", "hours": 0.8767, "text": "today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically ."}, {"post_id": 65481, "ts": "2026-09-10T17:21:24Z", "hours": 0.835, "text": "so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js"}, {"post_id": 64926, "ts": "2026-09-09T17:23:40Z", "hours": 2.7072, "text": "I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think.."}, {"post_id": 7505, "ts": "2026-06-12T14:52:13Z", "hours": 1.355, "text": "I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva"}]...
|
Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I Title: THE WEBB by @Synt-0 | Stardance
Devlogs:
I started learning HTML about a few day ago, and logged my hour. I am thinking to make a website which shows the Earth in the left side, and the James Webb Telescope in the right, and a line connecting both which has dots. Which, when pressed, show the picture that was taken on that day and a bit of info about the pic and other things. So, I am starting off with HTML , and it’s not much. I learned a bit. and here is a sample rough sketch done in canva
I learned a html (not fully) and a bit of css . since i am new to coding i am using AI to teach myself coding but the code above is a bit ai written the “span” code but it did it to make me understand . and i think the website i wanted to make is does getting a bit of its shape i think..
so i worked on the main things of the website today from the dots to a bit of footer . i still have to implement imgs and some other things but it is enough for today i think .for data i am thinking of placing it in js
today i finished my html fully now i need to learn css and use it to style my website . i am not going to learn css properly cause i am having less time but i will study the basics from YT and go on with a AI to teach me what all code i need to study for doing my site specifically .
This time i worked on the css and a bit in html and i have done the top controls now and need to do the rest tmw. when i did one thing like, formatting another thing breaks and so on .i think i spend 30min on on fixing the mistakes i made and well i have made some progress i have also fixed the top controls after a bit of struggle . i have also formatted the bottom parts a bit too .well thats for it now i guess.
i worked on aligning the pictures of earth and the jwst . Now the site is actually coming along as like in my design and well still have some issues with the alignment but will figure it out tmw . the issue is there is excess vertical height and its scroll-able to the bottom which has nothing
I did the stars , more like i got the code from this site (actually ) https://codepen.io/rkuai/pen/ExLbPWG/ had to do a bit of tweeking to the code to make it work with my own stuff but its good. thank rena (owner of the site ) . and i also am starting to make the popup box for the dots etc did some code for it and broke some things but fixed it . when i started to do js , i found it too complicated and stff . btw after 2 to 3 dev post i will finish the project hopefully i get a good amount of sd/h .. ( funfact - i first started of and aimed for the macbook neo cause my pc is a dell aio with Pentium5405U with 12gb ram <its ddr3 not 5 or 4 > now i have downgraded and downgraded to get mabe the huion tablet [idk why i want it i dont draw]i dont have much time so i am quiting after oct 10th cause i am in 10th and well got a lot to study and my internet access is also getting restricted sometimes ( since my pc use i very high so ya thats it ) . i do have to fix viewport stuff in css since i used px at first and its like calibrated to my screen (not reactive to other screens or brakes on other screens and stuff)
THE WEBSITE IS ALMOST OVER! I’ve worked on the popups, the timeline dots, and almost everything else, except for the random image button, the NASA api, and a few related things. But I think I’ll be able to ship it tmw! Honestly, I’m pretty happy with how it’s turning out so far. hopefully you all like it too . i still have to make it reactive and a few more things also can i use brittany font like i downloaded it from a site but it said its for personal use only so can i implement it ? . ANYWAYS YOU CAN SEE THE WEBSITE TMW I BELIEVE
FINISHED THE WEBSITE! and will be deployed in a few mins i gave the star icon a api gave the webb a font and all
Ships:
I made an interactive website that shows the journey of the James Webb Space Telescope through the universe! I had a lot of trouble with alignment and other things, but at last, I finished it. This is actually my “first website”, and I learned everything through YouTube and other resources. I’m genuinely proud to have made something of my own and I’m happy to finally share it I recommend visiting the website on a computer *, as it is more optimized for desktop and offers a fuller experience....
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1793148763.7280834
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1793235163.7280834
|
|
62132
|
Hermes by @Sreeni | Stardance
|
Sreeni
|
0
|
10.87
|
0
|
[]
|
[{"post_id": 78413, "ts": "202 [{"post_id": 78413, "ts": "2026-10-10T18:29:18Z", "hours": 2.0217, "text": "So Today I finalized my BOM and my cad, I tried out blender for a while and realized that I was just not made for it, I’ll try and learn it but it will take a while probably, for the pcb I was able to bring the cost down to around $250 which puts me within the budget and I also made a stencil on google slides which I will paint onto the rocket as like a livery to make it look nicer, Other than that I finished some small drc errors on the pcb and thats it I’m going to be submitting and hoping!"}, {"post_id": 72033, "ts": "2026-09-22T01:14:29Z", "hours": 3.7836, "text": "So today I mainly worked on my pcb and Bom, I first started by making the BOM for the project and finding the cost of everything I would need, The main cost for this project are for the main flight computer which is around $400 which is crazy but I have someone who works at jlcpcb who sponsored an old project of mine and could help me with this, Other than that I need around $270 for the main rocket but I think I can bring that cost down. Also after asking for help in a reddit rocketry channel I was recomended to use an off the shelf flight computer because it wouldn’t be a good idea to put a brand new flight computer in charge of pyrotechnics. For that I chose the Eggtimer Quantum which is a cheap $40 flight computer which will control the pyro charges. I also worked on the pcb and solved some drc errors, and finished routing some small resistors and whatnot, I still havent heard anything about the missing lapse for the pcb but we will see, For now the final things will be to finalize the BOM wrap everything up."}, {"post_id": 71569, "ts": "2026-09-21T02:16:41Z", "hours": 2.5836, "text": "I’m actually about to end it all, I began pcb design and routing, and I did around 3 days of work totalling 19 hours, But I being lazy did all the work on one lapse, and I finished this pcb work pretty late into the night, so I decided to save the lapse and journal everything in the morning. Next morning I wake up and I go to lapse to sync my lapse with the project but then something happens. I open lapse and normally the old lapse shows up automatically, but it didnt. I then start panicking and try searching around, I look through my old lapses on the Lookout app and couldn’t find it, I kept looking and never found it even though I remeber saving it in lookout the night before. I’ve asked for a help in the stardance help channel and I’m hoping we can find it? if not i quit. Other than I did work on my cad and layed out how everything will work. I’m going to use u bolts to hold all the parachute lines together, and for the avionics bay I’m going to use 3/8 threaded rods and 0.5in bulkhead made of wood. Other than that I just have to finalize the BOM for the project and then submit and hopefully fix the whole pcb issue."}, {"post_id": 69382, "ts": "2026-09-16T22:56:42Z", "hours": 1.2836, "text": "So today I mainly worked on the CAD model, I modeled all the body tubes centering rings and started work on the avionics bay , I’m going to use around 1/4in wood as bulkheads and use 3/8th threaded rods that hold everything together + 2x 3/8 steel u bolt to attach the parachute lines too. The main avionics sled will be 3d printed and will hold the flight computer. Now After though I decided to make a new flight computer for this rocket because the previous one is more tailored toward my TVC rocket and doesnt have things like telemetry which I need. I main reused a lot of the schematic from the first version of the computer but I switched to an STM32H743VIT6 which was a bunch more gpio pins which I need, I also added a Ra-02 for telemtry, and has an ATGM336 gps, the imu and barometer is still the same as my old one, and it has multiple pyro and servo channels. Other than that I’m going to start doing to routing tmrw and I might do some to today maybe? Other than that I’m going to start making the BOM and finalizing the Cad."}, {"post_id": 68425, "ts": "2026-09-15T03:04:33Z", "hours": 1.2003, "text": "So today I planned out my overall idea for my rocket, I named it Hermes and this rocket will be used for both my L1 and L2 certifications. It is 1.7m in length, has a 34mm motor mount to hold a variety of motors and uses a dual deploy system. A dual depoly system basically means that instead of releasing just on big parachute at apoggee and letting the rocket drift for that time, there initally is something called a drogue chute which is a small chute that only slow the rocket down adn minimzes drift, and after the rocket reaches a lower altitude it depolys the main parachutes(close to 100-120m). The parachutes will be deployed using pyrotechnics, and will be timed with an onboard flight computer. Now I already have built a flight computer in the past that I could use for this flight, But that computer is still in the testing stages, so in the coming day’s im going to decide wheter I should just use that flight computer or get another seperate flight computer for redundancy. The rocket will be made of a cardboard airframe and strengthened with an extra layer of fiberglass, This will probably be only for the main body and not the nose cone but I might also do it for the nose cone in the future. Beside that I’m going to have to figure out the flight computer dilema work more on bringing my stability caliber closer to 0 and beginning the Cad, and ya thats it."}]...
|
Title: Hermes by @Sreeni | Stardance
Devlogs:
So Title: Hermes by @Sreeni | Stardance
Devlogs:
So today I planned out my overall idea for my rocket, I named it Hermes and this rocket will be used for both my L1 and L2 certifications. It is 1.7m in length, has a 34mm motor mount to hold a variety of motors and uses a dual deploy system. A dual depoly system basically means that instead of releasing just on big parachute at apoggee and letting the rocket drift for that time, there initally is something called a drogue chute which is a small chute that only slow the rocket down adn minimzes drift, and after the rocket reaches a lower altitude it depolys the main parachutes(close to 100-120m). The parachutes will be deployed using pyrotechnics, and will be timed with an onboard flight computer. Now I already have built a flight computer in the past that I could use for this flight, But that computer is still in the testing stages, so in the coming day’s im going to decide wheter I should just use that flight computer or get another seperate flight computer for redundancy. The rocket will be made of a cardboard airframe and strengthened with an extra layer of fiberglass, This will probably be only for the main body and not the nose cone but I might also do it for the nose cone in the future. Beside that I’m going to have to figure out the flight computer dilema work more on bringing my stability caliber closer to 0 and beginning the Cad, and ya thats it.
So today I mainly worked on the CAD model, I modeled all the body tubes centering rings and started work on the avionics bay , I’m going to use around 1/4in wood as bulkheads and use 3/8th threaded rods that hold everything together + 2x 3/8 steel u bolt to attach the parachute lines too. The main avionics sled will be 3d printed and will hold the flight computer. Now After though I decided to make a new flight computer for this rocket because the previous one is more tailored toward my TVC rocket and doesnt have things like telemetry which I need. I main reused a lot of the schematic from the first version of the computer but I switched to an STM32H743VIT6 which was a bunch more gpio pins which I need, I also added a Ra-02 for telemtry, and has an ATGM336 gps, the imu and barometer is still the same as my old one, and it has multiple pyro and servo channels. Other than that I’m going to start doing to routing tmrw and I might do some to today maybe? Other than that I’m going to start making the BOM and finalizing the Cad.
I’m actually about to end it all, I began pcb design and routing, and I did around 3 days of work totalling 19 hours, But I being lazy did all the work on one lapse, and I finished this pcb work pretty late into the night, so I decided to save the lapse and journal everything in the morning. Next morning I wake up and I go to lapse to sync my lapse with the project but then something happens. I open lapse and normally the old lapse shows up automatically, but it didnt. I then start panicking and try searching around, I look through my old lapses on the Lookout app and couldn’t find it, I kept looking and never found it even though I remeber saving it in lookout the night before. I’ve asked for a help in the stardance help channel and I’m hoping we can find it? if not i quit. Other than I did work on my cad and layed out how everything will work. I’m going to use u bolts to hold all the parachute lines together, and for the avionics bay I’m going to use 3/8 threaded rods and 0.5in bulkhead made of wood. Other than that I just have to finalize the BOM for the project and then submit and hopefully fix the whole pcb issue.
So today I mainly worked on my pcb and Bom, I first started by making the BOM for the project and finding the cost of everything I would need, The main cost for this project are for the main flight computer which is around $400 which is crazy but I have someone who works at jlcpcb who sponsored an old project of mine and could help me with this, Other than that I need around $270 for the main rocket but I think I can bring that cost down. Also after asking for help in a reddit rocketry channel I was recomended to use an off the shelf flight computer because it wouldn’t be a good idea to put a brand new flight computer in charge of pyrotechnics. For that I chose the Eggtimer Quantum which is a cheap $40 flight computer which will control the pyro charges. I also worked on the pcb and solved some drc errors, and finished routing some small resistors and whatnot, I still havent heard anything about the missing lapse for the pcb but we will see, For now the final things will be to finalize the BOM wrap everything up.
So Today I finalized my BOM and my cad, I tried out blender for a while and realized that I was just not made for it, I’ll try and learn it but it will take a while probably, for the pcb I was able to bring the cost down to around $250 which puts me within the budget and I also made a stencil on google slides which I will paint onto the rocket as like a livery to make it look nicer, Other than that I finished some small drc errors on the pcb and thats it I’m going to be submitting and hoping!...
|
1793044219.9059665
|
1793649019.9059665
|
|
9850
|
Cadpad by @Alexx | Stardance
|
Alexx
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:33:42Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly.", "repo": "https://github.com/xuealex2010-blip/hackpad-alex", "demo": ""}]...
|
[{"post_id": 78411, "ts": "202 [{"post_id": 78411, "ts": "2026-10-10T18:16:17Z", "hours": 3.7167, "text": "Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done."}, {"post_id": 56798, "ts": "2026-08-28T18:30:00Z", "hours": 1.0333, "text": "QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional."}, {"post_id": 56227, "ts": "2026-08-27T22:00:10Z", "hours": 1.6878, "text": "QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving."}, {"post_id": 54800, "ts": "2026-08-25T22:38:14Z", "hours": 0.85, "text": "Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end."}, {"post_id": 53897, "ts": "2026-08-24T16:27:39Z", "hours": 2.3206, "text": "Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)"}, {"post_id": 53478, "ts": "2026-08-24T01:35:24Z", "hours": 3.35, "text": "Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!"}, {"post_id": 51968, "ts": "2026-08-21T23:17:23Z", "hours": 2.95, "text": "Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit."}, {"post_id": 51362, "ts": "2026-08-20T23:51:51Z", "hours": 2.8833, "text": "Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try."}]...
|
Title: Cadpad by @Alexx | Stardance
Devlogs:
Init Title: Cadpad by @Alexx | Stardance
Devlogs:
Initial Planning: My first devblog, I am experimenting with ways to make the PCB more reliable, since I dont want the other 4 from the set of 5 to go to waste! I am not sure if this will eventually turn out into something usable, but willing to try.
Learned a bit into KiCad footprint editing, my plan is to make a footprint that supports 2 major keyswitch types, Choc and MX style. The hope for this is to be able to not have the 5 PCBs in a typical MOQ to go to waste. So far it looks good, I had some trouble with the initial Choc footprint not lining up, as well as clearance under the SEEED XIAO, but a few tweaks were able to get me into CAD to see how the switches fit.
Refining the 3D Models, I made a few revisions to the PCB earlier to ensure it fits the switches nicely, which required me to update the 3d models, I also took the time to refine them and get close to a final candidate. I also think that a great use for the rotary encoder for cad will be to implement it for arrow key navigation. Since its a dual layer numpad / macropad, using the knob for text navigation gives the Cadpad even more features!
Updating 3D models for the Cadpad, added a cool decal on the top, and fixed some errors that I had with the PCB, and collisions between the case. I had some trouble with KiCad exports causing some errors, but they ended up being non-critical. Also made sure that the PCB is very versatile, implementing a dual SMD and THT footprint so that if I want to learn how to solder some SMD components, I will have a great way to practice and get another cadpad! (Makes a great gift)
Starting QMK code, I have never used QMK before, and I was really confused when the guide to set it up was seemingly not working, turns out it just takes a long time. I’m still not sure exactly what I am doing, but I hope that trial and error and maybe a few tutorials will get me there in the end.
QMK troubles: I began creating the code for the cadpad and hit my first issue when the output was a .hex file rather than the .uf2 needed, I figured out that this was due to the controller or bootloader not being supported by uf2. I tried to create a new one to set my own configuration. However, when I tried to compile it, I got a bunch of errors that I still haven’t solved (File errors such as missing keyboard name). I have also read much of the documentation to figure out how to implement tap dance, and encoders to make the most use out of the cadpad. While I am not done, progress is moving.
QMK code finally compiled. Hopefully when I get to flashing it will work. I spent a lot of time sorting through the compiling errors that I was being given, many of which did not make sense, but seemed to resolve themselves when other issues were fixed. After a few hours, I was able to get the code set up for the encoders and special tap dance features compiled, and hopefully functional.
Built and created the Cadpad! After waiting for what felt like way too long for everything to arrive, I got everything and built the design. Soldering was a bit tricky, but I got it all done.
Ships:
Finished the Cadpad! had to debug the code to get it working properly, and it works amazingly....
|
1793148473.799607
|
1793234873.799607
|
|
68885
|
Garden-tab by @chisomdoc157 | Stardance
|
chisomdoc157
|
0
|
1.4
|
0
|
[]
|
[{"post_id": 78406, "ts": "202 [{"post_id": 78406, "ts": "2026-10-10T17:36:39Z", "hours": 0.9236, "text": "In refrence to what i logged before; I added a search bar button for mobile users and also pc users. I added a JavaScript command that fetches the date and sends a greeting at the appropriate time(e.g, Morrning, Afternoon and Night/Evening). I’m going onto creating the commands for the quick link section."}, {"post_id": 78228, "ts": "2026-10-10T01:13:44Z", "hours": 0.4792, "text": "An interactive design i named ‘Garden-Tab’. I already built the HTML file, things i did; I added a clock width. I added a search bar and designed it. I added some headers, input fields and buttons"}]...
|
Title: Garden-tab by @chisomdoc157 | Stardance
De Title: Garden-tab by @chisomdoc157 | Stardance
Devlogs:
An interactive design i named ‘Garden-Tab’. I already built the HTML file, things i did; I added a clock width. I added a search bar and designed it. I added some headers, input fields and buttons
In refrence to what i logged before; I added a search bar button for mobile users and also pc users. I added a JavaScript command that fetches the date and sends a greeting at the appropriate time(e.g, Morrning, Afternoon and Night/Evening). I’m going onto creating the commands for the quick link section....
|
1793127103.9832604
|
1793731903.9832604
|
|
68870
|
Sonar by @LeonOMO | Stardance
|
LeonOMO
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:40:31Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A sonar with a MAX 8x8 Display with a small case for the HR SR04 and a attachment for the SG99 (The attachment is not selfmade i got it from grabcad). A small project to help me get used to the MAX7219 and HC SR04 Sonar.", "repo": "https://github.com/LeonOmo/Sonar", "demo": ""}]...
|
[{"post_id": 78405, "ts": "202 [{"post_id": 78405, "ts": "2026-10-10T17:34:13Z", "hours": 0.2833, "text": "Devlog #2 Sonar. Finished the Project with a bigger housing and tested it well it works. Fun little side project so i can get my mind abit off my flightcontroller."}, {"post_id": 78192, "ts": "2026-10-09T22:40:13Z", "hours": 3.15, "text": "Devlog #1 Sonar. Today I built a sonar scanning system using an Arduino Uno, an HC-SR04 ultrasonic sensor, an SG99 micro servo and an 8x8 MAX LED. Compared to some of my bigger builds, this was a much easier project this time around but it was super fun to put together and see working so quickly! Mounted the HC sensor and SG99 servo onto a custom 3D printed (modeled in Onshape). Programmed a continuous 0° to 180° servo sweep in Arduino C++. Mapping angle sweeps across the 8 matrix rows and distance measurements across the 8 matrix rows. Created a GitHub repository with everything and it was almost done only thing left is abit of refining the Case for the HC"}]...
|
Title: Sonar by @LeonOMO | Stardance
Devlogs:
Dev Title: Sonar by @LeonOMO | Stardance
Devlogs:
Devlog #1 Sonar. Today I built a sonar scanning system using an Arduino Uno, an HC-SR04 ultrasonic sensor, an SG99 micro servo and an 8x8 MAX LED. Compared to some of my bigger builds, this was a much easier project this time around but it was super fun to put together and see working so quickly! Mounted the HC sensor and SG99 servo onto a custom 3D printed (modeled in Onshape). Programmed a continuous 0° to 180° servo sweep in Arduino C++. Mapping angle sweeps across the 8 matrix rows and distance measurements across the 8 matrix rows. Created a GitHub repository with everything and it was almost done only thing left is abit of refining the Case for the HC
Devlog #2 Sonar. Finished the Project with a bigger housing and tested it well it works. Fun little side project so i can get my mind abit off my flightcontroller.
Ships:
A sonar with a MAX 8x8 Display with a small case for the HR SR04 and a attachment for the SG99 (The attachment is not selfmade i got it from grabcad). A small project to help me get used to the MAX7219 and HC SR04 Sonar....
|
1793217306.099538
|
1793303706.099538
|
|
68833
|
PRIKU by @Rits | Stardance
|
Rits
|
0
|
0.82
|
0
|
[]
|
[{"post_id": 78402, "ts": "202 [{"post_id": 78402, "ts": "2026-10-10T17:25:43Z", "hours": 0.8219, "text": "I’ve made an code to make the pet follow my cursor , IK its basic thing will try to add more things in it. Theres a “its a feature not a bug” thing in it too when its done following your cursor walks in reverse im calling it moonwalk crow"}]...
|
Title: PRIKU by @Rits | Stardance
Devlogs:
I’ve m Title: PRIKU by @Rits | Stardance
Devlogs:
I’ve made an code to make the pet follow my cursor , IK its basic thing will try to add more things in it. Theres a “its a feature not a bug” thing in it too when its done following your cursor walks in reverse im calling it moonwalk crow...
|
1793126998.629685
|
1793731798.629685
|
|
55572
|
YSH OS " by @Yousuff | Stardance
|
Yousuff
|
2
|
10.0
|
3
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:29:52Z", "hours": 2.0, "multiplier": 2.33, "payout": 3, "blessing": "neutral", "text": "YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}, {"ship_num": 2, "ts": "2026-09-22T18:14:05Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.", "repo": "https://github.com/YousufProjs-exe/YSH-OS-Web", "demo": "https://yousufprojs-exe.github.io/YSH-OS-Web/"}]...
|
[{"post_id": 78401, "ts": "202 [{"post_id": 78401, "ts": "2026-10-10T17:25:42Z", "hours": 2.3258, "text": "YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!"}, {"post_id": 72334, "ts": "2026-09-22T17:59:56Z", "hours": 0.5514, "text": "YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser."}, {"post_id": 72311, "ts": "2026-09-22T17:13:50Z", "hours": 1.3617, "text": "YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2"}, {"post_id": 72272, "ts": "2026-09-22T15:42:42Z", "hours": 0.8928, "text": "Desktop is progress !"}, {"post_id": 72229, "ts": "2026-09-22T14:22:52Z", "hours": 5.5619, "text": "YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!"}]...
|
Title: YSH OS " by @Yousuff | Stardance
Devlo Title: YSH OS " by @Yousuff | Stardance
Devlogs:
YSH OS - Done welcome page with welcome message , my github and YSH visit buttons and click anywhere to start!
Desktop is progress !
YSH OS Web — Started working on YSH OS Web today. The goal was pretty simple: make a small web OS that actually feels like YSH. Got the desktop, live clock, draggable windows, user setup, terminal, notes, browser and task manager working. Kept the UI simple and used the same space wallpaper from the YSH style. Built everything with plain HTML, CSS and JS. This took way longer than the ~3 hours I expected 💀 but WebOS 1 is finally done. Next → WebOS 2
YSH OS - done all polish. YSH OS is ready to use ! try the special YSH inspired mini terminal and ARC inspired Browser.
YSH WEB OS 2 - added Pulse - NASA APOD web portal , System Settings, Cool Calculator, Nice Calendar and run / open commands to YSH Terminal!
Ships:
YSH OS Web is live. Built this one from scratch with plain HTML, CSS and JavaScript. It has a desktop, draggable windows, a small YSH terminal, Notes, an in-window Google browser and a working Task Manager. Kept the UI simple and stuck to the YSH style instead of trying to make it look like another OS.
YSH WEB OS 2 - YSH Terminal - with several useful commands like whatsup and run ! ; Pulse NASA APOD web Portal ; Cool Calculator - works like a Calculator; System Settings - was important; Multiple Wallpapers!!!! ; ARC - Brower for browsing like wht else ; Notes ; and more !!!! - NEW THEMES AND WALLPAPER , AND TASK AMANGER WITH ‘FOCUS’ & ‘END’ buttons !...
|
1793145189.69248
|
1793231589.69248
|
|
68820
|
prometheusOS by @akshat_singh1738 | Stardance
|
akshat_singh1738
|
0
|
10.46
|
0
|
[]
|
[{"post_id": 78397, "ts": "202 [{"post_id": 78397, "ts": "2026-10-10T17:13:28Z", "hours": 1.9, "text": "devlog 8 the first build of prometheusOS is almost done :) okay!! so after working on the desktop and setting up the account screen and building the different apps im finally publishing the first build of prometheusOS!! this started as an idea to build my own desktop environment in the browser inspired by macos and theme was the idea of computers being a path towards the future rn it has a desktop with draggable windows, a dock, a menu bar, a local account system and a few apps of its own. theres “Notes” for writing stuff down , “Terminal” for running basic commands and opening apps,“About This Computer” to explain the idea behind the project, “My Projects” to explore the stuff ive built and wanna build, and “Formula1” for checking race results and championship standings. obviously this is still an early build and theres a lot more i wanna do but thats kinda the point of this release cos its a starting point that i can keep building on and adding features and figuring out what works along the way. ive just got a few tiny tweaks to do and then ill ship this project thanks for checking it out!!"}, {"post_id": 78330, "ts": "2026-10-10T13:52:41Z", "hours": 1.4506, "text": "devlog 7 — formula1 ALRIGHT!!! now im building some real stuff so before i talked about making this app (first devlog i think) and i wasnt sure if i was gonna do it or not but i ended up doing it anyways! I really really like racing and this app is something ive wanted to build for quite some time so , enjoy!! :) so this is the Formula1 app inside the OS. I bsaically wanted a place where i could check out the latest race results and championship standings without having to jump between different websites this app uses the Jolpica-F1 API to fetch Formula 1 data like race results annd driver standings and constructor standings and so on and also theres also a refresh button so you can request updated data i kept the ui pretty simple cos the data is the important part here but i have a feeling i might work on it later so rn its focused on published results and championship standings and not live telemetry or real time lap timing cos thats something that would need a different data source this is actualy one of the apps im prolly most excited about cos i genuinely love racing and theres a lot more features i would like to add eventually"}, {"post_id": 78320, "ts": "2026-10-10T12:19:47Z", "hours": 0.4986, "text": "devlog 6: my projects okayy now stuff gets interesting!!! so i basically wanted bring my personal website into the OS as an app but i didnt want to just embed the entire website inside a window cos thats boring instead i made “My Projects” which brings the content into its own app while still using the normal prometheusOS window ui it has a section for projects ive already worked on like trading terminal, simple antivirus, breadboard console, smoke detector and smart parking system and theres also a section for things i wanna build and learn about like stock prediction ai, local ai devices, computer architecture and hardware efficiency. the items are clickable so you can open a project and read more about it instead of just looking at a static list and where ive got source code available ive also included links to the github repositories. theres also a link at the top to visit my actual website if you wanna check that out. the main thing that i wanted here was to make my website feel like part of the OS rather than a separate website running inside it though the ui is pretty similar , the original ui of the page just didnt feel right so i chnaged it up a bit"}, {"post_id": 78309, "ts": "2026-10-10T11:49:38Z", "hours": 0.8817, "text": "devlog 5: building the terminal :) okay so this is probably one of the more interesting parts of my OS cos i wanted to make it feel a little more like an actual computer environment So the terminal currently supports basic commands like help , date and clear but i also added the ability to open apps by typing their names. for example you can type open notes and itll open that app for you this means you dont always have to go around clicking desktop icons to get where you want to go which is pretty nice obv this isnt a real system terminal that can run real shell commands or anything itsjust a terminal built specifically for prometheusOS so the commands interact with the apps in the system i actaully wanna expand this over time and give it some more useful commands but for now this is the starting point"}, {"post_id": 78293, "ts": "2026-10-10T10:00:43Z", "hours": 0.7, "text": "devlog 4 : notes app soooo im back and i wanted to add something useful to the OS that wasnt just there for the sake of looking like an operating system so i made a Notes app!! its a simple text editor that lets you type stuff into it and it can remember it too so the notes are saved locally in the browser its not rly meant to compete with some massive note taking app or anything like i just wanted something lightweight that fits into the system and does what it needs to do later on im pretty sure i might add more stuff to it, but for now simple is kinda the whole point cya soon :)"}, {"post_id": 78280, "ts": "2026-10-10T08:29:02Z", "hours": 0.5933, "text": "devlog 3: about this computer okay so this one’s pretty simple but it explains the idea behind prometheusOS. so i wanted a place inside the system where i could explain why im building this and what the project is supposed to be about the idea comes fromlike prometheus bringing fire to humanity and then allowing it to advance forward and i kinda see computers the same way like as something that helps us understand more and build new things and move towards the future its pretty simple and its not meant to be like a massive app with loads of features, just a small place to explain the project itself! :)"}, {"post_id": 78272, "ts": "2026-10-10T07:29:54Z", "hours": 0.5089, "text": "devlog 2 : the account system So i wanted my OS to have an actual starting screen instead of like just throwing you straight into the desktop and i added a create account screen where you can like set up an account and then use those details to log in and once youre in you get access to the desktop and all of the apps the account details are stored locally in the browser so this isnt a proper online account system with a server or a database yet but its just enough to make the experience feel wayyy more complete for this second update ive got a couple of ideas like an about me app and maybe an F1 tracker type app . Idk i might do them."}, {"post_id": 78264, "ts": "2026-10-10T06:24:40Z", "hours": 3.9244, "text": "devlog 1 : building the desktop environment So i wanted the ui to be simple and clean and kinda inspired by macos with a top bar some desktop icons and windows and the dock like nothing too crazy for now because i wanted the actual apps to be the focus instead of having like a million different things going on at once You can open apps from the desktop and move windows around and use the window controls to manage them also , i also added a right click menu for the desktop icons because like why not lol the wallpaper is a mountain landscape which i liked and has been my wallpaper for like the last 6 months so like this is still the first build and theres definitely more that i wanna do with the desktop itself but for now its a base for everything else thats im planning to build"}]...
|
Title: prometheusOS by @akshat_singh1738 | Stardan Title: prometheusOS by @akshat_singh1738 | Stardance
Devlogs:
devlog 1 : building the desktop environment So i wanted the ui to be simple and clean and kinda inspired by macos with a top bar some desktop icons and windows and the dock like nothing too crazy for now because i wanted the actual apps to be the focus instead of having like a million different things going on at once You can open apps from the desktop and move windows around and use the window controls to manage them also , i also added a right click menu for the desktop icons because like why not lol the wallpaper is a mountain landscape which i liked and has been my wallpaper for like the last 6 months so like this is still the first build and theres definitely more that i wanna do with the desktop itself but for now its a base for everything else thats im planning to build
devlog 2 : the account system So i wanted my OS to have an actual starting screen instead of like just throwing you straight into the desktop and i added a create account screen where you can like set up an account and then use those details to log in and once youre in you get access to the desktop and all of the apps the account details are stored locally in the browser so this isnt a proper online account system with a server or a database yet but its just enough to make the experience feel wayyy more complete for this second update ive got a couple of ideas like an about me app and maybe an F1 tracker type app . Idk i might do them.
devlog 3: about this computer okay so this one’s pretty simple but it explains the idea behind prometheusOS. so i wanted a place inside the system where i could explain why im building this and what the project is supposed to be about the idea comes fromlike prometheus bringing fire to humanity and then allowing it to advance forward and i kinda see computers the same way like as something that helps us understand more and build new things and move towards the future its pretty simple and its not meant to be like a massive app with loads of features, just a small place to explain the project itself! :)
devlog 4 : notes app soooo im back and i wanted to add something useful to the OS that wasnt just there for the sake of looking like an operating system so i made a Notes app!! its a simple text editor that lets you type stuff into it and it can remember it too so the notes are saved locally in the browser its not rly meant to compete with some massive note taking app or anything like i just wanted something lightweight that fits into the system and does what it needs to do later on im pretty sure i might add more stuff to it, but for now simple is kinda the whole point cya soon :)
devlog 5: building the terminal :) okay so this is probably one of the more interesting parts of my OS cos i wanted to make it feel a little more like an actual computer environment So the terminal currently supports basic commands like help , date and clear but i also added the ability to open apps by typing their names. for example you can type open notes and itll open that app for you this means you dont always have to go around clicking desktop icons to get where you want to go which is pretty nice obv this isnt a real system terminal that can run real shell commands or anything itsjust a terminal built specifically for prometheusOS so the commands interact with the apps in the system i actaully wanna expand this over time and give it some more useful commands but for now this is the starting point
devlog 6: my projects okayy now stuff gets interesting!!! so i basically wanted bring my personal website into the OS as an app but i didnt want to just embed the entire website inside a window cos thats boring instead i made “My Projects” which brings the content into its own app while still using the normal prometheusOS window ui it has a section for projects ive already worked on like trading terminal, simple antivirus, breadboard console, smoke detector and smart parking system and theres also a section for things i wanna build and learn about like stock prediction ai, local ai devices, computer architecture and hardware efficiency. the items are clickable so you can open a project and read more about it instead of just looking at a static list and where ive got source code available ive also included links to the github repositories. theres also a link at the top to visit my actual website if you wanna check that out. the main thing that i wanted here was to make my website feel like part of the OS rather than a separate website running inside it though the ui is pretty similar , the original ui of the page just didnt feel right so i chnaged it up a bit
devlog 7 — formula1 ALRIGHT!!! now im building some real stuff so before i talked about making this app (first devlog i think) and i wasnt sure if i was gonna do it or not but i ended up doing it anyways! I really really like racing and this app is something ive wanted to build for quite some time so , enjoy!! :) so this is the Formula1 app inside the OS. I bsaically wanted a place where i could check out the latest race results and championship standings without having to jump between different websites this app uses the Jolpica-F1 API to fetch Formula 1 data like race results annd driver standings and constructor standings and so on and also theres also a refresh button so you can request updated data i kept the ui pretty simple cos the data is the important part here but i have a feeling i might work on it later so rn its focused on published results and championship standings and not live telemetry or real time lap timing cos thats something that would need a different data source this is actualy one of the apps im prolly most excited about cos i genuinely love racing and theres a lot more features i would like to add eventually
devlog 8 the first build of prometheusOS is almost done :) okay!! so after working on the desktop and setting up the account screen and building the different apps im finally publishing the first build of prometheusOS!! this started as an idea to build my own desktop environment in the browser inspired by macos and theme was the idea of computers being a path towards the future rn it has a desktop with draggable windows, a dock, a menu bar, a local account system and a few apps of its own. theres “Notes” for writing stuff down , “Terminal” for running basic commands and opening apps,“About This Computer” to explain the idea behind the project, “My Projects” to explore the stuff ive built and wanna build, and “Formula1” for checking race results and championship standings. obviously this is still an early build and theres a lot more i wanna do but thats kinda the point of this release cos its a starting point that i can keep building on and adding features and figuring out what works along the way. ive just got a few tiny tweaks to do and then ill ship this project thanks for checking it out!!...
|
1793126974.49442
|
1793731774.49442
|
|
61780
|
Cosmic Space by @hackman | Stardance
|
hackman
|
0
|
10.04
|
0
|
[]
|
[{"post_id": 78394, "ts": "202 [{"post_id": 78394, "ts": "2026-10-10T17:09:13Z", "hours": 1.1494, "text": "changed my idea too many times and now the final complted produst is Neko. i will post the last delog in few hours . it is build by 98% AI"}, {"post_id": 73914, "ts": "2026-09-26T09:44:07Z", "hours": 8.0953, "text": "N.E.K.O and personal ai wifeu style assistant , i will post more progress later"}, {"post_id": 69084, "ts": "2026-09-16T10:43:29Z", "hours": 0.7969, "text": "gonna change my idea to making a ai remote ecosytemsimille rto grok bot"}]...
|
Title: Cosmic Space by @hackman | Stardance
Devlo Title: Cosmic Space by @hackman | Stardance
Devlogs:
gonna change my idea to making a ai remote ecosytemsimille rto grok bot
N.E.K.O and personal ai wifeu style assistant , i will post more progress later
changed my idea too many times and now the final complted produst is Neko. i will post the last delog in few hours . it is build by 98% AI...
|
1793040847.204788
|
1793645647.204788
|
|
63790
|
nfc card keychain by @HCT | Stardance
|
HCT
|
0
|
6.86
|
0
|
[]
|
[{"post_id": 78392, "ts": "202 [{"post_id": 78392, "ts": "2026-10-10T17:06:52Z", "hours": 4.4633, "text": "I finally finished now i just want to ship it but i just want the hours because i want the certificate"}, {"post_id": 70641, "ts": "2026-09-19T14:31:36Z", "hours": 2.3969, "text": "I started the keychain but there was a LOT errors so i crashed out"}]...
|
Title: nfc card keychain by @HCT | Stardance
Devl Title: nfc card keychain by @HCT | Stardance
Devlogs:
I started the keychain but there was a LOT errors so i crashed out
I finally finished now i just want to ship it but i just want the hours because i want the certificate...
|
1793055004.3209171
|
1793659804.3209171
|
|
67826
|
Orion Desktop Pet by @KibbTheFox | Stardance
|
KibbTheFox
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T17:03:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Desktop Pet Ship! Download here: Itch Github Github Repo I have an OC named Orion who is a cat so I thought it’d be fun to make a desktop pet of them for this ysws! Orion is 15 year old cat. She is very sweet, but is often stressed out by something. She likes thunder, winter, and tea, and thinks that white isn’t a color. Working with moving the window was a huge challenge, due to the mouse’s relative position to the window and also the fact that the mouse position is x2 compared to the window (i think ) I didn’t really follow the guide so I had to figure most of this out myself. (I hope its a unique project because I didn’t follow the guide) The art was made by me in procreate and pixlr. I did the outline on my ipad in procreate and colored it in pixlr later on into development. (I was unsure if I wanted to make them my fursona Kibb or Orion) I didn’t really track the time spent on art", "repo": "https://github.com/kibbthefox/Orion-Desktop-Pet", "demo": "https://corgtheporg.itch.io/orion-desktop-pet"}]...
|
[{"post_id": 78383, "ts": "202 [{"post_id": 78383, "ts": "2026-10-10T16:39:24Z", "hours": 0.7956, "text": "Desktop Pet Devlog 5: Release!!! Added fade out to pet counter Made the README Released the project I forgot how tweening worked so I had to reference the code from another project I made It was pretty easy with the reference tho. I also worked on exporting the project since I’m about done. README wasn’t too complicated to add, I just did what I’ve done before."}, {"post_id": 78254, "ts": "2026-10-10T04:56:18Z", "hours": 0.4989, "text": "Desktop Pet Devlog 4 Added petting/meowing w/ a counter Added new art I didn’t have much trouble implenting this. The main hurdle was just distinguishing when I was petting the cat and when I was grabbing it. I decided to game-ify it a little with the counter."}, {"post_id": 78249, "ts": "2026-10-10T04:00:16Z", "hours": 0.9711, "text": "Desktop Pet Devlog 3 Added dragging This was way hard than expected. I spent a while figuring out the equation to make the window to go to the mouse cursor, since the mouse cursor’s position was relative to the window. Eventually I figured that out, but then I had to figure out the cursor type because that broke in the process too. I got it all fixed tho! Hopefully I can start adding some better art next devlog."}, {"post_id": 77154, "ts": "2026-10-05T20:10:06Z", "hours": 0.7475, "text": "Desktop Pet Devlog 2 Added cursor changes/system Removed movement I got rid of the movement of the pet because I want to do some other system instead. I want to make it so you can click and drag them. I coded a simple version of this with only the cursor changing but then the mouse would jitter on the edges of the area you could grab so I had to write a little more complicated code to fix this. Next update I plan to add the grab and drag feature!"}, {"post_id": 76815, "ts": "2026-10-04T17:48:00Z", "hours": 0.8056, "text": "Desktop Pet Devlog 1 Created base sprite Adding following the cursor (tho it is broken) mouse position does not equal window position in measure or something so when my mouse gets to the edge of the screen, the window is still towards the middle."}]...
|
Title: Orion Desktop Pet by @KibbTheFox | Stardanc Title: Orion Desktop Pet by @KibbTheFox | Stardance
Devlogs:
Desktop Pet Devlog 1 Created base sprite Adding following the cursor (tho it is broken) mouse position does not equal window position in measure or something so when my mouse gets to the edge of the screen, the window is still towards the middle.
Desktop Pet Devlog 2 Added cursor changes/system Removed movement I got rid of the movement of the pet because I want to do some other system instead. I want to make it so you can click and drag them. I coded a simple version of this with only the cursor changing but then the mouse would jitter on the edges of the area you could grab so I had to write a little more complicated code to fix this. Next update I plan to add the grab and drag feature!
Desktop Pet Devlog 3 Added dragging This was way hard than expected. I spent a while figuring out the equation to make the window to go to the mouse cursor, since the mouse cursor’s position was relative to the window. Eventually I figured that out, but then I had to figure out the cursor type because that broke in the process too. I got it all fixed tho! Hopefully I can start adding some better art next devlog.
Desktop Pet Devlog 4 Added petting/meowing w/ a counter Added new art I didn’t have much trouble implenting this. The main hurdle was just distinguishing when I was petting the cat and when I was grabbing it. I decided to game-ify it a little with the counter.
Desktop Pet Devlog 5: Release!!! Added fade out to pet counter Made the README Released the project I forgot how tweening worked so I had to reference the code from another project I made It was pretty easy with the reference tho. I also worked on exporting the project since I’m about done. README wasn’t too complicated to add, I just did what I’ve done before.
Ships:
Desktop Pet Ship! Download here: Itch Github Github Repo I have an OC named Orion who is a cat so I thought it’d be fun to make a desktop pet of them for this ysws! Orion is 15 year old cat. She is very sweet, but is often stressed out by something. She likes thunder, winter, and tea, and thinks that white isn’t a color. Working with moving the window was a huge challenge, due to the mouse’s relative position to the window and also the fact that the mouse position is x2 compared to the window (i think ) I didn’t really follow the guide so I had to figure most of this out myself. (I hope its a unique project because I didn’t follow the guide) The art was made by me in procreate and pixlr. I did the outline on my ipad in procreate and colored it in pixlr later on into development. (I was unsure if I wanted to make them my fursona Kibb or Orion) I didn’t really track the time spent on art...
|
1793217142.9433484
|
1793303542.9433484
|
|
66041
|
Personal Website by @lt_882013 | Stardance
|
lt_882013
|
4
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:38:34Z", "hours": 1.0, "multiplier": 1.18, "payout": 1, "blessing": "neutral", "text": "Update V4.0 I added a new weather app where you can type in your city and check your temprature, humidity and wind speed!", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 2, "ts": "2026-10-02T17:18:09Z", "hours": 1.0, "multiplier": 4.21, "payout": 6, "blessing": "neutral", "text": "Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 3, "ts": "2026-09-30T16:02:31Z", "hours": 1.0, "multiplier": 1.11, "payout": 1, "blessing": "neutral", "text": "I added a Minigame button on the website including a minigame website section. The minigame i added is flappy bird. a classic game where you are a bird flying trying to dodge pipes and get the most score. Try out the website! https://maali666000-ctrl.github.io/personal-website/", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}, {"ship_num": 4, "ts": "2026-09-28T17:36:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website about me and my 2 friends and who we are! check out the website! https://maali666000-ctrl.github.io/personal-website/", "repo": "https://github.com/maali666000-ctrl/personal-website", "demo": "http://lightsabersite.org"}]...
|
[{"post_id": 78380, "ts": "202 [{"post_id": 78380, "ts": "2026-10-10T16:37:07Z", "hours": 0.8753, "text": "Update 4.0 My friend gave me the code for the new weather app we just made!"}, {"post_id": 76198, "ts": "2026-10-02T17:17:42Z", "hours": 1.0853, "text": "Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!"}, {"post_id": 75911, "ts": "2026-10-01T16:05:01Z", "hours": 0.3503, "text": "Version V2.1 Decided to update the css with my friends code (damn im useless) and i added some more animations to make it more smooth and clean"}, {"post_id": 75620, "ts": "2026-09-30T16:00:05Z", "hours": 1.2561, "text": "I just added a flappy bird minigame (gonna add more in the future). my friend gave me css and js for the flappy bird game but i made the buttons and canvas for the actual game and the minigames section."}, {"post_id": 74947, "ts": "2026-09-28T17:31:11Z", "hours": 0.4203, "text": "Finally finished the website! theres a problem with the image but i dont really mind"}, {"post_id": 74593, "ts": "2026-09-27T18:18:04Z", "hours": 0.4542, "text": "We continued and kind of finished the html! We also finished a bit of the css and added an image about us. I wasn’t able to commit everything onto GitHub though because my friend had to go. I’ll upload everything tomorrow! Oh yea we also added the description of the other member of the team!"}, {"post_id": 74016, "ts": "2026-09-26T15:19:08Z", "hours": 0.5014, "text": "Finished almost half of the website! We are gonna start on the css and js soon"}]...
|
Title: Personal Website by @lt_882013 | Stardance
Title: Personal Website by @lt_882013 | Stardance
Devlogs:
Finished almost half of the website! We are gonna start on the css and js soon
We continued and kind of finished the html! We also finished a bit of the css and added an image about us. I wasn’t able to commit everything onto GitHub though because my friend had to go. I’ll upload everything tomorrow! Oh yea we also added the description of the other member of the team!
Finally finished the website! theres a problem with the image but i dont really mind
I just added a flappy bird minigame (gonna add more in the future). my friend gave me css and js for the flappy bird game but i made the buttons and canvas for the actual game and the minigames section.
Version V2.1 Decided to update the css with my friends code (damn im useless) and i added some more animations to make it more smooth and clean
Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!
Update 4.0 My friend gave me the code for the new weather app we just made!
Ships:
I made a website about me and my 2 friends and who we are! check out the website! https://maali666000-ctrl.github.io/personal-website/
I added a Minigame button on the website including a minigame website section. The minigame i added is flappy bird. a classic game where you are a bird flying trying to dodge pipes and get the most score. Try out the website! https://maali666000-ctrl.github.io/personal-website/
Update V3.0 I added the Pong minigame which you can play with friends. I have not yet added mobile support which I will add soon in update 4. I also saw many people complain about the css so I updated it a lot!
Update V4.0 I added a new weather app where you can type in your city and check your temprature, humidity and wind speed!...
|
1793216878.8213863
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1793303278.8213863
|
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13229
|
Helix by @arjpeg | Stardance
|
arjpeg
|
0
|
2.4
|
0
|
[]
|
[{"post_id": 7838, "ts": "2026 [{"post_id": 7838, "ts": "2026-06-13T02:25:34Z", "hours": 1.8961, "text": "Compiler Kickoff Started working on a bytecode compiler today which is a pretty big deal for the project. Up until now Helix has just been walking the AST directly to run code, but the goal is to eventually compile programs down to bytecode and run them on a virtual machine instead, which should be way faster and more interesting to build. The first thing that actually works is arithmetic. You can write something like 1 + 2 * 3 and it’ll go through the compiler and come out as a sequence of opcodes. Also threw in a disassembler so you can actually see what bytecode gets generated, which is super useful for debugging. Next up is getting variables and control flow working through the compiler, and then eventually building the VM that’ll run all of it."}, {"post_id": 5037, "ts": "2026-06-08T18:13:00Z", "hours": 0.5028, "text": "Reduced source tracking overhead by introducing SourceHandle indirection I replaced direct Source pointers throughout the compiler with 2-byte SourceHandle indices into a global source map. Each handle resolves to a Source entry (2 pointers) on lookup, eliminating redundant pointer storage across the codebase."}]...
|
Title: Helix by @arjpeg | Stardance
Devlogs:
Redu Title: Helix by @arjpeg | Stardance
Devlogs:
Reduced source tracking overhead by introducing SourceHandle indirection I replaced direct Source pointers throughout the compiler with 2-byte SourceHandle indices into a global source map. Each handle resolves to a Source entry (2 pointers) on lookup, eliminating redundant pointer storage across the codebase.
Compiler Kickoff Started working on a bytecode compiler today which is a pretty big deal for the project. Up until now Helix has just been walking the AST directly to run code, but the goal is to eventually compile programs down to bytecode and run them on a virtual machine instead, which should be way faster and more interesting to build. The first thing that actually works is arithmetic. You can write something like 1 + 2 * 3 and it’ll go through the compiler and come out as a sequence of opcodes. Also threw in a disassembler so you can actually see what bytecode gets generated, which is super useful for debugging. Next up is getting variables and control flow working through the compiler, and then eventually building the VM that’ll run all of it....
|
1793166662.7148323
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1793771462.7148323
|
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50540
|
Custom Minecraft Server Scaffolding by @Sabrina | Custom Minecraft Server Scaffolding by @Sabrina | Stardance...
|
Sabrina
|
0
|
45.23
|
0
|
[]
|
[{"post_id": 78377, "ts": "202 [{"post_id": 78377, "ts": "2026-10-10T16:33:57Z", "hours": 1.0547, "text": "Chunk Cache Center + small bug fix I have made it so the server will finally send the SetChunkCacheCenter packet whenever you move, just like the vanilla server. Previously this was only send on login, and seemingly stalled my server for no reason when I tried to send it continuously. I found out that the issue was in my WriteVarInt function, where negative values lead to an infinite loop. Now that this is fixed I can send that packet anytime now!!"}, {"post_id": 78158, "ts": "2026-10-09T20:28:39Z", "hours": 4.2464, "text": "Readme, prepping for ship, and some other changes I made some more packets for moving in a vehicle, paddling a boat, and player right click interations. Just 3 more packets towards feature completeness. Once again they’re just for reading them and telling the world about them, it is up to the user to implement them (kinda) I also made the readme (for the most part) and corrected my writeup on where i got the registries from and fixed my requirements.txt"}, {"post_id": 67651, "ts": "2026-09-13T20:07:12Z", "hours": 1.6339, "text": "Rewrote data reader + writers I have rewrote all of the code that wrote and read the packet data. now reading uses a reader class that can just call readbool, readint, etc etc one after another instead of needing to chop off data after each read. Simillarly for the writer I made it so that you can just make a writer and call .writeInt, writebool. etc etc w/o needing to do a += on a bytes object. Next Now that my code is cleaned up quite a bit, I want to clean it up some more by moving all of the writing functions into their packet class so you can call something like: StatusResponse_ClientBound.write(PARAMS) to make the code much nicer. after that I will add more play packets to get more feature complete"}, {"post_id": 67518, "ts": "2026-09-13T17:12:39Z", "hours": 4.1989, "text": "Working towards being feature complete! I implemented some more play packets. While they are not 100% functional the server can recognize them and forward it to the world to be handled/implemented later when the times comes. The client is now a subclass of the entity class, making things a bit easier. As mentioned above, the client, when receiving a packet response from handling a packet, it could be of a server packet response type, which then the client routes it’s responses directly to the server/world for handling. Also now on startup we print out the completeness of the server. It just measures how many of the server bound packets we have implemented. I will work on making a client bound completeness print after finishing (mostly) the server bound ones, but I assume by time i get there many will be implemented already due to the handling of server bound packets Up next I want to continue implementing more play packets to become more feature complete, also for one of the packets I wrote a write method that took in parameters and returned a fully completed packet, I might need to do that w/ some other packets like the login and player joining ones to make my code smaller on the world.py end and more appropriate on the packets.py end"}, {"post_id": 66745, "ts": "2026-09-12T17:14:24Z", "hours": 2.4939, "text": "Automatically loading chunks Chunks now automatically load when you walk by them. its based on the render distance so when i move it tries to send all the chunks in a radius around the player to them. I also fixed a niche bug, that when there is 1 byte left in a packet after reading it could cause the packet to say it is fine with reading the rest & drop off the last byte, but now it is fixed! Next I want to import the definitions for a bunch of the play packets (mostly server bound packets) and then polish up my code and do any todo items and then ship. after shipping ill make a fork and work on my lce minigame server"}, {"post_id": 57450, "ts": "2026-08-29T16:28:19Z", "hours": 0.29, "text": "Caching tags works! Sub 5 second loading times now! (after the pregeneration is done that is) I moved the tag generation into a class inside of Registry.py and it caches. So after everything generates for the first time loading into the world takes less than 5 seconds!! I’m very proud of how this has turned out so far. I gonna work on some play packets, write a readme, then ship"}, {"post_id": 57426, "ts": "2026-08-29T15:57:23Z", "hours": 3.4022, "text": "Migrated to SyncedRegistry instead of clientObj.registries So I’ve make a SyncedRegistry class and had it do all the wonderful things client.generateAndSendRegistryData would create for them, I then removed the client.registries and make all references to it use Registry.getSyncedRegistry() and if they needed to get the all the entries and not just one specific one, they can call .getEntries() on that synced register This change will improve load times & syncability between players. All players will have the same registry data so I can save the chunk packet bytes for that. (it also means i can generate chunk packet bytes w/o needing a reference player and STILL get the biome data correct) The world on init preloads all the required registries needed and that improves join time. Next I need to do the same for the tags data because that is the one that takes up the most time, and caching that would be so great. Also i want to resolve more PLAY packets so my server can be more feature complete, but rn it looks very good and I might ship it and use it for my minigame server soon"}, {"post_id": 56361, "ts": "2026-08-28T03:31:44Z", "hours": 1.8853, "text": "Cached chunk packets After a chunk is requested into a packet i cache it for later. This system is prone to breaking if the synced registries for each player aren’t the same but im hoping to make sure they are the same. (I also want to precompute these and or cache them) I experimented with a bunch of precomputing and caching and seemingly for now just saving the packet data after computing it once on load seems to work just fine for me right now"}, {"post_id": 55337, "ts": "2026-08-27T02:37:18Z", "hours": 1.2508, "text": "Real chunks decoded & rendering!! I have managed to decode a bunch of chunks!(pictued is a 3x3 area rendered because of a 5x5 area thats loaded) I still have set the blocklight and skylight to all 15s and i will probably need to go and fix that in a bit later, but for now it just copies over the palette from the global block state palette, copies over the longs for the biome data + palette. For the most part it just copies over the nbt data into bytes and packages it up. It also makes up data, like it also says theres 16^3 (the maximum) blocks in each subchunk. This is to prevent it from unrendering when breaking stuff Todo: I want to load a bunch more chunks to make it more seamless I want to properly give the lighting data, but ill do that later as it works fine for right this second I want to make sending synchronized registries faster and possibly cache the packets that send them"}, {"post_id": 55250, "ts": "2026-08-26T22:15:30Z", "hours": 3.7433, "text": "FINALLY GOT CHUNKS LOADING Okay so i figured out what the heck bit sets were (they’re arrays of bits, or i saved them as an array of bools) and so I was able to make the lighting data needed to render stuff, and that also fixed my player not rendering! When loading just 1 chunk it doesn’t render, it needs to be surrounded by other chunks so here is me loading a 3x3 chunk area, and as you can see the middle one has rendered. The chunks right now are all stone and FULL 15 brightness on blocks & skylight everywhere. I soon will import the actual light data and the actual block data, i just need to figure out where the global block state palette is and not the global block palette!"}, {"post_id": 53465, "ts": "2026-08-24T01:12:40Z", "hours": 6.0419, "text": "misc preloaded into world packets I made the server send a bunch of packets for extra info about the world before loading in. I also make a region file handler to get chunk & subchunk data in nbt format. Issues Currently idk how to write the level_chunk_with_light packet and it always says 14KB or 22KB of extra data, i need to look into it Also for some reason the player’s game crashes when they move (but not look around) due to ticking entity or something. I will also need to investigate this I’mma take a break from this as school has started recently, ive been spending so much time on this, and the chunk roadblock makes me very demotivated"}, {"post_id": 50709, "ts": "2026-08-20T01:18:44Z", "hours": 3.6006, "text": "2 main threads, Server.py and World.py I have now made a main.py that spawns server.py and has it run all the same code as before, connecting clients, and IOing the packets in and out. But now there is World.py which is a class that runs the world, accept player connections, and will do all of the packet creation and queuing after the client fully connects to the world More packets I added a bunch more optional packets for extra info, and more will be on the way"}, {"post_id": 50083, "ts": "2026-08-19T04:29:23Z", "hours": 0.8431, "text": "Play setup is almost done After the server sends the login packet it sends a whole bunch of packets to the client to finalize some things to make sure everything is good. It adds player datas, teleport the player somewhere, preps the client for chunk loading, sets the time, etc After all that finishes then the client will say that it has loaded and then we can exchange packets of interacting with the environment, and loading new chunks, etc"}, {"post_id": 50066, "ts": "2026-08-19T03:36:50Z", "hours": 2.1181, "text": "Connecting state finished! I have finished the connecting/configuring part of the connection. Now when a client tries to connect it goes all the way through the configuring state, which includes the registry & tagged registry packets (which there are a lot of) and then the client accepts all of them then transfers into the playing state! Now all is left to do is make the actual playing server instead of connection hell"}, {"post_id": 49999, "ts": "2026-08-19T00:59:04Z", "hours": 4.8989, "text": "Update Tags Packet I HATE YOU MOJANG, TAG PACKETS ARE THE BANE OF MY EXISTANCE For those of you lucky enough to not have needed to make a minecraft server from scratch, this is evil and fucked up. You have to send a bunch of registries and the tags that they reference. And they can reference other tags, and it is very confusing to make. Also there are built in registries that aren’t exposed to you that you sometimes have to use. So I had to extract those from server.jar Anyways im till working though that stuff so it isn’t done yet…"}, {"post_id": 49670, "ts": "2026-08-18T15:40:14Z", "hours": 3.5292, "text": "TCP Server and Packets I got a TCP Socket server running and receiving bytes from a minecraft client. I also created a bunch of packets that are a subclass of the Packet class. This allows me to create any packet type I want w/ client or serverbound properties and what id they have. It’ll make it easier to change the IDs when they eventually change in future updates. The server works by spawning a clientHandler thread when a client connects to the tcp server It keeps reading bytes until the client ends the connection Everytime we receive bytes from the client we decode as much as we can, and then we handle each of them in a FIFO style."}]...
|
Title: Custom Minecraft Server Scaffolding by @Sab Title: Custom Minecraft Server Scaffolding by @Sabrina | Stardance
Devlogs:
TCP Server and Packets I got a TCP Socket server running and receiving bytes from a minecraft client. I also created a bunch of packets that are a subclass of the Packet class. This allows me to create any packet type I want w/ client or serverbound properties and what id they have. It’ll make it easier to change the IDs when they eventually change in future updates. The server works by spawning a clientHandler thread when a client connects to the tcp server It keeps reading bytes until the client ends the connection Everytime we receive bytes from the client we decode as much as we can, and then we handle each of them in a FIFO style.
Update Tags Packet I HATE YOU MOJANG, TAG PACKETS ARE THE BANE OF MY EXISTANCE For those of you lucky enough to not have needed to make a minecraft server from scratch, this is evil and fucked up. You have to send a bunch of registries and the tags that they reference. And they can reference other tags, and it is very confusing to make. Also there are built in registries that aren’t exposed to you that you sometimes have to use. So I had to extract those from server.jar Anyways im till working though that stuff so it isn’t done yet…
Connecting state finished! I have finished the connecting/configuring part of the connection. Now when a client tries to connect it goes all the way through the configuring state, which includes the registry & tagged registry packets (which there are a lot of) and then the client accepts all of them then transfers into the playing state! Now all is left to do is make the actual playing server instead of connection hell
Play setup is almost done After the server sends the login packet it sends a whole bunch of packets to the client to finalize some things to make sure everything is good. It adds player datas, teleport the player somewhere, preps the client for chunk loading, sets the time, etc After all that finishes then the client will say that it has loaded and then we can exchange packets of interacting with the environment, and loading new chunks, etc
2 main threads, Server.py and World.py I have now made a main.py that spawns server.py and has it run all the same code as before, connecting clients, and IOing the packets in and out. But now there is World.py which is a class that runs the world, accept player connections, and will do all of the packet creation and queuing after the client fully connects to the world More packets I added a bunch more optional packets for extra info, and more will be on the way
misc preloaded into world packets I made the server send a bunch of packets for extra info about the world before loading in. I also make a region file handler to get chunk & subchunk data in nbt format. Issues Currently idk how to write the level_chunk_with_light packet and it always says 14KB or 22KB of extra data, i need to look into it Also for some reason the player’s game crashes when they move (but not look around) due to ticking entity or something. I will also need to investigate this I’mma take a break from this as school has started recently, ive been spending so much time on this, and the chunk roadblock makes me very demotivated
FINALLY GOT CHUNKS LOADING Okay so i figured out what the heck bit sets were (they’re arrays of bits, or i saved them as an array of bools) and so I was able to make the lighting data needed to render stuff, and that also fixed my player not rendering! When loading just 1 chunk it doesn’t render, it needs to be surrounded by other chunks so here is me loading a 3x3 chunk area, and as you can see the middle one has rendered. The chunks right now are all stone and FULL 15 brightness on blocks & skylight everywhere. I soon will import the actual light data and the actual block data, i just need to figure out where the global block state palette is and not the global block palette!
Real chunks decoded & rendering!! I have managed to decode a bunch of chunks!(pictued is a 3x3 area rendered because of a 5x5 area thats loaded) I still have set the blocklight and skylight to all 15s and i will probably need to go and fix that in a bit later, but for now it just copies over the palette from the global block state palette, copies over the longs for the biome data + palette. For the most part it just copies over the nbt data into bytes and packages it up. It also makes up data, like it also says theres 16^3 (the maximum) blocks in each subchunk. This is to prevent it from unrendering when breaking stuff Todo: I want to load a bunch more chunks to make it more seamless I want to properly give the lighting data, but ill do that later as it works fine for right this second I want to make sending synchronized registries faster and possibly cache the packets that send them
Cached chunk packets After a chunk is requested into a packet i cache it for later. This system is prone to breaking if the synced registries for each player aren’t the same but im hoping to make sure they are the same. (I also want to precompute these and or cache them) I experimented with a bunch of precomputing and caching and seemingly for now just saving the packet data after computing it once on load seems to work just fine for me right now
Migrated to SyncedRegistry instead of clientObj.registries So I’ve make a SyncedRegistry class and had it do all the wonderful things client.generateAndSendRegistryData would create for them, I then removed the client.registries and make all references to it use Registry.getSyncedRegistry() and if they needed to get the all the entries and not just one specific one, they can call .getEntries() on that synced register This change will improve load times & syncability between players. All players will have the same registry data so I can save the chunk packet bytes for that. (it also means i can generate chunk packet bytes w/o needing a reference player and STILL get the biome data correct) The world on init preloads all the required registries needed and that improves join time. Next I need to do the same for the tags data because that is the one that takes up the most time, and caching that would be so great. Also i want to resolve more PLAY packets so my server can be more feature complete, but rn it looks very good and I might ship it and use it for my minigame server soon
Caching tags works! Sub 5 second loading times now! (after the pregeneration is done that is) I moved the tag generation into a class inside of Registry.py and it caches. So after everything generates for the first time loading into the world takes less than 5 seconds!! I’m very proud of how this has turned out so far. I gonna work on some play packets, write a readme, then ship
Automatically loading chunks Chunks now automatically load when you walk by them. its based on the render distance so when i move it tries to send all the chunks in a radius around the player to them. I also fixed a niche bug, that when there is 1 byte left in a packet after reading it could cause the packet to say it is fine with reading the rest & drop off the last byte, but now it is fixed! Next I want to import the definitions for a bunch of the play packets (mostly server bound packets) and then polish up my code and do any todo items and then ship. after shipping ill make a fork and work on my lce minigame server
Working towards being feature complete! I implemented some more play packets. While they are not 100% functional the server can recognize them and forward it to the world to be handled/implemented later when the times comes. The client is now a subclass of the entity class, making things a bit easier. As mentioned above, the client, when receiving a packet response from handling a packet, it could be of a server packet response type, which then the client routes it’s responses directly to the server/world for handling. Also now on startup we print out the completeness of the server. It just measures how many of the server bound packets we have implemented. I will work on making a client bound completeness print after finishing (mostly) the server bound ones, but I assume by time i get there many will be implemented already due to the handling of server bound packets Up next I want to continue implementing more play packets to become more feature complete, also for one of the packets I wrote a write method that took in parameters and returned a fully completed packet, I might need to do that w/ some other packets like the login and player joining ones to make my code smaller on the world.py end and more appropriate on the packets.py end
Rewrote data reader + writers I have rewrote all of the code that wrote and read the packet data. now reading uses a reader class that can just call readbool, readint, etc etc one after another instead of needing to chop off data after each read. Simillarly for the writer I made it so that you can just make a writer and call .writeInt, writebool. etc etc w/o needing to do a += on a bytes object. Next Now that my code is cleaned up quite a bit, I want to clean it up some more by moving all of the writing functions into their packet class so you can call something like: StatusResponse_ClientBound.write(PARAMS) to make the code much nicer. after that I will add more play packets to get more feature complete
Readme, prepping for ship, and some other changes I made some more packets for moving in a vehicle, paddling a boat, and player right click interations. Just 3 more packets towards feature completeness. Once again they’re just for reading them and telling the world about them, it is up to the user to implement them (kinda) I also made the readme (for the most part) and corrected my writeup on where i got the registries from and fixed my requirements.txt
Chunk Cache Center + small bug fix I have made it so the server will finally send the SetChunkCacheCenter packet whenever you move, just like the vanilla server. Previously this was only send on login, and seemingly stalled my server for no reason when I tried to send it continuously. I found out that the issue was in my WriteVarInt function, where negative values lead to an infinite loop. Now that this is fixed I can send that packet anytime now!!...
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1792633702.7109745
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1793238502.7109745
|
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68824
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SikeyyOS by @Sikeyyy | Stardance
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Sikeyyy
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0
|
0.89
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0
|
[]
|
[{"post_id": 78372, "ts": "202 [{"post_id": 78372, "ts": "2026-10-10T16:24:10Z", "hours": 0.8853, "text": "Working on my first stardance mission section where im tasked to make a webos that runsin the web"}]...
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Title: SikeyyOS by @Sikeyyy | Stardance
Devlogs:
Title: SikeyyOS by @Sikeyyy | Stardance
Devlogs:
Working on my first stardance mission section where im tasked to make a webos that runsin the web...
|
1793126982.9635854
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1793731782.9635854
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40622
|
My own site! by @Pilot | Stardance
|
Pilot
|
0
|
2.33
|
0
|
[]
|
[{"post_id": 78364, "ts": "202 [{"post_id": 78364, "ts": "2026-10-10T15:46:54Z", "hours": 1.1608, "text": "Wah so much time not logged. i worked in it a lot at school and i didn’t have hack time installed but i made it look a lot better and am still figuring stuff outs"}, {"post_id": 39263, "ts": "2026-08-02T03:48:13Z", "hours": 1.1675, "text": "This is what my website looks like after going through the main mission guide and some of the w3schools CSS guide. it definitely needs a ton of work but I’m proud i was able to make it this far! i cant wait to see how far i can go."}]...
|
Title: My own site! by @Pilot | Stardance
Devlogs Title: My own site! by @Pilot | Stardance
Devlogs:
This is what my website looks like after going through the main mission guide and some of the w3schools CSS guide. it definitely needs a ton of work but I’m proud i was able to make it this far! i cant wait to see how far i can go.
Wah so much time not logged. i worked in it a lot at school and i didn’t have hack time installed but i made it look a lot better and am still figuring stuff outs...
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1792723898.323342
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1793328698.323342
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68730
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Straw by @shivakaushal | Stardance
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shivakaushal
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0
|
0.74
|
0
|
[]
|
[{"post_id": 78351, "ts": "202 [{"post_id": 78351, "ts": "2026-10-10T15:09:07Z", "hours": 0.74, "text": "So right now I am working on Straw, this is a mission so i am making related to it, and opening the guide just beside the codespace. finally I have worked on the environment, i had also host it on vercel, the guides shows github pages, but didn’t use that."}]...
|
Title: Straw by @shivakaushal | Stardance
Devlogs Title: Straw by @shivakaushal | Stardance
Devlogs:
So right now I am working on Straw, this is a mission so i am making related to it, and opening the guide just beside the codespace. finally I have worked on the environment, i had also host it on vercel, the guides shows github pages, but didn’t use that....
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1792472110.2617476
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1793336110.2617476
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43649
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FT4232HL Multi BUS Adapter by @Luka | Stardance
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Luka
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T15:10:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C ….", "repo": "https://github.com/Luka-io/FT4232H-USB-C-DONGLE", "demo": ""}]...
|
[{"post_id": 78350, "ts": "202 [{"post_id": 78350, "ts": "2026-10-10T15:04:53Z", "hours": 0.5833, "text": "I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !"}, {"post_id": 40562, "ts": "2026-08-04T06:12:43Z", "hours": 3.4861, "text": "So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!"}]...
|
Title: FT4232HL Multi BUS Adapter by @Luka | Stard Title: FT4232HL Multi BUS Adapter by @Luka | Stardance
Devlogs:
So i started by copying the ft4232h part i already made and then i addet some ldos for the ic power and logik power , with that i also addet 3 logic converters wich can be set to 1.8 or 3.3v . i addet 3 gipo headers and a 10pin jtag adapter . A led indicator for power is necessary xD . I laid out the layout and saw the mess , the connector and logic converter ics werent really good to route as they were like an X ;) .. so i remade that 2 TIMESSS . but then i layed the pcb out , routed it all , and did a quick check . After some hours of datasheet hell and lcsc shopping the design was done . You can connect usb-c , then you get 3 buses capable of eg. UART , RS232 , SWD , JTAG …etc .. And an dedicated Jtag port ! .. This was a nice all nighter with @Marco_da_mechanic , he made the case after i gave him the pcb 3d model and it looks faboulus !!
I started by connecting the adapter , it worked first try , then i flashed some config to the eeprom with FT_PROG, afterwards I connected a second uart adapter and made a small serial blaster python file . Then python was missing and as i didnt want to fix the windows path hell i just reinstalled it and did some other work while that happend … Then i started going to my favorite(not) place (stackoverflow hell ) and did plan to make a auto discover wich gipos are wich com port , yeah i ran into some errors and stuff did a little AI help and after some coding the script works and I will now publish it to Github… Yeah the adapter works great !
Ships:
I made a 4 Port (1 Port dedicated JTAG headder) USB multi BUS adapter , it wasnt hard but , i mean it was build in an all nighter and just needet a simple optional tester Code . It uses a FT4342H and USB-C …....
|
1793148531.771831
|
1793234931.771831
|
|
64496
|
Spaceboard by @alepar_cs | Stardance
|
alepar_cs
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:58:08Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is spaceboard. A really cool TUI dashboard to visualize data about NEOs (Near Earth Objects) with NASA API keys. Is my first project for Hack Club and my first Python package. I know it isn’t perfect, but I’m working on a V2. I’m really proud of this because I didn’t only learn a lot of new things about how to code better - but also how to ship a project and how it feels to make part of an amazing community, that helped me when I had problems. View more on: https://github.com/alessioparolini2011/spaceboard", "repo": "https://github.com/alessioparolini2011/spaceboard", "demo": "https://pypi.org/project/spaceboard/"}]...
|
[{"post_id": 78346, "ts": "202 [{"post_id": 78346, "ts": "2026-10-10T14:50:05Z", "hours": 2.5511, "text": "spaceboard V1.1.8 is done and ready for shipping! Use “pip install spaceboard” and then “spaceboard” to use it! I know isn’t perfect, but the V2 development is moved into “Terra” event. I hope you’ll enjoy it!"}, {"post_id": 77872, "ts": "2026-10-08T16:51:12Z", "hours": 0.7636, "text": "Ready for shipping! I add the pyproject.toml for a easier use and installation, and create a GitHub release for the DEMO."}, {"post_id": 77314, "ts": "2026-10-06T15:02:12Z", "hours": 5.0161, "text": "Final devlog! I finished the MVP, now I’ll work on a v2 with a better file structure, a easier scalable architecture and more features!"}, {"post_id": 76256, "ts": "2026-10-02T22:26:21Z", "hours": 3.8028, "text": "Finished MVP! Now you can move between days and change the metric system smoothly! I’ve optmized the logic and fixed some graphical errors. Next steps: add error handling and improve onboarding and requets."}, {"post_id": 75984, "ts": "2026-10-01T20:43:52Z", "hours": 6.0408, "text": "Now you can move through the days. Need to add a label to see the current day on the screen. Really close to ship!"}, {"post_id": 74924, "ts": "2026-09-28T16:31:57Z", "hours": 3.3128, "text": "Improved logic and CLI! Now the datatables are created only one time and reused. Now CLI is more readable."}, {"post_id": 74119, "ts": "2026-09-26T18:30:52Z", "hours": 1.8628, "text": "Now works with double system Metric/US! Fixed also some little bugs. Stay tuned, soon will be added date changes!"}, {"post_id": 73702, "ts": "2026-09-25T18:54:24Z", "hours": 2.1567, "text": "Finished the MVP! Now works with current day and can refresh data!"}, {"post_id": 73176, "ts": "2026-09-24T15:10:59Z", "hours": 3.3806, "text": "Added CLI and implemented it in the main file!"}, {"post_id": 72664, "ts": "2026-09-23T13:34:08Z", "hours": 0.6333, "text": "Implementing classes to store NEOs stats"}, {"post_id": 72651, "ts": "2026-09-23T12:46:54Z", "hours": 2.0164, "text": "Successfully gets data from NASA API! Now Working on store datas correctly"}]...
|
Title: Spaceboard by @alepar_cs | Stardance
Devlo Title: Spaceboard by @alepar_cs | Stardance
Devlogs:
Successfully gets data from NASA API! Now Working on store datas correctly
Implementing classes to store NEOs stats
Added CLI and implemented it in the main file!
Finished the MVP! Now works with current day and can refresh data!
Now works with double system Metric/US! Fixed also some little bugs. Stay tuned, soon will be added date changes!
Improved logic and CLI! Now the datatables are created only one time and reused. Now CLI is more readable.
Now you can move through the days. Need to add a label to see the current day on the screen. Really close to ship!
Finished MVP! Now you can move between days and change the metric system smoothly! I’ve optmized the logic and fixed some graphical errors. Next steps: add error handling and improve onboarding and requets.
Final devlog! I finished the MVP, now I’ll work on a v2 with a better file structure, a easier scalable architecture and more features!
Ready for shipping! I add the pyproject.toml for a easier use and installation, and create a GitHub release for the DEMO.
spaceboard V1.1.8 is done and ready for shipping! Use “pip install spaceboard” and then “spaceboard” to use it! I know isn’t perfect, but the V2 development is moved into “Terra” event. I hope you’ll enjoy it!
Ships:
This is spaceboard. A really cool TUI dashboard to visualize data about NEOs (Near Earth Objects) with NASA API keys. Is my first project for Hack Club and my first Python package. I know it isn’t perfect, but I’m working on a V2. I’m really proud of this because I didn’t only learn a lot of new things about how to code better - but also how to ship a project and how it feels to make part of an amazing community, that helped me when I had problems. View more on: https://github.com/alessioparolini2011/spaceboard...
|
1793213597.1346712
|
1793299997.1346712
|
|
67016
|
My awesome macropad! by @jyotishmanpathak | Starda My awesome macropad! by @jyotishmanpathak | Stardance...
|
jyotishmanpathak
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 78341, "ts": "202 [{"post_id": 78341, "ts": "2026-10-10T14:38:52Z", "hours": 0.3, "text": "I am currently working on the micropad project"}]...
|
Title: My awesome macropad! by @jyotishmanpathak | Title: My awesome macropad! by @jyotishmanpathak | Stardance
Devlogs:
I am currently working on the micropad project...
|
1793105549.4991186
|
1793710349.4991186
|
|
67863
|
YUI Dashboard MUI by @KIRITO07 | Stardance
|
KIRITO07
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T14:46:21Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "YUI is a personal productivity assistant built with Python, combining tasks, study, fitness, notes, and a focus timer in one dashboard, the challenging part would be my pc as it is old and can’t run fast enough for my projects, but i overcame it and want to win a Macbook which could support me for future projects", "repo": "https://github.com/kirito-lab-xpd/YUI-Personal-Command-Center", "demo": "https://yui-kirito.streamlit.app/"}]...
|
[{"post_id": 78340, "ts": "202 [{"post_id": 78340, "ts": "2026-10-10T14:34:08Z", "hours": 3.4072, "text": "YUI V1 is finally availabe to try i’ll still work on this project and add more applications to use"}, {"post_id": 77896, "ts": "2026-10-08T18:04:26Z", "hours": 2.03, "text": "I’m planning to add a smarter AI assistant, fitness tracking, notes, progress analytics, voice interaction, and a more polished futuristic UI — turning YUI into a complete personal command centre"}]...
|
Title: YUI Dashboard MUI by @KIRITO07 | Stardance
Title: YUI Dashboard MUI by @KIRITO07 | Stardance
Devlogs:
I’m planning to add a smarter AI assistant, fitness tracking, notes, progress analytics, voice interaction, and a more polished futuristic UI — turning YUI into a complete personal command centre
YUI V1 is finally availabe to try i’ll still work on this project and add more applications to use
Ships:
YUI is a personal productivity assistant built with Python, combining tasks, study, fitness, notes, and a focus timer in one dashboard, the challenging part would be my pc as it is old and can’t run fast enough for my projects, but i overcame it and want to win a Macbook which could support me for future projects...
|
1793217156.7365294
|
1793303556.7365294
|
|
68847
|
a smart remote controlled car by @hillelarieli | S a smart remote controlled car by @hillelarieli | Stardance...
|
hillelarieli
|
0
|
1.58
|
0
|
[]
|
[{"post_id": 78328, "ts": "202 [{"post_id": 78328, "ts": "2026-10-10T13:40:53Z", "hours": 1.5786, "text": "a smart car with lots of sensors with an unloking fecher"}]...
|
Title: a smart remote controlled car by @hillelari Title: a smart remote controlled car by @hillelarieli | Stardance
Devlogs:
a smart car with lots of sensors with an unloking fecher...
|
1793127023.02859
|
1793731823.02859
|
|
68983
|
UnityCorner by @twinx | Stardance
|
twinx
|
0
|
8.57
|
0
|
[]
|
[{"post_id": 78326, "ts": "202 [{"post_id": 78326, "ts": "2026-10-10T13:10:31Z", "hours": 8.5664, "text": "So far i have added this ollama chat interface i know it looks like claude but will change later for a minimal look. What is this ? You will be asking what is this , actually this a project i made to replace most stuffs that requires 5-10 tools and in different places like notes , ollama chatting , system configuration , devlogs and much more all in a single place and secured by default."}]...
|
Title: UnityCorner by @twinx | Stardance
Devlogs: Title: UnityCorner by @twinx | Stardance
Devlogs:
So far i have added this ollama chat interface i know it looks like claude but will change later for a minimal look. What is this ? You will be asking what is this , actually this a project i made to replace most stuffs that requires 5-10 tools and in different places like notes , ollama chatting , system configuration , devlogs and much more all in a single place and secured by default....
|
1793127309.4145598
|
1793732109.4145598
|
|
40217
|
JishAtlas by @JishnuDutta | Stardance
|
JishnuDutta
|
1
|
13.26
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T19:26:46Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made JishAtlas v0.1.0-alpha, an AI-powered file organizer that runs through a CLI — it currently does not have a GUI. It detects projects, analyzes files, and creates organization plans using Local AI or Gemini. The hardest part was building the AI organization pipeline and getting the Windows EXE/MSIX packaging working reliably. I’m proud that it’s now a usable Windows app with a public alpha release.", "repo": "https://github.com/jishnudutta/JishAtlas", "demo": "https://jishatlas.jishworks.in/"}]...
|
[{"post_id": 78325, "ts": "202 [{"post_id": 78325, "ts": "2026-10-10T13:03:41Z", "hours": 1.2589, "text": "Made major bug fixes and some changes in UI."}, {"post_id": 45116, "ts": "2026-08-11T12:15:11Z", "hours": 7.6053, "text": "JishAtlas Devlog #2 From Prototype to a Usable File Organizer Since the first devlog, JishAtlas has grown from a basic AI prototype into a much more complete file organization tool. What I Built Added project detection for common software projects such as Python, React, C++, and other project types. Improved the scanner with project roots, file information, content analysis, and passthrough directories . Added Local AI using a quantized Qwen model through llama.cpp . Added automatic Hugging Face model downloading and local model storage in %LOCALAPPDATA%\\JishAtlas\\models\\ . Improved the AI prompt and JSON output for more consistent organization. Added stronger handling of Windows paths and filesystem errors . Improved Organized Copy and Organize in Place modes. Expanded the Rich terminal interface with better previews, loading states, and summaries. Added local Gemini API-key configuration using .env . Started packaging JishAtlas into a standalone Windows executable with PyInstaller. The Pipeline Now Scan ↓ Project Detection ↓ Content Analysis ↓ Local AI / Gemini ↓ Organization Plan ↓ Validation ↓ Preview ↓ Apply JishAtlas Devlog #3 Website, Packaging & Microsoft Store JishAtlas has now moved from a development project toward a public release. Website Built and refined the official JishAtlas website with a professional product-focused design. Added: Product introduction and feature sections Getting started guidance Documentation structure Interactive learning elements Direct EXE download option Microsoft Store download path for the upcoming Store release SmartScreen guidance for the standalone alpha release JishAtlas branding and product information Developer and GitHub project information Windows Packaging Packaged the PyInstaller build into an MSIX package using the Windows App Development CLI and Windows SDK tools. The package includes: JishAtlas executable Windows application manifest Microsoft Store package identity Application assets and icons JishWorks publisher identity Full-trust desktop application configuration The package was rebuilt after correcting the Microsoft Store package identity and publisher information. Microsoft Store Prepared JishAtlas for Microsoft Store distribution. Completed: Created the JishAtlas Store product Reserved the product identity Configured publisher information Uploaded the MSIX package Completed pricing and availability settings Completed app properties Completed the IARC age-rating questionnaire Added Store listing information Added developer attribution Added restricted capability justification Prepared privacy policy information Submitted the application for certification Release The first public alpha is available as: JishAtlas v0.1.0-alpha The standalone Windows executable is distributed through the official GitHub release while the Microsoft Store submission is undergoing certification. Next Steps The next focus is completing the Microsoft Store release, improving the installation and update experience, gathering feedback from early users, and preparing future JishAtlas releases."}, {"post_id": 35977, "ts": "2026-07-27T19:32:16Z", "hours": 4.0525, "text": "JishAtlas Devlog #1 Building the First AI Organization Engine I started building JishAtlas with a simple goal: create a tool that can look at a messy folder and suggest a more logical way to organize it. The first version focuses on getting the core pipeline working from end to end rather than trying to solve every edge case immediately. First AI Pipeline The initial AI organization pipeline is now working with Google Gemini. JishAtlas can provide Gemini with information about the files and existing folders in a directory and receive an organization plan containing suggested folders, moves, and filenames. This establishes the basic foundation of JishAtlas: Folder ↓ Scanner ↓ File information ↓ Gemini ↓ Organization plan"}]...
|
Title: JishAtlas by @JishnuDutta | Stardance
Devl Title: JishAtlas by @JishnuDutta | Stardance
Devlogs:
JishAtlas Devlog #1 Building the First AI Organization Engine I started building JishAtlas with a simple goal: create a tool that can look at a messy folder and suggest a more logical way to organize it. The first version focuses on getting the core pipeline working from end to end rather than trying to solve every edge case immediately. First AI Pipeline The initial AI organization pipeline is now working with Google Gemini. JishAtlas can provide Gemini with information about the files and existing folders in a directory and receive an organization plan containing suggested folders, moves, and filenames. This establishes the basic foundation of JishAtlas: Folder ↓ Scanner ↓ File information ↓ Gemini ↓ Organization plan
JishAtlas Devlog #2 From Prototype to a Usable File Organizer Since the first devlog, JishAtlas has grown from a basic AI prototype into a much more complete file organization tool. What I Built Added project detection for common software projects such as Python, React, C++, and other project types. Improved the scanner with project roots, file information, content analysis, and passthrough directories . Added Local AI using a quantized Qwen model through llama.cpp . Added automatic Hugging Face model downloading and local model storage in %LOCALAPPDATA%\JishAtlas\models\ . Improved the AI prompt and JSON output for more consistent organization. Added stronger handling of Windows paths and filesystem errors . Improved Organized Copy and Organize in Place modes. Expanded the Rich terminal interface with better previews, loading states, and summaries. Added local Gemini API-key configuration using .env . Started packaging JishAtlas into a standalone Windows executable with PyInstaller. The Pipeline Now Scan ↓ Project Detection ↓ Content Analysis ↓ Local AI / Gemini ↓ Organization Plan ↓ Validation ↓ Preview ↓ Apply JishAtlas Devlog #3 Website, Packaging & Microsoft Store JishAtlas has now moved from a development project toward a public release. Website Built and refined the official JishAtlas website with a professional product-focused design. Added: Product introduction and feature sections Getting started guidance Documentation structure Interactive learning elements Direct EXE download option Microsoft Store download path for the upcoming Store release SmartScreen guidance for the standalone alpha release JishAtlas branding and product information Developer and GitHub project information Windows Packaging Packaged the PyInstaller build into an MSIX package using the Windows App Development CLI and Windows SDK tools. The package includes: JishAtlas executable Windows application manifest Microsoft Store package identity Application assets and icons JishWorks publisher identity Full-trust desktop application configuration The package was rebuilt after correcting the Microsoft Store package identity and publisher information. Microsoft Store Prepared JishAtlas for Microsoft Store distribution. Completed: Created the JishAtlas Store product Reserved the product identity Configured publisher information Uploaded the MSIX package Completed pricing and availability settings Completed app properties Completed the IARC age-rating questionnaire Added Store listing information Added developer attribution Added restricted capability justification Prepared privacy policy information Submitted the application for certification Release The first public alpha is available as: JishAtlas v0.1.0-alpha The standalone Windows executable is distributed through the official GitHub release while the Microsoft Store submission is undergoing certification. Next Steps The next focus is completing the Microsoft Store release, improving the installation and update experience, gathering feedback from early users, and preparing future JishAtlas releases.
Made major bug fixes and some changes in UI.
Ships:
I made JishAtlas v0.1.0-alpha, an AI-powered file organizer that runs through a CLI — it currently does not have a GUI. It detects projects, analyzes files, and creates organization plans using Local AI or Gemini. The hardest part was building the AI organization pipeline and getting the Windows EXE/MSIX packaging working reliably. I’m proud that it’s now a usable Windows app with a public alpha release....
|
1793130936.4891665
|
1793217336.4891665
|
|
59781
|
Astronomical CNN by @RedPanda | Stardance
|
RedPanda
|
1
|
19.0
|
287
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:14:40Z", "hours": 19.0, "multiplier": 15.48, "payout": 287, "blessing": "neutral", "text": "ITS THE FINAL DEVLOG!!!!!! This project tests whether small datasets can be used to train CNN and AI models effectively. I use image augmentation to see which level of image variation affects the final result. To show that this can be done on my own principles, the project uses only open data from NASA and ESO, so no one’s work is used without permission. Check out the website (here)[https://pratyush-m-code.github.io/Basic-AI/]! Check out the Dataset (here)[https://zenodo.org/records/23287441?token=eyJhbGciOiJIUzUxMiJ9.eyJpZCI6ImEzN2NkYWFiLWQ2M2UtNDQ3ZC04M2M2LTMwNGI3YzhmNzk0MyIsImRhdGEiOnt9LCJyYW5kb20iOiIzYmI0ZTFiNDg0NTFlZDNjMjViYzg5OGJkMGJlN2U4MCJ9.GpXlO0vDV-MJe3aFGRJuTAim7Iuxs3wpL4-BY8u8GdQnvdKFwgvUiyiS1Oy0C5o-5pbJc8zXYqKGhH89W0f1Og]!", "repo": "https://github.com/Pratyush-M-code/Basic-AI", "demo": "https://pratyush-m-code.github.io/Basic-AI/"}]...
|
[{"post_id": 78324, "ts": "202 [{"post_id": 78324, "ts": "2026-10-10T12:58:33Z", "hours": 0.7536, "text": "Devlog <we’re so close> ReadMe Updated GETTING CLOSE TO SHIPPING THIS IM SOO PUMPED"}, {"post_id": 78250, "ts": "2026-10-10T04:36:05Z", "hours": 2.1536, "text": "Devlog 12 (penultimate) Model Architecture, Results Interactive Chart, Github Page Learned SVG for the first time and made the model architecture pages; I mostly copied what worked and didn’t play around with CSS, but in the future, I’ll make the code easier to parse. My actual pride and joy is the results section, where I completed the SVG, uploaded it to GitHub, got the graph, and promptly added it to my code. This section is the only (minor) part that was made with the help of AI, as I could not figure out the logic (it’s too much). Also added a link and instructions for the GitHub page!"}, {"post_id": 77905, "ts": "2026-10-08T18:25:01Z", "hours": 1.1144, "text": "Devlog 11 (I’m losing my sanity.) Added Photo Elements and Update Images Last we left off, I finally finished with the buttons. Now I’ve done the logic for displaying the images and overwriting them every time. The border and CSS files were also correct to reflect these changes. I also added the augmentation files that the website pulls from to display the images along with alt text for each one. ps did i also mention that it SCALES TO THE DEVICE? <chef’s kiss>"}, {"post_id": 77373, "ts": "2026-10-06T18:10:45Z", "hours": 2.0014, "text": "Devlog 10 (FINALLY) Header and Footer. Fixed the header to make it look more professional as well as add navigation buttons with small quirky animations. I also added the footer, finally removing the ever-present tester h1 tag and replacing it with my bog-standard footer. I also animated the icon to make them jump when you hover over them!"}, {"post_id": 76689, "ts": "2026-10-04T10:48:38Z", "hours": 1.6047, "text": "Devlog 9 Buttons for Demo Finally completed the button designs for the demo part of the website when I show what augmentations I use for every model. Added hover animations and a (I assume) novel way of tracking the active state of buttons on Javascript. It uses an active class and assigns it to the clicked button by removing it from all others, ensuring that 2 buttons of the same class are not selected together. I have also made the website=> This is a test website and is subject to changes p.s. If the link seems broken check the project page!"}, {"post_id": 76639, "ts": "2026-10-04T07:32:33Z", "hours": 1.4444, "text": "Devlog 8 Section 1 and Pixelated Borders Created and wrote the first section with the problem statement and a short description of the project and my motivations. I also added the pixelated corners of my website to continue with the pixel art theme. I am going to start working on the augmentation tester and model architecture next."}, {"post_id": 76125, "ts": "2026-10-02T12:51:43Z", "hours": 1.1747, "text": "Devlog 7 Background Star Twinkle and Base Sections. I changed the JavaScript section to have random timings, size and positions of the stars in the script. I also changed the css to reflect the same and also added the transform command to the keyframe. I also set up the font (pixl sans) and also made the headers and base divs for the sections."}, {"post_id": 75560, "ts": "2026-09-30T13:10:22Z", "hours": 1.3617, "text": "Devlog 6 Small explanatory website. Working on making an explanation for this project to help in shipping and also to show to people. I have started working on the base HTML and CSS, but I have also added small twinkling stars in the background."}, {"post_id": 74444, "ts": "2026-09-27T11:59:14Z", "hours": 1.7075, "text": "Devlog 5 Early stopping + Test Function Added early stopping to prevent the model from overfitting and to preserve the best values. Added scikit-learn to work on the testing side and to help with storing the data for the multiple runs I do. The be-all and end-all will be running the model multiple times with different augment values and to see the sweet spot where the augmentation of the dataset starts to help generate more accurate results."}, {"post_id": 71882, "ts": "2026-09-21T18:07:29Z", "hours": 1.0164, "text": "Devlog 4 Added Augment Number and Seed, Added Validation Test Set and introduced CSV files for proper attribution. In Augment.py I finally bit the bullet and changed the script to work with titles like the name of the file. It will now also generate reproducible random results based on a seed function and number augments needed. In the Main.py I added validation data step to more clearly see where the model was over fitting. Also added the 2 data CSV files."}, {"post_id": 68780, "ts": "2026-09-15T18:53:39Z", "hours": 1.2878, "text": "Devlog 3 Ok, so I just finished with the testing data set and logging all the data in the csv files, I hope to automate this in the future, but currently I’m working on making the data augmentation pipeline faster."}, {"post_id": 68163, "ts": "2026-09-14T17:02:13Z", "hours": 1.655, "text": "Added Validation and History for Tracking. I removed the dataset from git status updates and will update it to another website or upload it git in the last commit. I added a validation dataset (splitting) and added it to model.fit. On top of that to track the model, I added history and charts to track the model."}, {"post_id": 67936, "ts": "2026-09-14T07:58:15Z", "hours": 1.2464, "text": "Devlog 1 Augmented the Data. Fixed file structure again, making it more cleaner and using .gitignore properly. Fixed the augment.py to work with the entire file at once instead of needing to select each file seperately. Fixed the Readme file to have a format, will update it as and when I complete said project. To-do Input changes to the CNN for effective learning Adding a test/train split Documenting the changes that occur when Batch Size/Epochs are changed. (not really sure on this one)"}]...
|
Title: Astronomical CNN by @RedPanda | Stardance
Title: Astronomical CNN by @RedPanda | Stardance
Devlogs:
Devlog 1 Augmented the Data. Fixed file structure again, making it more cleaner and using .gitignore properly. Fixed the augment.py to work with the entire file at once instead of needing to select each file seperately. Fixed the Readme file to have a format, will update it as and when I complete said project. To-do Input changes to the CNN for effective learning Adding a test/train split Documenting the changes that occur when Batch Size/Epochs are changed. (not really sure on this one)
Added Validation and History for Tracking. I removed the dataset from git status updates and will update it to another website or upload it git in the last commit. I added a validation dataset (splitting) and added it to model.fit. On top of that to track the model, I added history and charts to track the model.
Devlog 3 Ok, so I just finished with the testing data set and logging all the data in the csv files, I hope to automate this in the future, but currently I’m working on making the data augmentation pipeline faster.
Devlog 4 Added Augment Number and Seed, Added Validation Test Set and introduced CSV files for proper attribution. In Augment.py I finally bit the bullet and changed the script to work with titles like the name of the file. It will now also generate reproducible random results based on a seed function and number augments needed. In the Main.py I added validation data step to more clearly see where the model was over fitting. Also added the 2 data CSV files.
Devlog 5 Early stopping + Test Function Added early stopping to prevent the model from overfitting and to preserve the best values. Added scikit-learn to work on the testing side and to help with storing the data for the multiple runs I do. The be-all and end-all will be running the model multiple times with different augment values and to see the sweet spot where the augmentation of the dataset starts to help generate more accurate results.
Devlog 6 Small explanatory website. Working on making an explanation for this project to help in shipping and also to show to people. I have started working on the base HTML and CSS, but I have also added small twinkling stars in the background.
Devlog 7 Background Star Twinkle and Base Sections. I changed the JavaScript section to have random timings, size and positions of the stars in the script. I also changed the css to reflect the same and also added the transform command to the keyframe. I also set up the font (pixl sans) and also made the headers and base divs for the sections.
Devlog 8 Section 1 and Pixelated Borders Created and wrote the first section with the problem statement and a short description of the project and my motivations. I also added the pixelated corners of my website to continue with the pixel art theme. I am going to start working on the augmentation tester and model architecture next.
Devlog 9 Buttons for Demo Finally completed the button designs for the demo part of the website when I show what augmentations I use for every model. Added hover animations and a (I assume) novel way of tracking the active state of buttons on Javascript. It uses an active class and assigns it to the clicked button by removing it from all others, ensuring that 2 buttons of the same class are not selected together. I have also made the website=> This is a test website and is subject to changes p.s. If the link seems broken check the project page!
Devlog 10 (FINALLY) Header and Footer. Fixed the header to make it look more professional as well as add navigation buttons with small quirky animations. I also added the footer, finally removing the ever-present tester h1 tag and replacing it with my bog-standard footer. I also animated the icon to make them jump when you hover over them!
Devlog 11 (I’m losing my sanity.) Added Photo Elements and Update Images Last we left off, I finally finished with the buttons. Now I’ve done the logic for displaying the images and overwriting them every time. The border and CSS files were also correct to reflect these changes. I also added the augmentation files that the website pulls from to display the images along with alt text for each one. ps did i also mention that it SCALES TO THE DEVICE? <chef’s kiss>
Devlog 12 (penultimate) Model Architecture, Results Interactive Chart, Github Page Learned SVG for the first time and made the model architecture pages; I mostly copied what worked and didn’t play around with CSS, but in the future, I’ll make the code easier to parse. My actual pride and joy is the results section, where I completed the SVG, uploaded it to GitHub, got the graph, and promptly added it to my code. This section is the only (minor) part that was made with the help of AI, as I could not figure out the logic (it’s too much). Also added a link and instructions for the GitHub page!
Devlog <we’re so close> ReadMe Updated GETTING CLOSE TO SHIPPING THIS IM SOO PUMPED
Ships:
ITS THE FINAL DEVLOG!!!!!! This project tests whether small datasets can be used to train CNN and AI models effectively. I use image augmentation to see which level of image variation affects the final result. To show that this can be done on my own principles, the project uses only open data from NASA and ESO, so no one’s work is used without permission. Check out the website (here)[https://pratyush-m-code.github.io/Basic-AI/]! Check out the Dataset (here)[https://zenodo.org/records/23287441?token=eyJhbGciOiJIUzUxMiJ9.eyJpZCI6ImEzN2NkYWFiLWQ2M2UtNDQ3ZC04M2M2LTMwNGI3YzhmNzk0MyIsImRhdGEiOnt9LCJyYW5kb20iOiIzYmI0ZTFiNDg0NTFlZDNjMjViYzg5OGJkMGJlN2U4MCJ9.GpXlO0vDV-MJe3aFGRJuTAim7Iuxs3wpL4-BY8u8GdQnvdKFwgvUiyiS1Oy0C5o-5pbJc8zXYqKGhH89W0f1Og]!...
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1793206245.5030522
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1793292645.5030522
|
|
55035
|
Personal Website by @devanksinghchaudhary | Starda Personal Website by @devanksinghchaudhary | Stardance...
|
devanksinghchaudhary
|
1
|
2.98
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T03:28:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my personal website. With all my writings, I wanted to make a place where I could write all my thoughts, ideas, vision and have a archive and people could also read it. I finally did it. Checkout on: https://devanksinghchaudhary.github.io/about", "repo": "https://github.com/devanksinghchaudhary/devanksinghchaudhary.github.io", "demo": "https://devanksinghchaudhary.github.io"}]...
|
[{"post_id": 78321, "ts": "202 [{"post_id": 78321, "ts": "2026-10-10T12:20:59Z", "hours": 0.98, "text": "Improved I guess Photo below has nothing to do with website"}, {"post_id": 57808, "ts": "2026-08-30T03:23:58Z", "hours": 1.5742, "text": "Wrote some good sections of my site; https://devanksinghchaudhary.github.io"}, {"post_id": 55539, "ts": "2026-08-27T13:40:24Z", "hours": 0.6464, "text": "Now working on the writing part of the website ;)"}]...
|
Title: Personal Website by @devanksinghchaudhary | Title: Personal Website by @devanksinghchaudhary | Stardance
Devlogs:
Now working on the writing part of the website ;)
Wrote some good sections of my site; https://devanksinghchaudhary.github.io
Improved I guess Photo below has nothing to do with website
Ships:
This is my personal website. With all my writings, I wanted to make a place where I could write all my thoughts, ideas, vision and have a archive and people could also read it. I finally did it. Checkout on: https://devanksinghchaudhary.github.io/about...
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1793108890.113748
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1793195290.113748
|
|
63352
|
AI-Image-Generator by @Divij | Stardance
|
Divij
|
0
|
13.29
|
0
|
[]
|
[{"post_id": 78317, "ts": "202 [{"post_id": 78317, "ts": "2026-10-10T12:13:43Z", "hours": 4.5947, "text": "imporved UI unforently code vanished and got delted still process of fixing"}, {"post_id": 76243, "ts": "2026-10-02T20:30:30Z", "hours": 0.5558, "text": "AI Study Assistant — Development Log Overview A local AI study assistant built with Python, Flask, Hugging Face Transformers and FLAN-T5 . The project can: Answer questions from study material Generate summaries and revision notes Create flashcards Generate practice questions Process uploaded documents using RAG Development The project uses a web-based UI built with Flask, HTML, CSS and JavaScript, allowing the AI features to be accessed through a simple interface. I also reused and improved flashcard-generation code I had previously built before Stardance existed , rather than rebuilding the feature from scratch. This earlier work became the foundation for the current AI flashcard system. Local AI The project uses: google/flan-t5-base through Hugging Face Transformers. The model runs locally, meaning the application does not require a paid AI API. Flashcards The flashcard system was improved by: Splitting documents into smaller chunks Generating cards from each chunk Parsing QUESTION: / ANSWER: output Removing duplicate questions Adding fallback handling for inconsistent AI output Current Structure AI Study Assistant │ ├── Flask UI ├── Document Processing ├── RAG Retrieval ├── Local FLAN-T5 AI └── Study Tools ├── Q&A ├── Summaries ├── Notes ├── Flashcards └── Practice Questions Next Step The next stage is integrating the AI system into Frictionless , combining its AI study features with productivity, scheduling and task management."}, {"post_id": 71393, "ts": "2026-09-20T18:56:02Z", "hours": 0.4322, "text": "Updated the application to include low CPU memory usage and safety checker options. Below is an image for prompt : make a picture of math student doing math on whiteboard"}, {"post_id": 71355, "ts": "2026-09-20T17:57:02Z", "hours": 0.5783, "text": "I have edited the code to now include options to edit the generated image. This has been neatly printed in the command line. The image below is the image generated by the AI. The prompt was to make a Pokémon character"}, {"post_id": 71312, "ts": "2026-09-20T16:40:00Z", "hours": 7.125, "text": "I coded an app called Frictionless. It was an integrated modular life management platform combining AI calendar scheduling, habit tracking, Notion-style block editors, quick link folders, a gamified shopping store, loan tracking, and multi-tiered progress objectives. However, currently the app only works for me in the calendar, but by tomorrow, users will be able to set up their own integration with Google Calendar."}]...
|
Title: AI-Image-Generator by @Divij | Stardance
D Title: AI-Image-Generator by @Divij | Stardance
Devlogs:
I coded an app called Frictionless. It was an integrated modular life management platform combining AI calendar scheduling, habit tracking, Notion-style block editors, quick link folders, a gamified shopping store, loan tracking, and multi-tiered progress objectives. However, currently the app only works for me in the calendar, but by tomorrow, users will be able to set up their own integration with Google Calendar.
I have edited the code to now include options to edit the generated image. This has been neatly printed in the command line. The image below is the image generated by the AI. The prompt was to make a Pokémon character
Updated the application to include low CPU memory usage and safety checker options. Below is an image for prompt : make a picture of math student doing math on whiteboard
AI Study Assistant — Development Log Overview A local AI study assistant built with Python, Flask, Hugging Face Transformers and FLAN-T5 . The project can: Answer questions from study material Generate summaries and revision notes Create flashcards Generate practice questions Process uploaded documents using RAG Development The project uses a web-based UI built with Flask, HTML, CSS and JavaScript, allowing the AI features to be accessed through a simple interface. I also reused and improved flashcard-generation code I had previously built before Stardance existed , rather than rebuilding the feature from scratch. This earlier work became the foundation for the current AI flashcard system. Local AI The project uses: google/flan-t5-base through Hugging Face Transformers. The model runs locally, meaning the application does not require a paid AI API. Flashcards The flashcard system was improved by: Splitting documents into smaller chunks Generating cards from each chunk Parsing QUESTION: / ANSWER: output Removing duplicate questions Adding fallback handling for inconsistent AI output Current Structure AI Study Assistant │ ├── Flask UI ├── Document Processing ├── RAG Retrieval ├── Local FLAN-T5 AI └── Study Tools ├── Q&A ├── Summaries ├── Notes ├── Flashcards └── Practice Questions Next Step The next stage is integrating the AI system into Frictionless , combining its AI study features with productivity, scheduling and task management.
imporved UI unforently code vanished and got delted still process of fixing...
|
1793051373.2355642
|
1793656173.2355642
|
|
68100
|
Soul the Restro Website by @dilesh596 | Stardance
|
dilesh596
|
0
|
0.27
|
0
|
[]
|
[{"post_id": 78313, "ts": "202 [{"post_id": 78313, "ts": "2026-10-10T12:04:17Z", "hours": 0.2722, "text": "This is the website made for fun while learning how to write code or how to program it has some flaws but anyways I am posting it please tell me what you thing about this website. To make this website I only use HTML and CSS nothing more nothing less. As you have probably guessed it, It dosen’t has any history record or something like that just pure interface. I hope you would like it and wait for the next project that i am working on It called as The Farmer’s AI-Advisor. And it is pretty cool. See you next time…."}]...
|
Title: Soul the Restro Website by @dilesh596 | Sta Title: Soul the Restro Website by @dilesh596 | Stardance
Devlogs:
This is the website made for fun while learning how to write code or how to program it has some flaws but anyways I am posting it please tell me what you thing about this website. To make this website I only use HTML and CSS nothing more nothing less. As you have probably guessed it, It dosen’t has any history record or something like that just pure interface. I hope you would like it and wait for the next project that i am working on It called as The Farmer’s AI-Advisor. And it is pretty cool. See you next time…....
|
1793116466.0947561
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1793721266.0947561
|
|
68970
|
MP3 Player by @Ishu | Stardance
|
Ishu
|
0
|
0.92
|
0
|
[]
|
[{"post_id": 78312, "ts": "202 [{"post_id": 78312, "ts": "2026-10-10T12:03:07Z", "hours": 0.9214, "text": "Sorted out all the hardware and connections!! Next step is to add an sdcard, write the code and debug :D"}]...
|
Title: MP3 Player by @Ishu | Stardance
Devlogs:
S Title: MP3 Player by @Ishu | Stardance
Devlogs:
Sorted out all the hardware and connections!! Next step is to add an sdcard, write the code and debug :D...
|
1793127273.349645
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1793732073.349645
|
|
65944
|
xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stard xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stardance...
|
Asta_does_stuff
|
1
|
8.5
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T03:48:12Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its the starting point of a big software project which showcase NASA’s old instrument or the one that is still running This devlog I just add essential stuff like funcitons! (open/close, minimize, footer, header) Currently it only have 2 apps (calculator and welcome page) Feel free to suggest other related app! I’m planning to give users the ability to open NASA’s instrument 3D model, their history, missions and other data", "repo": "https://github.com/aryasatyaardy-cell/xX_Obsolete_Sky_Lab_Xx", "demo": "https://obsolete-skylab.netlify.app/"}]...
|
[{"post_id": 78310, "ts": "202 [{"post_id": 78310, "ts": "2026-10-10T11:51:30Z", "hours": 0.4361, "text": "Fixing buggy app"}, {"post_id": 76351, "ts": "2026-10-03T08:44:47Z", "hours": 1.6631, "text": "Changed almost everything So the old one is just hide and set a style of a div to “open” and “close” it, this one actually open it By opening it, js copy and delete it, and js reopen it when a button pressed"}, {"post_id": 76314, "ts": "2026-10-03T05:12:43Z", "hours": 2.3989, "text": "Added and fixed an app Added credits and filling the “about this site”"}, {"post_id": 74274, "ts": "2026-09-27T03:33:57Z", "hours": 1.2556, "text": "Finished WebOS 1 Added a working calculator app (cba to code it so I use Iframe) Added a footer to preview minimized tab"}, {"post_id": 74224, "ts": "2026-09-26T23:35:34Z", "hours": 0.7764, "text": "What I’ve added Welcome loading screen in 8 different langguages (if I’m not mistaken) A tab that is draggable and can be closed and opened"}, {"post_id": 74021, "ts": "2026-09-26T15:24:57Z", "hours": 0.6806, "text": "added window"}, {"post_id": 73997, "ts": "2026-09-26T14:28:12Z", "hours": 0.3311, "text": "Added a cool transition when pressing space"}, {"post_id": 73921, "ts": "2026-09-26T10:15:29Z", "hours": 0.5672, "text": "Made the header lol"}]...
|
Title: xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff Title: xX_Obsolete_Sky_Lab_Xx by @Asta_does_stuff | Stardance
Devlogs:
Made the header lol
Added a cool transition when pressing space
added window
What I’ve added Welcome loading screen in 8 different langguages (if I’m not mistaken) A tab that is draggable and can be closed and opened
Finished WebOS 1 Added a working calculator app (cba to code it so I use Iframe) Added a footer to preview minimized tab
Added and fixed an app Added credits and filling the “about this site”
Changed almost everything So the old one is just hide and set a style of a div to “open” and “close” it, this one actually open it By opening it, js copy and delete it, and js reopen it when a button pressed
Fixing buggy app
Ships:
Its the starting point of a big software project which showcase NASA’s old instrument or the one that is still running This devlog I just add essential stuff like funcitons! (open/close, minimize, footer, header) Currently it only have 2 apps (calculator and welcome page) Feel free to suggest other related app! I’m planning to give users the ability to open NASA’s instrument 3D model, their history, missions and other data...
|
1793216854.80803
|
1793303254.80803
|
|
50594
|
bloobalistick test by @sofiia | Stardance
|
sofiia
|
0
|
4.84
|
0
|
[]
|
[{"post_id": 78306, "ts": "202 [{"post_id": 78306, "ts": "2026-10-10T11:40:26Z", "hours": 1.6919, "text": "I FINISHED IT! It seems like a really easy project and didn’t take that much time but I could only commit 20 minutes a day so it’s a big improvement!"}, {"post_id": 74996, "ts": "2026-09-28T20:09:44Z", "hours": 1.0631, "text": "Added a background and an enemy"}, {"post_id": 74190, "ts": "2026-09-26T21:42:03Z", "hours": 2.0875, "text": "Added coins and a killzone. At first placed them wrong so coins started moving like a platform"}]...
|
Title: bloobalistick test by @sofiia | Stardance
Title: bloobalistick test by @sofiia | Stardance
Devlogs:
Added coins and a killzone. At first placed them wrong so coins started moving like a platform
Added a background and an enemy
I FINISHED IT! It seems like a really easy project and didn’t take that much time but I could only commit 20 minutes a day so it’s a big improvement!...
|
1792634049.4362807
|
1793238849.4362807
|
|
68968
|
LINKSTATE by @Duskled | Stardance
|
Duskled
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T12:02:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I shipped Linkstate Browser, which lets you generate links for websites, open them offline and download their source files. Normally you have to host websites or send multiple files, but Linkstate packs everything into one link or .onestate file, making it much faster to share projects. The hardest part was making everything work together, and I’m proud of building the whole system. Download it from https://linkstate.xyz or https://github.com/Duskled/LinkState---Browser . Open Linkstate Browser, add your website files to generate a link or .onestate file, then share it with anyone. They can open it in the browser and download the source files too. Currently, only HTML, CSS and JS files are supported, so please test it with those file types only.", "repo": "https://github.com/Duskled/LinkState---Browser", "demo": "https://linkstate.xyz/"}]...
|
[{"post_id": 78305, "ts": "202 [{"post_id": 78305, "ts": "2026-10-10T11:31:42Z", "hours": 8.6369, "text": "Normally sharing a website means hosting it or sending multiple files. Linkstate packs HTML, CSS and JS into one link or .onestate file, and Linkstate Browser lets you open these projects offline and extract their source files."}]...
|
Title: LINKSTATE by @Duskled | Stardance
Devlogs: Title: LINKSTATE by @Duskled | Stardance
Devlogs:
Normally sharing a website means hosting it or sending multiple files. Linkstate packs HTML, CSS and JS into one link or .onestate file, and Linkstate Browser lets you open these projects offline and extract their source files.
Ships:
I shipped Linkstate Browser, which lets you generate links for websites, open them offline and download their source files. Normally you have to host websites or send multiple files, but Linkstate packs everything into one link or .onestate file, making it much faster to share projects. The hardest part was making everything work together, and I’m proud of building the whole system. Download it from https://linkstate.xyz or https://github.com/Duskled/LinkState---Browser . Open Linkstate Browser, add your website files to generate a link or .onestate file, then share it with anyone. They can open it in the browser and download the source files too. Currently, only HTML, CSS and JS files are supported, so please test it with those file types only....
|
1793217319.7723784
|
1793303719.7723784
|
|
68464
|
in search of the one! by @cosmic79conqueror | Star in search of the one! by @cosmic79conqueror | Stardance...
|
cosmic79conqueror
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1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T11:46:41Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is **ISOTO: ** In Search Of The One The game runs completely using gmail and google sheets (apps script is a part of google sheets). It follows you as Nephis . Due to too much time it was taking, i could only make the one for female character (❁´◡`❁) do forgive me. I’ll be still working on this project after shipping it. Currently only Act 1 has been completed. I have planned for it to have 4 acts. So consider this a part 1 on the project….. what was hard? first question i had after looking at the event was what kind of magic mod do you use inside these things to make an entire game inside of google sheets and gmail. So i found out YOU CAN ACTUALLY RUN JAVASCRIPT INSIDE OF GOOGLE SHEETS. That was at the same time hilarious and awesome. The first phase of this project was set to researching dating sims….. “(Ahem- i did not play and binge 2 dating sims straight up one as a girl and one as a boy)” then i decided to put my supreme maths skills to use by creating a formula for love: “a love formula” (it has a nice ring to it). i then needed characters and different personas so i created a form and sent it to some of my friends. i got 5 responses and decided to make 5 characters. Then came lore writing: the hardest part……… i know my lore isnt all that niche and unique and my writing is quite bad (i’ve been bad at it at school too thats how i lose most of my marks in the english paper) but yeah JUST KNOW THAT I TRIED MY BEST !!!!!!!!! how to play: url: https://mail.google.com/mail/?view=cm&fs=1& [email protected] &body=code%3Aisoto This will redirect you to gmail to send a gmail that will begin the game…… One important thig to note is that you should have only 1 google acocunt logged in. It is a bug from google’s side……… Enjoy!!!!!!!!!!!!! I had a great time making this…. It was tbh kind of exciting…. and most of all i can now flex i made a damned dating sim inside gmail hahahahahahah!!!!!!!!!! (nvm the villain laugh) thanks to @cskartikey for this event!!! :)", "repo": "https://github.com/Abhrajit-Gogoi/search-of-the-one", "demo": "https://mail.google.com/mail/?view=cm&fs=1&to=inthesearch0f0ne@gmail.com&body=code%3Aisoto"}]...
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[{"post_id": 78303, "ts": "202 [{"post_id": 78303, "ts": "2026-10-10T11:22:05Z", "hours": 2.9667, "text": "Done !!!!!!!!! wrote up the entire code for act 1 and the different choices…. i also added a mail trigger where it scans the mail every 5 mins to figure out if anyone has started the game"}, {"post_id": 78083, "ts": "2026-10-09T14:52:07Z", "hours": 2.6806, "text": "made the lore!!!! the actual lore for the first act is done now its going to be a headache to implement these game mechanisms"}, {"post_id": 77892, "ts": "2026-10-08T17:54:11Z", "hours": 3.0, "text": "phew added the first cutscene finally!!!!! added the first scene prelouge after so much time and effort!! and i still have to write various plots and endings 😭😭😭😭😭😭😭😭"}, {"post_id": 77829, "ts": "2026-10-08T13:10:52Z", "hours": 1.65, "text": "Created the basic outline plot I sat down, did my research and plotted the basic layout of the game and the various arcs of it. it is going to be quite short mostly a gave completed under 4 hours…….. hope it turns out well"}, {"post_id": 77630, "ts": "2026-10-07T18:00:03Z", "hours": 0.8333, "text": "created a google form link: https://forms.gle/c8yHR8vJa52b6gAdA only 8 questions I created a google form (completely anonymous one) to gather data on how do people actually feel about some topics that weigh heavily on my heart when i am encountered with them. i plan on creating a story that actually touches you somewhere so to create the storyline i decided to gather data on it. please fill it it would help a lot to the project"}, {"post_id": 77612, "ts": "2026-10-07T16:59:47Z", "hours": 0.6336, "text": "i Don’t know where to start. I started off not knowing anything i spent some time brainstorming with gemini trying to figure out what exactly it is i will be doing and possible pahways…. I got the option of creating a gmail add on or mailto threads….. I decided with mailto as it seems kind of mysterious and vintage ….. “Love story over gmail”"}]...
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Title: in search of the one! by @cosmic79conqueror Title: in search of the one! by @cosmic79conqueror | Stardance
Devlogs:
i Don’t know where to start. I started off not knowing anything i spent some time brainstorming with gemini trying to figure out what exactly it is i will be doing and possible pahways…. I got the option of creating a gmail add on or mailto threads….. I decided with mailto as it seems kind of mysterious and vintage ….. “Love story over gmail”
created a google form link: https://forms.gle/c8yHR8vJa52b6gAdA only 8 questions I created a google form (completely anonymous one) to gather data on how do people actually feel about some topics that weigh heavily on my heart when i am encountered with them. i plan on creating a story that actually touches you somewhere so to create the storyline i decided to gather data on it. please fill it it would help a lot to the project
Created the basic outline plot I sat down, did my research and plotted the basic layout of the game and the various arcs of it. it is going to be quite short mostly a gave completed under 4 hours…….. hope it turns out well
phew added the first cutscene finally!!!!! added the first scene prelouge after so much time and effort!! and i still have to write various plots and endings 😭😭😭😭😭😭😭😭
made the lore!!!! the actual lore for the first act is done now its going to be a headache to implement these game mechanisms
Done !!!!!!!!! wrote up the entire code for act 1 and the different choices…. i also added a mail trigger where it scans the mail every 5 mins to figure out if anyone has started the game
Ships:
this is **ISOTO: ** In Search Of The One The game runs completely using gmail and google sheets (apps script is a part of google sheets). It follows you as Nephis . Due to too much time it was taking, i could only make the one for female character (❁´◡`❁) do forgive me. I’ll be still working on this project after shipping it. Currently only Act 1 has been completed. I have planned for it to have 4 acts. So consider this a part 1 on the project….. what was hard? first question i had after looking at the event was what kind of magic mod do you use inside these things to make an entire game inside of google sheets and gmail. So i found out YOU CAN ACTUALLY RUN JAVASCRIPT INSIDE OF GOOGLE SHEETS. That was at the same time hilarious and awesome. The first phase of this project was set to researching dating sims….. “(Ahem- i did not play and binge 2 dating sims straight up one as a girl and one as a boy)” then i decided to put my supreme maths skills to use by creating a formula for love: “a love formula” (it has a nice ring to it). i then needed characters and different personas so i created a form and sent it to some of my friends. i got 5 responses and decided to make 5 characters. Then came lore writing: the hardest part……… i know my lore isnt all that niche and unique and my writing is quite bad (i’ve been bad at it at school too thats how i lose most of my marks in the english paper) but yeah JUST KNOW THAT I TRIED MY BEST !!!!!!!!! how to play: url: https://mail.google.com/mail/?view=cm&fs=1& [email protected] &body=code%3Aisoto This will redirect you to gmail to send a gmail that will begin the game…… One important thig to note is that you should have only 1 google acocunt logged in. It is a bug from google’s side……… Enjoy!!!!!!!!!!!!! I had a great time making this…. It was tbh kind of exciting…. and most of all i can now flex i made a damned dating sim inside gmail hahahahahahah!!!!!!!!!! (nvm the villain laugh) thanks to @cskartikey for this event!!! :)...
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1793217233.5842204
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1793303633.5842204
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67072
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Manim explain videos by @TyrannoJ | Stardance
|
TyrannoJ
|
0
|
2.89
|
0
|
[]
|
[{"post_id": 78302, "ts": "202 [{"post_id": 78302, "ts": "2026-10-10T11:05:37Z", "hours": 2.8883, "text": "Devlog 1 Hi, I made this project for cool manim videos I am doing for school, I’ll be putting them on a website so you can look at them What I did so far A video about a mesopotamian stone tablet for a presentation A video about electric potential which I migrated here from another project If you look at it most of the inscriptions are in German, but I think you’ll still be able to understand it Thanks for reaading, have a nice one"}]...
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Title: Manim explain videos by @TyrannoJ | Stardan Title: Manim explain videos by @TyrannoJ | Stardance
Devlogs:
Devlog 1 Hi, I made this project for cool manim videos I am doing for school, I’ll be putting them on a website so you can look at them What I did so far A video about a mesopotamian stone tablet for a presentation A video about electric potential which I migrated here from another project If you look at it most of the inscriptions are in German, but I think you’ll still be able to understand it Thanks for reaading, have a nice one...
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1793105635.3854275
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1793710435.3854275
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67128
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StudyFlow by @geeky | Stardance
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geeky
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1
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23.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T15:37:08Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "StudyFlow, a task organizer for students, built with plain HTML, CSS and JavaScript (no frameworks, no backend) The problem: students notice deadlines too late, so the app makes urgency visible.", "repo": "https://github.com/filippoplesca3-wq/StudyFlow", "demo": "https://filippoplesca3-wq.github.io/StudyFlow/"}]...
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[{"post_id": 78301, "ts": "202 [{"post_id": 78301, "ts": "2026-10-10T11:04:05Z", "hours": 3.5744, "text": "Just finished setting up the github repo!!!"}, {"post_id": 78128, "ts": "2026-10-09T17:20:51Z", "hours": 0.4286, "text": "just updated the style i think it looks way cooler now. im finishing js aand it wil be ready!!!"}, {"post_id": 76161, "ts": "2026-10-02T15:27:46Z", "hours": 19.2456, "text": "A simple web app that helps students organize homework by subject, priority and due date. Built with plain HTML, CSS and JavaScript — no frameworks, no backend."}]...
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Title: StudyFlow by @geeky | Stardance
Devlogs:
A Title: StudyFlow by @geeky | Stardance
Devlogs:
A simple web app that helps students organize homework by subject, priority and due date. Built with plain HTML, CSS and JavaScript — no frameworks, no backend.
just updated the style i think it looks way cooler now. im finishing js aand it wil be ready!!!
Just finished setting up the github repo!!!
Ships:
StudyFlow, a task organizer for students, built with plain HTML, CSS and JavaScript (no frameworks, no backend) The problem: students notice deadlines too late, so the app makes urgency visible....
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1792817382.4388914
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1793681382.4388914
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67393
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Fpv Rc Bird project by @vihan_d26 | Stardance
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vihan_d26
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0
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17.21
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0
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[]
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[{"post_id": 78300, "ts": "202 [{"post_id": 78300, "ts": "2026-10-10T10:57:16Z", "hours": 3.8208, "text": "First Failure. trying to assemble my mechanism in cad but for some reason its glitching and not fitting as intended. Some parts assembled in reverse and also shafts of wrong size."}, {"post_id": 77628, "ts": "2026-10-07T17:56:14Z", "hours": 4.9272, "text": "Main structure of the wing designed in freecad assembly and connecter shafts left. now need to test whether proportions are accurate and will they work as intended."}, {"post_id": 77054, "ts": "2026-10-05T14:32:45Z", "hours": 5.1161, "text": "Testing the opening and closing of my wing mechanism with legos"}, {"post_id": 76208, "ts": "2026-10-02T17:48:28Z", "hours": 3.3506, "text": "Guys i know this is stupid idea but still a idea. I am currently making Fpv rc bat inspired avian as it was my dream to always create something ambitious. Anyways the sketches arent great for other ppl to understand as i didnt keep it in my mind while making the rough sketches but this project is taking a hell lot of research just start. I appreciate u giving a look at it"}]...
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Title: Fpv Rc Bird project by @vihan_d26 | Stardan Title: Fpv Rc Bird project by @vihan_d26 | Stardance
Devlogs:
Guys i know this is stupid idea but still a idea. I am currently making Fpv rc bat inspired avian as it was my dream to always create something ambitious. Anyways the sketches arent great for other ppl to understand as i didnt keep it in my mind while making the rough sketches but this project is taking a hell lot of research just start. I appreciate u giving a look at it
Testing the opening and closing of my wing mechanism with legos
Main structure of the wing designed in freecad assembly and connecter shafts left. now need to test whether proportions are accurate and will they work as intended.
First Failure. trying to assemble my mechanism in cad but for some reason its glitching and not fitting as intended. Some parts assembled in reverse and also shafts of wrong size....
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1793109182.417321
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1793713982.417321
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37737
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Voxelium by @notryaan | Stardance
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notryaan
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1
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51.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T10:50:01Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Voxelium 1.0 First release!! Voxelium is a voxel game I built from scratch in C++ and OpenGL, no engine, just a lot of code. Endless worlds with real seas, mountain ranges, caves, weather and animals, and you can break and build whatever you want. What’s in it Endless worlds from a seed: seas with islands, wide beaches, mountain ranges with snow on top, big deserts and forests, and you can see about 5 km out Caves with huge caverns, tunnels and ravines, old mineshafts running through them, and it’s actually dark down there so bring lamps Lighthouses, shipwrecks, desert ruins and pyramids (there’s something under the pyramids) Water that flows, waves that go crazy in storms, coral reefs and kelp forests Weather that does its own thing: rain, snow that piles up and melts, thunderstorms with real lightning, mist over the water at sunrise Crabs, turtles, fish, jellyfish that glow at night, birds, butterflies and fireflies. You can punch them, they will run Every block has its own sounds and every biome has its own ambience Break and place blocks, 25 lamp colours, no height limit, save as many worlds as you want Low / Medium / High / Ultra presets so it runs on more than just my PC Controls WASD + mouse, space to jump, F5 walk/fly, hold left click to break, middle click to place, F4 hotbar, ESC settings, F3 debug stuff Tips Hit New World on the title screen and type a seed or roll one. Save from the ESC menu if you want to keep a world If Ultra is laggy, turn down detail dist in the settings first, it’s the biggest cost by far Big thanks to everyone on opengameart.org whose textures and sounds are in here, they’re all credited in the readme.", "repo": "https://github.com/UltimaCodes/Voxelium", "demo": "https://github.com/UltimaCodes/Voxelium/releases/tag/v1.0"}]...
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[{"post_id": 78298, "ts": "202 [{"post_id": 78298, "ts": "2026-10-10T10:44:33Z", "hours": 0.5822, "text": "OK FINAL DEVLOG ACTUALLY There were a few bugs from the previous one which I had to fix before release Tree tops looked unlit and forests looked really gloomy, even in full sun. The light was reaching them fine, the auto exposure was measuring the whole screen including the bright sky and darkening everything under it. It only measures the world now, so trees actually look lit Every new world had an old glowing test room carved underground in the same spot. It’s gone from new worlds, old worlds keep it so nothing in them changes- The game was running one of my internal tests every single time it launched, it doesn’t anymore There was a hidden launch option that crashed the game on purpose, left over from testing the crash reporter, removed"}, {"post_id": 78292, "ts": "2026-10-10T09:50:27Z", "hours": 14.1283, "text": "Final devlog (probably) Terrain & World Gen The old terrain was hills everywhere with puddles in between, and the mountains were random spikes shooting straight up out of flat ground like something was stabbing the map from underneath. So I rewrote the whole generator. There’s real seas now with islands and deep water, and coasts start with a proper wide beach before the land slowly rises. Mountains come in long ranges with foothills, bare rock on the steep parts, a treeline and snow on top, and deserts are one big desert instead of a sand patch in the middle of nowhere. Getting the mountains right took way longer than I want to admit. First they went up like walls, then there were 40 block deep trenches running in perfectly straight lines for hundreds of blocks through the hills. Turned out the math that works out how far you are from the coast completely loses it deep inland, so now it looks out in eight directions for the actual coast instead of guessing. Old worlds keep their old terrain so nothing you built gets new ground under it. Caves & Structures Caves are actual caves now: huge caverns, long winding tunnels, ravines, water pooled at the bottom, and stalactites. They also don’t break out of the side of every hill anymore, which is where all those random gaps and chasms were coming from. Old mineshafts run through them with lamps and plank bridges over the drops, and there’s pyramids out in the desert with a lit room inside. There’s also something hidden under the pyramids but I’m not telling you what. Water & Animals Water has actual waves now, flat at the beach, bigger out in deep water, and way bigger in a storm. Also fixed far away water reflections breaking into lines. The animals were ghosts this whole time; you could walk straight through a turtle. Now they’re solid, punching one knocks it back and it runs off, and swimming into a school of fish scatters them. The fish were also translucent, fixed that. And the black squares that flashed on screen when it rained are gone (funny NaN issue). Lighting & Performance Caves are properly dark now unless something lights them, and lamp light hangs in the air a bit so lamps actually glow instead of just painting the wall. Lighting runs on its own thread now so it doesn’t eat into your frame, and sun shafts and lamp glow render at half resolution, which made them way cheaper and you can’t tell. Also fixed a bunch of random bugs: Game freezing for a few seconds when you broke a block somewhere new. The world sometimes thinking it was still loading forever. Memory getting corrupted when you closed the game. The settings back button hiding off the bottom of the screen at 720p."}, {"post_id": 74371, "ts": "2026-09-27T08:18:33Z", "hours": 4.6833, "text": "Hallo, audio and the settings menu are in like I said last time, plus a mountain of bugs I only found by actually sitting down and playing it TLDR; The game has sound now, a real title screen, settings with quality presets, and I fixed a ton of stuff that only showed up during long play sessions Audio: The world was dead silent so I added a bunch of CC0 sounds. Every block has its own break, place and footstep sound based on what it’s made of now instead of almost everything falling back to one generic clip. Jumping, landing (heavier sound if you fall from high up), getting in and out of water, all of that. Funniest part is the audio test was passing the whole time while the game made zero sound, it only checked that sounds were “playing”, not that anything came out of the speakers, so now it actually listens to the output. Also added ambience for every biome, birds, cicadas, frogs, desert wind, waves, gulls and cave drips. Some I generated myself from noise and some are real recordings. Menus: Proper settings menu with tabs and Low/Medium/High/Ultra presets. The presets actually change how much work the shaders do instead of just flipping effects on and off. Render scale got a sharpening pass so running it below 1 doesn’t look like mush anymore, and a few settings were quietly resetting every time you launched which is fixed. Made a real title screen too, you can type a seed or load a saved world and it shows the actual world behind the menu, it even previews the terrain as you type a seed. First version of it had buttons that did literally nothing when you clicked them lol. Also added a screenshot key, crash dumps and an app icon. Bugs (so many): The first block you broke after launching froze the game for like 10 seconds and every edit after that for another second or two. Sometimes the area you spawned in just never loaded and you had to fly to the nearest chunk. Flying fast made it look like the whole world was reloading. Ultra was loading a smaller world behind the loading screen and then doubling it the second you spawned, so the start was super laggy. Hard black blotches all over the terrain in the day turned out to be cloud shadows aliasing, and the checkered pattern on grassy slopes was ambient occlusion getting applied twice. Water had black spots at certain angles from the reflections freaking out, and weird streaks across lakes that turned out to be the ambient occlusion using the lake bed under the water instead of the surface. Caves were getting lit by the time of day which makes no sense, light fading off in visible rings is gone, and the leaf texture had no transparency so every tree was a solid blob this entire time. Did a lighting pass to make it look more like a shader pack, overdid it and everything was way too bright, so I dialed it back. Also killed contact shadows completely, they caused more problems than they fixed. Next up is making the world more interesting, new biomes, animals and better weather"}, {"post_id": 65910, "ts": "2026-09-11T11:20:25Z", "hours": 8.0572, "text": "Hallo pretty big changelog because I didn’t do anything for a bit oops TLDR; Cleaned out old bugs, did a performance pass, built actual world simulation and did a full graphics overhaul Bugs : Chunks were silently vanishing past a hardcoded cap that was way too low for default settings, no draw, no shadow, which turned out to be that “chunks glitch out while moving” bug. Fixed it plus streaky stars, a moon that looked like a tiny sun, and water growing phantom walls at chunk borders from an earlier fix. Teleporting somewhere far caused a 1004ms freeze. Profiled it instead of guessing and found the GPU arena was doing a full reset every time. Fixed properly and worst case is under 12ms now. Performance : Frame time was 15.5ms. Turned out shadows were re-rendering every single frame for no reason, only redrawing a cascade when it actually needs to cut that down 89% and dropped the whole frame in half to about 2.3ms. Built a couple things expecting wins that turned out to be losses when actually measured (one was 28% slower), and almost built a whole defrag system for the arena before realizing it wasn’t fragmentation, it was just too small so I bumped it up and the problem vanished on its own. Real world woahh : Flowing water, colored block light, ore veins that actually clump instead of speckling everywhere. Rewrote falling sand and gravel, the old version was doing 118k lookups a tick and never even stopped. Rebuilt caves properly using two noise fields overlapping instead of one, actual tunnels now instead of flat noodles. Also chunks exist at any height now, no ceiling at all. Building that surfaced 3 old bugs that had been broken this whole time. Graphicss : Water got reflections, caustics, underwater god rays. Found an evil ass NaN bug doing the caustics where the seabed was rendering as solid black rectangles until I caught it. Rain and snow are generated entirely in the vertex shader, so 30k drops cost one draw call and zero buffer uploads. Volumetric clouds and cloud shadows now share the same noise field so they can’t disagree with each other. Also fake normal maps with zero authored art, the pixel art textures already have the detail baked into their own shading so I just reused that as the normal map, completely free. Built and killed an atmosphere LUT after measuring it three separate times, kept losing to the simple hand tuned sky. Also fixed emitters like lamps flickering their own glow depending on the angle you looked at them. Next up is audio, a settings menu, and makign the game look better somehow"}, {"post_id": 43979, "ts": "2026-08-09T13:45:27Z", "hours": 8.1175, "text": "voxel engine devlog #3 Shadows, post processing, save files, and actual trees. GPU arena overflow funny moments it was not pleasant to deal with + graphics overhaul (added water) Forward HDR & Shadows: Built a full pipeline with 3 cascade shadow maps, half-res SSAO, and Jimenez bloom. Shadows were super vertex-bound at first (5.12ms), but tightening the cascade splits chopped that straight down to 3.5ms. Saving to Disk (.vxr Region Files): Chunks now compress using varints (a cave chunk shrinks from 65 KB down to 5.7 KB). We now only save edited chunks as a diff against the noise seed while everything else regenerates on the fly. I tested it by blowing up a wall, flying a few thousand blocks away to evict it, flying back, and it reloaded intact from disk. Trees without neighbor lookups: Solved tree canopy generation across chunk borders by making them deferred. Each chunk calculates what parts of nearby tree roots fall inside its bounding box, avoiding goofy crossthread neighbor lookups. Water meshing: Added water as a second mesh layer. Opaque faces draw against air or water (so you see the seabed), while water faces only emit against air. Performance upgrades: High render distances were causing massive frame stalls because the GPU arena buffer was running at 92% capacity and triggering full GPU resets. Bumped the arena from 8M to 16M quads (128 MB) and nuked a hidden O(N) chunk scan sooooo hopefully smooth sailing from now . What now?: Full pipeline runs at ~4.5ms (~0.9ms with shaders off). Up next: smoothing out face lighting with per-corner ambient occlusion (AO) baked into the greedy mesh and looking into SSR for water."}, {"post_id": 33323, "ts": "2026-07-23T04:07:54Z", "hours": 5.7403, "text": "voxel engine devlog #2 Threading turned into rendering turned into lighting turned into an actual world with caves in it, all in one sitting. This was NOT the plan but here we are lol. Threading: got gen + meshing off the main thread onto a real worker pool. Workers are just pure functions, voxels in results out through queues, so the only actual cross-thread headache was stopping a chunk from getting unloaded while another job was still reading it (fixed with a refcount). World output came out byte-identical to before which is exactly what I wanted, just moved where the work happens not what it produces. Worst case frame during a full re-stream is under 1ms now. One draw call: this was the fun one. Went from 349 draw calls (one per chunk, kind of wacko ngl) down to 1. GPU buffer stays persistently mapped, culling got moved into a compute shader, and the indirect draw pulls its own visible count straight off the GPU so it never even touches the CPU. Same exact pixels as before, just the CPU isn’t sitting there doing a bunch of pointless work anymore. Cave culling: engine now figures out which chunks you could actually see air through and just doesn’t draw the rest. Above ground that’s about 40% fewer chunks. My sealed test room underground was cutting 98%+ but that number came back down once real caves existed instead of one clean sealed box, which makes sense since it’s following actual connectivity now instead of a best case demo. Lighting: sky + block light through BFS, baked straight into the mesh so there’s no separate lighting pass at render time. Threw in a glow block to test with. Removing a light source zeroes it out exactly and adding it back restores it exactly, verified both instead of assuming it just works. Terrain + you can hit stuff now: swapped the flat test world for actual noise based terrain, caves carved with 3D noise instead of flat tunnels. Added raycasting so you can break/place blocks. Player movement runs on a fixed timestep so framerate literally cannot change how fast you move. Next up: lighting is flat per face right now, want that smoothed per corner eventually. also got one frame time spike during heavy cave streaming I need to go check out before it turns into an actual problem once flying through caves is a thing."}, {"post_id": 33131, "ts": "2026-07-22T19:16:08Z", "hours": 9.4881, "text": "voxel engine first devlog yayyyyyy!!!!!! Deadahh just wanted to put everything from the last few days into one initial devlog so I don’t have to keep yap too much. Started with basic OpenGL 4.6 and GLFW, instead of using string lookups for shaders which is clown behavior, everything uses explicit locations. I also set up a headless smoke test so the CI can render offscreen, check its own pixels, and pass without popping up a window and being too goofy. For debugging, I threw in an ImGui menu to track frames, draw calls, and memory without making the heap allocator crash out. Steady-state heap allocations are at zero right now + also flipped the depth buffer to reversed-D because standard depth buffers kaboom at long distances and make the textures Z-fight. The Mesher thingy The first mesher I built was literally just a mesher. A regular mesher. There was nothing special about it. It just emitted 6 expanded vertices per face which took up way too much space (615 KB a chunk) and was slow. I improved it and made a binary greedy mesher that packs an entire quad into a single 64-bit integer. It uses 64-bit bitwise column ops to merge faces instantly. 2.7x fewer triangles and 33x less memory. It’s so fast it takes like 0.05ms and I also ripped out VBOs completely for SSBO vertex pulling, meaning the GPU just reconstructs the geometry on the fly. There was one issue where the greedy mesher left microscopic sub-pixel holes everywhere so I kept seeing pinhole cracks, so I just bloated every quad by 0.001 so they overlap and cover it up (surely this works well enough). Chunks & Compressing Having raw voxel arrays was eating my RAM alive, so I used palette compression. If a chunk is entirely air or entirely stone, it just stores one ID now. If it’s mixed, it bit-packs the indices, this dropped voxel memory by 20x. We’re streaming a 21x21x4 chunk radius (like 2,100 chunks) and it only takes 6.6 MB. Added a chunk streaming manager so it loads in a ring around you. I had to put strict budgets on generation and meshing per frame, otherwise the game just freezes when you move too fast + CPU frustum culling means we only actually draw the chunks you’re looking at. What’s Next? Right now the engine is in the state of being too good and being too bad at the same time. It’s doing like 349 individual draw calls per frame (one for every visible chunk). It works, but it’s got some quirks that I need to kaboom first. Next up is building a persistent arena buffer and GPU-driven culling so we can collapse the entire world into ONE single draw call using indirect drawing."}]...
|
Title: Voxelium by @notryaan | Stardance
Devlogs: Title: Voxelium by @notryaan | Stardance
Devlogs:
voxel engine first devlog yayyyyyy!!!!!! Deadahh just wanted to put everything from the last few days into one initial devlog so I don’t have to keep yap too much. Started with basic OpenGL 4.6 and GLFW, instead of using string lookups for shaders which is clown behavior, everything uses explicit locations. I also set up a headless smoke test so the CI can render offscreen, check its own pixels, and pass without popping up a window and being too goofy. For debugging, I threw in an ImGui menu to track frames, draw calls, and memory without making the heap allocator crash out. Steady-state heap allocations are at zero right now + also flipped the depth buffer to reversed-D because standard depth buffers kaboom at long distances and make the textures Z-fight. The Mesher thingy The first mesher I built was literally just a mesher. A regular mesher. There was nothing special about it. It just emitted 6 expanded vertices per face which took up way too much space (615 KB a chunk) and was slow. I improved it and made a binary greedy mesher that packs an entire quad into a single 64-bit integer. It uses 64-bit bitwise column ops to merge faces instantly. 2.7x fewer triangles and 33x less memory. It’s so fast it takes like 0.05ms and I also ripped out VBOs completely for SSBO vertex pulling, meaning the GPU just reconstructs the geometry on the fly. There was one issue where the greedy mesher left microscopic sub-pixel holes everywhere so I kept seeing pinhole cracks, so I just bloated every quad by 0.001 so they overlap and cover it up (surely this works well enough). Chunks & Compressing Having raw voxel arrays was eating my RAM alive, so I used palette compression. If a chunk is entirely air or entirely stone, it just stores one ID now. If it’s mixed, it bit-packs the indices, this dropped voxel memory by 20x. We’re streaming a 21x21x4 chunk radius (like 2,100 chunks) and it only takes 6.6 MB. Added a chunk streaming manager so it loads in a ring around you. I had to put strict budgets on generation and meshing per frame, otherwise the game just freezes when you move too fast + CPU frustum culling means we only actually draw the chunks you’re looking at. What’s Next? Right now the engine is in the state of being too good and being too bad at the same time. It’s doing like 349 individual draw calls per frame (one for every visible chunk). It works, but it’s got some quirks that I need to kaboom first. Next up is building a persistent arena buffer and GPU-driven culling so we can collapse the entire world into ONE single draw call using indirect drawing.
voxel engine devlog #2 Threading turned into rendering turned into lighting turned into an actual world with caves in it, all in one sitting. This was NOT the plan but here we are lol. Threading: got gen + meshing off the main thread onto a real worker pool. Workers are just pure functions, voxels in results out through queues, so the only actual cross-thread headache was stopping a chunk from getting unloaded while another job was still reading it (fixed with a refcount). World output came out byte-identical to before which is exactly what I wanted, just moved where the work happens not what it produces. Worst case frame during a full re-stream is under 1ms now. One draw call: this was the fun one. Went from 349 draw calls (one per chunk, kind of wacko ngl) down to 1. GPU buffer stays persistently mapped, culling got moved into a compute shader, and the indirect draw pulls its own visible count straight off the GPU so it never even touches the CPU. Same exact pixels as before, just the CPU isn’t sitting there doing a bunch of pointless work anymore. Cave culling: engine now figures out which chunks you could actually see air through and just doesn’t draw the rest. Above ground that’s about 40% fewer chunks. My sealed test room underground was cutting 98%+ but that number came back down once real caves existed instead of one clean sealed box, which makes sense since it’s following actual connectivity now instead of a best case demo. Lighting: sky + block light through BFS, baked straight into the mesh so there’s no separate lighting pass at render time. Threw in a glow block to test with. Removing a light source zeroes it out exactly and adding it back restores it exactly, verified both instead of assuming it just works. Terrain + you can hit stuff now: swapped the flat test world for actual noise based terrain, caves carved with 3D noise instead of flat tunnels. Added raycasting so you can break/place blocks. Player movement runs on a fixed timestep so framerate literally cannot change how fast you move. Next up: lighting is flat per face right now, want that smoothed per corner eventually. also got one frame time spike during heavy cave streaming I need to go check out before it turns into an actual problem once flying through caves is a thing.
voxel engine devlog #3 Shadows, post processing, save files, and actual trees. GPU arena overflow funny moments it was not pleasant to deal with + graphics overhaul (added water) Forward HDR & Shadows: Built a full pipeline with 3 cascade shadow maps, half-res SSAO, and Jimenez bloom. Shadows were super vertex-bound at first (5.12ms), but tightening the cascade splits chopped that straight down to 3.5ms. Saving to Disk (.vxr Region Files): Chunks now compress using varints (a cave chunk shrinks from 65 KB down to 5.7 KB). We now only save edited chunks as a diff against the noise seed while everything else regenerates on the fly. I tested it by blowing up a wall, flying a few thousand blocks away to evict it, flying back, and it reloaded intact from disk. Trees without neighbor lookups: Solved tree canopy generation across chunk borders by making them deferred. Each chunk calculates what parts of nearby tree roots fall inside its bounding box, avoiding goofy crossthread neighbor lookups. Water meshing: Added water as a second mesh layer. Opaque faces draw against air or water (so you see the seabed), while water faces only emit against air. Performance upgrades: High render distances were causing massive frame stalls because the GPU arena buffer was running at 92% capacity and triggering full GPU resets. Bumped the arena from 8M to 16M quads (128 MB) and nuked a hidden O(N) chunk scan sooooo hopefully smooth sailing from now . What now?: Full pipeline runs at ~4.5ms (~0.9ms with shaders off). Up next: smoothing out face lighting with per-corner ambient occlusion (AO) baked into the greedy mesh and looking into SSR for water.
Hallo pretty big changelog because I didn’t do anything for a bit oops TLDR; Cleaned out old bugs, did a performance pass, built actual world simulation and did a full graphics overhaul Bugs : Chunks were silently vanishing past a hardcoded cap that was way too low for default settings, no draw, no shadow, which turned out to be that “chunks glitch out while moving” bug. Fixed it plus streaky stars, a moon that looked like a tiny sun, and water growing phantom walls at chunk borders from an earlier fix. Teleporting somewhere far caused a 1004ms freeze. Profiled it instead of guessing and found the GPU arena was doing a full reset every time. Fixed properly and worst case is under 12ms now. Performance : Frame time was 15.5ms. Turned out shadows were re-rendering every single frame for no reason, only redrawing a cascade when it actually needs to cut that down 89% and dropped the whole frame in half to about 2.3ms. Built a couple things expecting wins that turned out to be losses when actually measured (one was 28% slower), and almost built a whole defrag system for the arena before realizing it wasn’t fragmentation, it was just too small so I bumped it up and the problem vanished on its own. Real world woahh : Flowing water, colored block light, ore veins that actually clump instead of speckling everywhere. Rewrote falling sand and gravel, the old version was doing 118k lookups a tick and never even stopped. Rebuilt caves properly using two noise fields overlapping instead of one, actual tunnels now instead of flat noodles. Also chunks exist at any height now, no ceiling at all. Building that surfaced 3 old bugs that had been broken this whole time. Graphicss : Water got reflections, caustics, underwater god rays. Found an evil ass NaN bug doing the caustics where the seabed was rendering as solid black rectangles until I caught it. Rain and snow are generated entirely in the vertex shader, so 30k drops cost one draw call and zero buffer uploads. Volumetric clouds and cloud shadows now share the same noise field so they can’t disagree with each other. Also fake normal maps with zero authored art, the pixel art textures already have the detail baked into their own shading so I just reused that as the normal map, completely free. Built and killed an atmosphere LUT after measuring it three separate times, kept losing to the simple hand tuned sky. Also fixed emitters like lamps flickering their own glow depending on the angle you looked at them. Next up is audio, a settings menu, and makign the game look better somehow
Hallo, audio and the settings menu are in like I said last time, plus a mountain of bugs I only found by actually sitting down and playing it TLDR; The game has sound now, a real title screen, settings with quality presets, and I fixed a ton of stuff that only showed up during long play sessions Audio: The world was dead silent so I added a bunch of CC0 sounds. Every block has its own break, place and footstep sound based on what it’s made of now instead of almost everything falling back to one generic clip. Jumping, landing (heavier sound if you fall from high up), getting in and out of water, all of that. Funniest part is the audio test was passing the whole time while the game made zero sound, it only checked that sounds were “playing”, not that anything came out of the speakers, so now it actually listens to the output. Also added ambience for every biome, birds, cicadas, frogs, desert wind, waves, gulls and cave drips. Some I generated myself from noise and some are real recordings. Menus: Proper settings menu with tabs and Low/Medium/High/Ultra presets. The presets actually change how much work the shaders do instead of just flipping effects on and off. Render scale got a sharpening pass so running it below 1 doesn’t look like mush anymore, and a few settings were quietly resetting every time you launched which is fixed. Made a real title screen too, you can type a seed or load a saved world and it shows the actual world behind the menu, it even previews the terrain as you type a seed. First version of it had buttons that did literally nothing when you clicked them lol. Also added a screenshot key, crash dumps and an app icon. Bugs (so many): The first block you broke after launching froze the game for like 10 seconds and every edit after that for another second or two. Sometimes the area you spawned in just never loaded and you had to fly to the nearest chunk. Flying fast made it look like the whole world was reloading. Ultra was loading a smaller world behind the loading screen and then doubling it the second you spawned, so the start was super laggy. Hard black blotches all over the terrain in the day turned out to be cloud shadows aliasing, and the checkered pattern on grassy slopes was ambient occlusion getting applied twice. Water had black spots at certain angles from the reflections freaking out, and weird streaks across lakes that turned out to be the ambient occlusion using the lake bed under the water instead of the surface. Caves were getting lit by the time of day which makes no sense, light fading off in visible rings is gone, and the leaf texture had no transparency so every tree was a solid blob this entire time. Did a lighting pass to make it look more like a shader pack, overdid it and everything was way too bright, so I dialed it back. Also killed contact shadows completely, they caused more problems than they fixed. Next up is making the world more interesting, new biomes, animals and better weather
Final devlog (probably) Terrain & World Gen The old terrain was hills everywhere with puddles in between, and the mountains were random spikes shooting straight up out of flat ground like something was stabbing the map from underneath. So I rewrote the whole generator. There’s real seas now with islands and deep water, and coasts start with a proper wide beach before the land slowly rises. Mountains come in long ranges with foothills, bare rock on the steep parts, a treeline and snow on top, and deserts are one big desert instead of a sand patch in the middle of nowhere. Getting the mountains right took way longer than I want to admit. First they went up like walls, then there were 40 block deep trenches running in perfectly straight lines for hundreds of blocks through the hills. Turned out the math that works out how far you are from the coast completely loses it deep inland, so now it looks out in eight directions for the actual coast instead of guessing. Old worlds keep their old terrain so nothing you built gets new ground under it. Caves & Structures Caves are actual caves now: huge caverns, long winding tunnels, ravines, water pooled at the bottom, and stalactites. They also don’t break out of the side of every hill anymore, which is where all those random gaps and chasms were coming from. Old mineshafts run through them with lamps and plank bridges over the drops, and there’s pyramids out in the desert with a lit room inside. There’s also something hidden under the pyramids but I’m not telling you what. Water & Animals Water has actual waves now, flat at the beach, bigger out in deep water, and way bigger in a storm. Also fixed far away water reflections breaking into lines. The animals were ghosts this whole time; you could walk straight through a turtle. Now they’re solid, punching one knocks it back and it runs off, and swimming into a school of fish scatters them. The fish were also translucent, fixed that. And the black squares that flashed on screen when it rained are gone (funny NaN issue). Lighting & Performance Caves are properly dark now unless something lights them, and lamp light hangs in the air a bit so lamps actually glow instead of just painting the wall. Lighting runs on its own thread now so it doesn’t eat into your frame, and sun shafts and lamp glow render at half resolution, which made them way cheaper and you can’t tell. Also fixed a bunch of random bugs: Game freezing for a few seconds when you broke a block somewhere new. The world sometimes thinking it was still loading forever. Memory getting corrupted when you closed the game. The settings back button hiding off the bottom of the screen at 720p.
OK FINAL DEVLOG ACTUALLY There were a few bugs from the previous one which I had to fix before release Tree tops looked unlit and forests looked really gloomy, even in full sun. The light was reaching them fine, the auto exposure was measuring the whole screen including the bright sky and darkening everything under it. It only measures the world now, so trees actually look lit Every new world had an old glowing test room carved underground in the same spot. It’s gone from new worlds, old worlds keep it so nothing in them changes- The game was running one of my internal tests every single time it launched, it doesn’t anymore There was a hidden launch option that crashed the game on purpose, left over from testing the crash reporter, removed
Ships:
Voxelium 1.0 First release!! Voxelium is a voxel game I built from scratch in C++ and OpenGL, no engine, just a lot of code. Endless worlds with real seas, mountain ranges, caves, weather and animals, and you can break and build whatever you want. What’s in it Endless worlds from a seed: seas with islands, wide beaches, mountain ranges with snow on top, big deserts and forests, and you can see about 5 km out Caves with huge caverns, tunnels and ravines, old mineshafts running through them, and it’s actually dark down there so bring lamps Lighthouses, shipwrecks, desert ruins and pyramids (there’s something under the pyramids) Water that flows, waves that go crazy in storms, coral reefs and kelp forests Weather that does its own thing: rain, snow that piles up and melts, thunderstorms with real lightning, mist over the water at sunrise Crabs, turtles, fish, jellyfish that glow at night, birds, butterflies and fireflies. You can punch them, they will run Every block has its own sounds and every biome has its own ambience Break and place blocks, 25 lamp colours, no height limit, save as many worlds as you want Low / Medium / High / Ultra presets so it runs on more than just my PC Controls WASD + mouse, space to jump, F5 walk/fly, hold left click to break, middle click to place, F4 hotbar, ESC settings, F3 debug stuff Tips Hit New World on the title screen and type a seed or roll one. Save from the ESC menu if you want to keep a world If Ultra is laggy, turn down detail dist in the settings first, it’s the biggest cost by far Big thanks to everyone on opengameart.org whose textures and sounds are in here, they’re all credited in the readme....
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1793148611.77453
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1793235011.77453
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67029
|
My awesome macropad! by @nasiv | Stardance
|
nasiv
|
0
|
1.43
|
0
|
[]
|
[{"post_id": 78289, "ts": "202 [{"post_id": 78289, "ts": "2026-10-10T09:41:57Z", "hours": 1.4333, "text": "Im currently building my first hardware project which is a macropad, I just finished the circuit design."}]...
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Title: My awesome macropad! by @nasiv | Stardance
Title: My awesome macropad! by @nasiv | Stardance
Devlogs:
Im currently building my first hardware project which is a macropad, I just finished the circuit design....
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1793105573.0995574
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1793710373.0995574
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|
66094
|
Glyph by @jamallyemin | Stardance
|
jamallyemin
|
1
|
4.65
|
25
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T14:12:45Z", "hours": 3.0, "multiplier": 6.25, "payout": 25, "blessing": "neutral", "text": "hai! i built Glyph, a browser puzzle game about figuring out the hidden pattern/rule in a 3x3 grid. every row and column follows a pattern across shape, color, and count, and you have to work out what goes in the missing cell. it has 4 difficulty tiers and once you clear them it just goes forever so it’s basically endless. hardest part was getting the puzzle generator to handle multi-attribute latin squares cleanly without duplicate options or bad decoy logic. i like how fast and clean it turned out : it has endless mode with streak tracking, a seeded daily challegne with wordle-style emoji shares, fastest solve timers, and local storage state all packed into pure vanilla JS with zero backend ^_^", "repo": "https://github.com/jamallyemin/Glyph", "demo": "https://jamallyemin.github.io/Glyph/"}]...
|
[{"post_id": 78284, "ts": "202 [{"post_id": 78284, "ts": "2026-10-10T08:45:13Z", "hours": 1.6492, "text": "added sound effects for true, false, and button clicks, plus did a little code cleanup."}, {"post_id": 74860, "ts": "2026-09-28T13:50:25Z", "hours": 3.3803, "text": "hello!! in this 3.2hrs (i forgot to post devlogs earlier :/) I built a browser puzzle game about finding the hidden rule. every row and column of a 3x3 grid follows a pattern across shape, color, and count, and you have to work out what belongs in the missing cell. got the core game engine running with latin square logic across 4 difficulty tiers—starting simple with just color, then bringing in shape, count, and full grid mixups. added endless mode with 3 lives and streak tracking, a seeded daily challenge with wordle-style emoji sharing, per-round timers for fastest solves, and a hint system that reveals attributes if you’re stuck. hooked up local storage so best streaks and daily results persist, polished the layout with CSS flex/grid, and threw in confetti for new bests. zero backend, zero login"}]...
|
Title: Glyph by @jamallyemin | Stardance
Devlogs: Title: Glyph by @jamallyemin | Stardance
Devlogs:
hello!! in this 3.2hrs (i forgot to post devlogs earlier :/) I built a browser puzzle game about finding the hidden rule. every row and column of a 3x3 grid follows a pattern across shape, color, and count, and you have to work out what belongs in the missing cell. got the core game engine running with latin square logic across 4 difficulty tiers—starting simple with just color, then bringing in shape, count, and full grid mixups. added endless mode with 3 lives and streak tracking, a seeded daily challenge with wordle-style emoji sharing, per-round timers for fastest solves, and a hint system that reveals attributes if you’re stuck. hooked up local storage so best streaks and daily results persist, polished the layout with CSS flex/grid, and threw in confetti for new bests. zero backend, zero login
added sound effects for true, false, and button clicks, plus did a little code cleanup.
Ships:
hai! i built Glyph, a browser puzzle game about figuring out the hidden pattern/rule in a 3x3 grid. every row and column follows a pattern across shape, color, and count, and you have to work out what goes in the missing cell. it has 4 difficulty tiers and once you clear them it just goes forever so it’s basically endless. hardest part was getting the puzzle generator to handle multi-attribute latin squares cleanly without duplicate options or bad decoy logic. i like how fast and clean it turned out : it has endless mode with streak tracking, a seeded daily challegne with wordle-style emoji shares, fastest solve timers, and local storage state all packed into pure vanilla JS with zero backend ^_^...
|
1793216890.2056994
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1793303290.2056994
|
|
68946
|
My protfolio by @Ragi23 | Stardance
|
Ragi23
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T11:49:15Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Learned something new it was fun to build my portfolio.", "repo": "https://github.com/itzskillup01/My_portfolio", "demo": "https://itzskillup01.github.io/My_portfolio/"}]...
|
[{"post_id": 78277, "ts": "202 [{"post_id": 78277, "ts": "2026-10-10T08:14:10Z", "hours": 2.1903, "text": "I made my portfolio website using html, css and js where in I learned the basics and still trying to improve the website"}]...
|
Title: My protfolio by @Ragi23 | Stardance
Devlog Title: My protfolio by @Ragi23 | Stardance
Devlogs:
I made my portfolio website using html, css and js where in I learned the basics and still trying to improve the website
Ships:
Learned something new it was fun to build my portfolio....
|
1792360377.3055148
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1793224377.3055148
|
|
67418
|
Tether by @PahalDesai | Stardance
|
PahalDesai
|
1
|
8.0
|
43
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T08:12:14Z", "hours": 8.0, "multiplier": 10.89, "payout": 43, "blessing": "neutral", "text": "Hi Everyone, This is Tether. It’s a platform where people can share their stories and experiences. Features user authentication using google and github user can create, read, delete posts like and comment on posts replies on comments what did I use to create it? It’s a full stack web app made using vanilla html, css and js. I used Supabase to store posts, likes, comments, users, etc. I used Cloudflare worker to store all the server side logic and API endpoints. what did I learn? I learnt a lot about backend, databases and how cloudflare workers work. Also that you can rotate an hr tag an make it a seperator for menu items instead of CSS borders.", "repo": "https://github.com/pahal-desai/tether", "demo": "https://pahal-desai.github.io/tether/"}]...
|
[{"post_id": 78271, "ts": "202 [{"post_id": 78271, "ts": "2026-10-10T07:25:01Z", "hours": 0.2786, "text": "Devlog 6 Added a readme file. and now it’s ready to ship"}, {"post_id": 78269, "ts": "2026-10-10T06:53:19Z", "hours": 2.8325, "text": "Devlog 5 Just finnished adding a ton of features. You can now login with github, you can now like, share, comment and follow other authors! Also, authours can delete their posts It’s now a propper platform for sharing stories and experiences. I guess it’s ready for a ship!"}, {"post_id": 77366, "ts": "2026-10-06T17:52:15Z", "hours": 1.0786, "text": "Devlog 4 Completed adding the post system and now it’s a functional site! In the next devlog I’ll likely introduce the account system or the follows, comments and likes feature in the posts."}, {"post_id": 76731, "ts": "2026-10-04T13:15:02Z", "hours": 1.1119, "text": "Devlog 3 Today, i made some progress by adding some elements in the main site. It starts looking like a social media platform now :D"}, {"post_id": 76380, "ts": "2026-10-03T10:57:12Z", "hours": 1.0347, "text": "Devlog 2 Just completed making a minimal landing page. it uses cutom fonts! The website is deployed at - https://pahal-desai.github.io/tether/"}, {"post_id": 76110, "ts": "2026-10-02T10:28:58Z", "hours": 1.4247, "text": "Hi everyone, This is Tether - a place where like minds meet. the basic idea of the project Tether is a social discovery platform built around shared interests. Instead of connecting with people randomly, Tether helps you discover people, communities, and activities based on the things you actually care about. Progress today, after 3 painful hours of building (hackatime doesnt count supabase and cloudflare T_T), i built the login and signup system for the website. It uses supabase, google cloud auth (for continue with googl) and cloudflare worker (so that there are no secrets in the frontend)."}]...
|
Title: Tether by @PahalDesai | Stardance
Devlogs: Title: Tether by @PahalDesai | Stardance
Devlogs:
Hi everyone, This is Tether - a place where like minds meet. the basic idea of the project Tether is a social discovery platform built around shared interests. Instead of connecting with people randomly, Tether helps you discover people, communities, and activities based on the things you actually care about. Progress today, after 3 painful hours of building (hackatime doesnt count supabase and cloudflare T_T), i built the login and signup system for the website. It uses supabase, google cloud auth (for continue with googl) and cloudflare worker (so that there are no secrets in the frontend).
Devlog 2 Just completed making a minimal landing page. it uses cutom fonts! The website is deployed at - https://pahal-desai.github.io/tether/
Devlog 3 Today, i made some progress by adding some elements in the main site. It starts looking like a social media platform now :D
Devlog 4 Completed adding the post system and now it’s a functional site! In the next devlog I’ll likely introduce the account system or the follows, comments and likes feature in the posts.
Devlog 5 Just finnished adding a ton of features. You can now login with github, you can now like, share, comment and follow other authors! Also, authours can delete their posts It’s now a propper platform for sharing stories and experiences. I guess it’s ready for a ship!
Devlog 6 Added a readme file. and now it’s ready to ship
Ships:
Hi Everyone, This is Tether. It’s a platform where people can share their stories and experiences. Features user authentication using google and github user can create, read, delete posts like and comment on posts replies on comments what did I use to create it? It’s a full stack web app made using vanilla html, css and js. I used Supabase to store posts, likes, comments, users, etc. I used Cloudflare worker to store all the server side logic and API endpoints. what did I learn? I learnt a lot about backend, databases and how cloudflare workers work. Also that you can rotate an hr tag an make it a seperator for menu items instead of CSS borders....
|
1793217085.9312463
|
1793303485.9312463
|
|
60951
|
Maro hackpad :) by @deadbeef404 | Stardance
|
deadbeef404
|
0
|
5.67
|
0
|
[]
|
[{"post_id": 78268, "ts": "202 [{"post_id": 78268, "ts": "2026-10-10T06:52:53Z", "hours": 2.3333, "text": "Umm So yeah I redesigned my hackpad and now it has 4x rgb keys, a rotary knob, and a display. I also left some space in the right side bcuz i am planing to add like a small todo list space where the u can write todo or whatever u want."}, {"post_id": 66038, "ts": "2026-09-11T16:19:29Z", "hours": 3.0244, "text": "I have finally completed my hackpad!!"}, {"post_id": 65905, "ts": "2026-09-11T11:01:11Z", "hours": 0.3167, "text": "I have completed the PCB which was quite easy actually :)"}]...
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Title: Maro hackpad :) by @deadbeef404 | Stardance Title: Maro hackpad :) by @deadbeef404 | Stardance
Devlogs:
I have completed the PCB which was quite easy actually :)
I have finally completed my hackpad!!
Umm So yeah I redesigned my hackpad and now it has 4x rgb keys, a rotary knob, and a display. I also left some space in the right side bcuz i am planing to add like a small todo list space where the u can write todo or whatever u want....
|
1793037122.2969265
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1793641922.2969265
|
|
67935
|
Nexora NX-1 by @Moiz67 | Stardance
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Moiz67
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0
|
0.76
|
0
|
[]
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[{"post_id": 78267, "ts": "202 [{"post_id": 78267, "ts": "2026-10-10T06:48:14Z", "hours": 0.7581, "text": "I added the components i needed to make the pcb"}]...
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Title: Nexora NX-1 by @Moiz67 | Stardance
Devlogs Title: Nexora NX-1 by @Moiz67 | Stardance
Devlogs:
I added the components i needed to make the pcb...
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1793116224.3136241
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1793721024.3136241
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65354
|
Clocking In by @Altaaf | Stardance
|
Altaaf
|
0
|
0.98
|
0
|
[]
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[{"post_id": 78265, "ts": "202 [{"post_id": 78265, "ts": "2026-10-10T06:36:17Z", "hours": 0.9786, "text": "KiCad and ESP32 guide reading Today I went through the whole Blare guide and learnt about the working of xiao ESP32 and how kicad works. Funny thing is that i did use onshape for one project before and i was stumped about how do i get my PCB onto onshape but instead of looking for a way to import it like a wise person. I REMADE the whole PCB in part studio in OnShape. Obviously it was very wrong schematics and dimension wise so reading this guide did help. In the next one im gonna start (and hopefully end) with schematics and PCB atleast. LETSGOO"}]...
|
Title: Clocking In by @Altaaf | Stardance
Devlogs Title: Clocking In by @Altaaf | Stardance
Devlogs:
KiCad and ESP32 guide reading Today I went through the whole Blare guide and learnt about the working of xiao ESP32 and how kicad works. Funny thing is that i did use onshape for one project before and i was stumped about how do i get my PCB onto onshape but instead of looking for a way to import it like a wise person. I REMADE the whole PCB in part studio in OnShape. Obviously it was very wrong schematics and dimension wise so reading this guide did help. In the next one im gonna start (and hopefully end) with schematics and PCB atleast. LETSGOO...
|
1793087306.028783
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1793692106.028783
|
|
62780
|
KeyForge 12 by @threatsentinels | Stardance
|
threatsentinels
|
0
|
3.61
|
0
|
[]
|
[{"post_id": 78262, "ts": "202 [{"post_id": 78262, "ts": "2026-10-10T06:03:51Z", "hours": 1.0542, "text": "working on a casing for keyforge 12"}, {"post_id": 77805, "ts": "2026-10-08T11:35:27Z", "hours": 2.5597, "text": "Built a pcb for keyforge12 , this is a 12 key macropad with rotatory encoder and rp2040 controller . everything is now completed for pcb , casing and other things are remaining ."}]...
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Title: KeyForge 12 by @threatsentinels | Stardance Title: KeyForge 12 by @threatsentinels | Stardance
Devlogs:
Built a pcb for keyforge12 , this is a 12 key macropad with rotatory encoder and rp2040 controller . everything is now completed for pcb , casing and other things are remaining .
working on a casing for keyforge 12...
|
1793047787.3787866
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1793652587.3787866
|
|
67299
|
fruitflyOS by @Moiz67 | Stardance
|
Moiz67
|
0
|
2.71
|
0
|
[]
|
[{"post_id": 78260, "ts": "202 [{"post_id": 78260, "ts": "2026-10-10T05:59:25Z", "hours": 1.1642, "text": "I added some more apps, and an app store from where u can add more apps. Also improved the design and added more fonts"}, {"post_id": 75925, "ts": "2026-10-01T16:53:12Z", "hours": 1.55, "text": "I am making a WebOS based on memes and adding new features into it."}]...
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Title: fruitflyOS by @Moiz67 | Stardance
Devlogs: Title: fruitflyOS by @Moiz67 | Stardance
Devlogs:
I am making a WebOS based on memes and adding new features into it.
I added some more apps, and an app store from where u can add more apps. Also improved the design and added more fonts...
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1793109037.5751498
|
1793713837.5751498
|