|
8137
|
Xuanji Tu poem translation by @Dodo | Stardance
|
Dodo
|
0
|
4.9
|
0
|
[]
|
[{"post_id": 7705, "ts": "2026 [{"post_id": 7705, "ts": "2026-06-12T21:18:41Z", "hours": 2.3544, "text": "Still working on the Augmented translation, I have started using claude for translation purposes after and including the char 必. Using Claude code isn’t a crazy advantage, it just streamlines the translation"}, {"post_id": 2942, "ts": "2026-06-05T21:03:10Z", "hours": 2.5433, "text": "I have completed the translation of all the 466 character on a basic level - with Claude - I am still refining the translations. I also added a README.md and a READING-METHODS.md - the second one covers the reading methods as per https://ctext.org/wiki.pl?if=en&chapter=793483"}]...
|
Title: Xuanji Tu poem translation by @Dodo | Stard Title: Xuanji Tu poem translation by @Dodo | Stardance
Devlogs:
I have completed the translation of all the 466 character on a basic level - with Claude - I am still refining the translations. I also added a README.md and a READING-METHODS.md - the second one covers the reading methods as per https://ctext.org/wiki.pl?if=en&chapter=793483
Still working on the Augmented translation, I have started using claude for translation purposes after and including the char 必. Using Claude code isn’t a crazy advantage, it just streamlines the translation...
|
1793235246.094534
|
1793840046.094534
|
|
31076
|
my APOD site by @AB_TRANFORMER | Stardance
|
AB_TRANFORMER
|
0
|
5.52
|
0
|
[]
|
[{"post_id": 77047, "ts": "202 [{"post_id": 77047, "ts": "2026-10-05T14:09:48Z", "hours": 5.5183, "text": "hello, i just started to do the search button and the other buttons in between i was trying different styles but in the end i chose this i still need to add css to the buttons as you can see but i like how it turned out now. bye."}]...
|
Title: my APOD site by @AB_TRANFORMER | Stardance
Title: my APOD site by @AB_TRANFORMER | Stardance
Devlogs:
hello, i just started to do the search button and the other buttons in between i was trying different styles but in the end i chose this i still need to add css to the buttons as you can see but i like how it turned out now. bye....
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1792482659.5454423
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1793346659.5454423
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5905
|
HACKATHON by @ANNAHAKI | Stardance
|
ANNAHAKI
|
0
|
7.6
|
0
|
[]
|
[{"post_id": 7704, "ts": "2026 [{"post_id": 7704, "ts": "2026-06-12T21:17:49Z", "hours": 1.6625, "text": "I did new sections and did more changes jejeje"}, {"post_id": 7175, "ts": "2026-06-11T23:49:26Z", "hours": 1.74, "text": "If u wanna go to a hackathon runned by me in MEXICO MONTERREY soon ill finish the web pag and start the registrations ! im not recording all the hours i did (sadly ill had like 30) but im rlly proud of this web pag :)"}, {"post_id": 6580, "ts": "2026-06-11T01:46:40Z", "hours": 2.1311, "text": "Inter hack have changes yeyyyyy today i was on a mental breacki dance cus of PCBs i decided to use gemini but it lit didnt to a flipping flopping nothing i lit cryed all day cus i graduated today and my pcb wasnt working cus of the footprints that i did wrong or smthing like that un necessary stuff to tell INTER HACK SEEMS REALLY WELL I LOVE IT !"}, {"post_id": 3277, "ts": "2026-06-06T04:04:14Z", "hours": 1.9981, "text": "THIS IS MY HTML PAG FOR A HACKATHON ILL DO IN MY TOWN ! its amazing im rlly proud of me,its my 3r pag and the 2nd i do with out cpy paste AI, it have some buggs in the FAQ section, ill fix it later :B"}, {"post_id": 1221, "ts": "2026-06-03T02:26:43Z", "hours": 0.0706, "text": "im doing a html pag jejeje im just starting with the bases, titles and colors"}]...
|
Title: HACKATHON by @ANNAHAKI | Stardance
Devlogs Title: HACKATHON by @ANNAHAKI | Stardance
Devlogs:
im doing a html pag jejeje im just starting with the bases, titles and colors
THIS IS MY HTML PAG FOR A HACKATHON ILL DO IN MY TOWN ! its amazing im rlly proud of me,its my 3r pag and the 2nd i do with out cpy paste AI, it have some buggs in the FAQ section, ill fix it later :B
Inter hack have changes yeyyyyy today i was on a mental breacki dance cus of PCBs i decided to use gemini but it lit didnt to a flipping flopping nothing i lit cryed all day cus i graduated today and my pcb wasnt working cus of the footprints that i did wrong or smthing like that un necessary stuff to tell INTER HACK SEEMS REALLY WELL I LOVE IT !
If u wanna go to a hackathon runned by me in MEXICO MONTERREY soon ill finish the web pag and start the registrations ! im not recording all the hours i did (sadly ill had like 30) but im rlly proud of this web pag :)
I did new sections and did more changes jejeje...
|
1793198982.3320498
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1793803782.3320498
|
|
66316
|
Overtime Panic by @chefdeep | Stardance
|
chefdeep
|
0
|
3.68
|
0
|
[]
|
[{"post_id": 77038, "ts": "202 [{"post_id": 77038, "ts": "2026-10-05T13:36:20Z", "hours": 1.0481, "text": "All the necessary files are done, all the scenes has been structured, all the backend is tested, all that is left is designing the backgrounds, avatar and all, that i’ll cover in the next devlog"}, {"post_id": 75652, "ts": "2026-09-30T17:20:58Z", "hours": 0.9447, "text": "Completed the coding stuff!! all that left is making scenes, i’ve built few in like wireframing shii so i could just replace them after making the arts, lessssssgoooooo!!!"}, {"post_id": 74782, "ts": "2026-09-28T07:18:01Z", "hours": 0.9078, "text": "Had to switch to windows, cuz linux was crashing a lot!! also wrote few more scripts, i’m still figuring out nodes in scenes, so i guess my next or after next one would be on that, for now it’s going well!!"}, {"post_id": 74762, "ts": "2026-09-28T05:22:34Z", "hours": 0.7836, "text": "Wrote the game manager and audio manager script, it’s just rough work, i’d make it better later, also i’m thinking to use pixilart for backgrounds, avatars and animations, but i guess i’ll use stock audios"}]...
|
Title: Overtime Panic by @chefdeep | Stardance
De Title: Overtime Panic by @chefdeep | Stardance
Devlogs:
Wrote the game manager and audio manager script, it’s just rough work, i’d make it better later, also i’m thinking to use pixilart for backgrounds, avatars and animations, but i guess i’ll use stock audios
Had to switch to windows, cuz linux was crashing a lot!! also wrote few more scripts, i’m still figuring out nodes in scenes, so i guess my next or after next one would be on that, for now it’s going well!!
Completed the coding stuff!! all that left is making scenes, i’ve built few in like wireframing shii so i could just replace them after making the arts, lessssssgoooooo!!!
All the necessary files are done, all the scenes has been structured, all the backend is tested, all that is left is designing the backgrounds, avatar and all, that i’ll cover in the next devlog...
|
1793098191.7742348
|
1793702991.7742348
|
|
64705
|
BackOS by @aarnavsawa09 | Stardance
|
aarnavsawa09
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T13:53:01Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi everyone! I made a Backrooms-themed webOS. I started this project out with very little experience with programming, following the tutorials in the jams step by step, constantly getting stuck at now obvious errors. I’m really proud of how this project turned out since I only spent ~2 weeks making it and its turned out just as i had envisioned. When I was researching for an idea I found out that the computers in the backrooms have their own OS called BackOS, so I wanted to make my own rendition of that. I decided to add a bit of lore to the project too. My idea was that you find yourself trapped in the backrooms and find this specific computer with messages from a previous explorer which you can use to find out the password for the padlock app and find out what’s hidden. The OS has 7 apps- notes, photos, terminal, tapes, settings, desmiler(minesweeper), and a padlock app. The notes app has messages from a previous strandee. The photos app has a gallery of imagery from different parts of the backrooms. The terminal can be used to run a few commands and the tapes app acts like a cassette player you can listen to 6 different songs on. The settings app allows you to, for example, change the wallpaper. The desmiler app is similar to minesweeper but the mines are replaced by smilers (entities present in the backrooms). Finally, the padlock app is for you to investigate. I hope you enjoy! https://rnav09.github.io/BackOS/", "repo": "https://github.com/rnav09/coolwebos1", "demo": "https://rnav09.github.io/BackOS/"}]...
|
[{"post_id": 77033, "ts": "202 [{"post_id": 77033, "ts": "2026-10-05T13:07:25Z", "hours": 2.5278, "text": "Devlog #11 Helo This will be my final devlog for this project :D. i aligned all of the apps to the left of the sceen, finished making the minesweeper game, left clues around the OS for the keypad app, added whats revealed after the entering the right password into the keypad app, and also wrote the README"}, {"post_id": 76825, "ts": "2026-10-04T18:43:52Z", "hours": 2.8817, "text": "devlog #10 hi i made a game. its just minesweeper but with smilers instead of mines(smilers are backrooms monsters/entities). it works almost exactly like minesweeper. the only difference is that sometimes you might lose on the first click but its 3am and im too tired to worry about it. i also changed the icons of all of the apps.now i just have to make them not look ugly in their arrangement and finish the keypad app. when making the game i did use ai for help explain the logic n maths behind minesweeper (not how its played but how u actually calculate stuff bts). ok byebye"}, {"post_id": 76719, "ts": "2026-10-04T12:30:22Z", "hours": 3.9886, "text": "devlog #9 heloo i made 2 apps, a terminal window for running 7 different commands as well as a settings app where you can choose one of 3 wallpapers, reset the os, change the brightness and some other stuff too. i also used keyframes again to animate the first and third wallpaper while the second one is a video. i spent most of the time just trynna fix bugs with the wallpapers keyframes and deciding whats next for the project. i think the next app ill make is a game so that should be fun to do. also i realized the apps on the left arent aligned so ill have to fix that too. i was thinking about moving them somewhere else anyway. also ill try to find some better icons for the terminal and notes app cuz theyre really sticking out like a sore thumb rn"}, {"post_id": 76424, "ts": "2026-10-03T14:16:29Z", "hours": 1.725, "text": "devlog #8 hi guys i made this cassette app you can listen to songs on (6 tracks from the caretaker-everywhere at the end of time). the reels move using keyframes which is pretty cool imo. i dont really have much else to say apart from how it was rlly annoying to get the audio files into vscode cuz onedrive wouldnt let me for some reason. i used ai to teach me how keyframes work for this one"}, {"post_id": 76317, "ts": "2026-10-03T05:37:16Z", "hours": 3.4342, "text": "devlog #7 helloo i added a cool boot up animation which you can skip by clicking anywhere notes can now be saved as well i also added a photo gallery app which i tried to style like a film contact sheet with 12 pics each with their own descriptions and also fixed how clicking a new icon wouldnt deselect the old one and made some edits to the keypads display"}, {"post_id": 76067, "ts": "2026-10-02T07:39:23Z", "hours": 2.6747, "text": "Devlog #6 Hi! i finally did the 5th jam and i have a few more app ideas, one of which is this keypad app. basically i think im gonna leave hints around the apps for the password and itll lead you to something interesting i dont wanna reveal rn. its functional n the passowrd is 1234 for anyone wondering (ill change it later ofc) apart from that i cleaned up the js n made some functions that i can reuse for other apps. i also split up the main js file into a bunch of smaller files. idk if thats what programmers normally do but yeah. i found organizing my code to be really relaxing. i also fixed the bug where windows would get stuck at the top bar. im pretty proud of myself cuz i managed to do all of ts in <3hrs. in terms of vibecoding the only part i did use ai in was for the loading animation for when you enter the right password."}, {"post_id": 75918, "ts": "2026-10-01T16:38:50Z", "hours": 3.3836, "text": "i made the notes app actually functional. you can type in stuff and it keeps what you typed when you switch tabs. theres a + button to add notes and a - button to delete a tab. the tab youre on also gets highlighted and if theres too many tabs they shrink and go sideways. i also wrote a small journal from someone who found the computer before you, so theres a bit more lore. the image in the welcome window is now a slideshow of different backrooms levels too. this time i mostly wrote the code myself and used ai for hints when i got stuck. It did give me some code directly like some css fixes i still have to fix the window getting trapped in the top bar and finish the 5th jam"}, {"post_id": 75364, "ts": "2026-09-29T20:59:09Z", "hours": 5.0956, "text": "I finished part 4 of the jam and added a notes app. you cant really type notes into it right now (you can just read them) but i wanna make it possible. i also combined some of the functions that were common between the welcome window and the notes app(like closing and opening). i based the notes app off of file explorer cuz i liked the manilla folder tab vibes and i think it goes well with the overall backrooms aesthetic. its still rlly ugly tho so i gotta beautify it too. i used ai to help make the scrambleText function(it makes the note dates and the clock glitch randomly) and explain how if/else and loops work. I also used it to explain certain parts of the jam i didnt understand. i gotta fix the bug where the window gets trapped in the top bar if you pull it up too far as well"}, {"post_id": 72844, "ts": "2026-09-23T21:01:18Z", "hours": 3.7678, "text": "okay I know it doesnt seem like alot considering i worked for nearly 4 hours but tbf i spent an entire hour wondering why my js wouldnt work n eventually give up and use ai just to discover i was supposed to place <script src=\"script.js\"></script> at the end of my html body and not at the very beginning anyways i added a cool movable window from lesson 3 n made the ui a bit prettier Also im guessing time doesnt work in the backrooms so ill have to do something differently with the clock in the top right"}, {"post_id": 72662, "ts": "2026-09-23T13:21:12Z", "hours": 1.8725, "text": "Hi I decided on a theme for my webOS Its gonna be backrooms related. I did some research and apparently theres actually an OS in the lore called BackOS thats found on the computers in the backrooms so that fits in pretty neatly. I studied from lesson 2, made it a bit less ugly(still not pretty tho), and introduced some javascript in the code."}, {"post_id": 72180, "ts": "2026-09-22T12:18:12Z", "hours": 0.3864, "text": "WebOS (name-tbd) This is my first coding project ever so i hope it can become something cool… tbh setting up all of the programs was more difficult than actually writing the code (so far)."}]...
|
Title: BackOS by @aarnavsawa09 | Stardance
Devlog Title: BackOS by @aarnavsawa09 | Stardance
Devlogs:
WebOS (name-tbd) This is my first coding project ever so i hope it can become something cool… tbh setting up all of the programs was more difficult than actually writing the code (so far).
Hi I decided on a theme for my webOS Its gonna be backrooms related. I did some research and apparently theres actually an OS in the lore called BackOS thats found on the computers in the backrooms so that fits in pretty neatly. I studied from lesson 2, made it a bit less ugly(still not pretty tho), and introduced some javascript in the code.
okay I know it doesnt seem like alot considering i worked for nearly 4 hours but tbf i spent an entire hour wondering why my js wouldnt work n eventually give up and use ai just to discover i was supposed to place <script src="script.js"></script> at the end of my html body and not at the very beginning anyways i added a cool movable window from lesson 3 n made the ui a bit prettier Also im guessing time doesnt work in the backrooms so ill have to do something differently with the clock in the top right
I finished part 4 of the jam and added a notes app. you cant really type notes into it right now (you can just read them) but i wanna make it possible. i also combined some of the functions that were common between the welcome window and the notes app(like closing and opening). i based the notes app off of file explorer cuz i liked the manilla folder tab vibes and i think it goes well with the overall backrooms aesthetic. its still rlly ugly tho so i gotta beautify it too. i used ai to help make the scrambleText function(it makes the note dates and the clock glitch randomly) and explain how if/else and loops work. I also used it to explain certain parts of the jam i didnt understand. i gotta fix the bug where the window gets trapped in the top bar if you pull it up too far as well
i made the notes app actually functional. you can type in stuff and it keeps what you typed when you switch tabs. theres a + button to add notes and a - button to delete a tab. the tab youre on also gets highlighted and if theres too many tabs they shrink and go sideways. i also wrote a small journal from someone who found the computer before you, so theres a bit more lore. the image in the welcome window is now a slideshow of different backrooms levels too. this time i mostly wrote the code myself and used ai for hints when i got stuck. It did give me some code directly like some css fixes i still have to fix the window getting trapped in the top bar and finish the 5th jam
Devlog #6 Hi! i finally did the 5th jam and i have a few more app ideas, one of which is this keypad app. basically i think im gonna leave hints around the apps for the password and itll lead you to something interesting i dont wanna reveal rn. its functional n the passowrd is 1234 for anyone wondering (ill change it later ofc) apart from that i cleaned up the js n made some functions that i can reuse for other apps. i also split up the main js file into a bunch of smaller files. idk if thats what programmers normally do but yeah. i found organizing my code to be really relaxing. i also fixed the bug where windows would get stuck at the top bar. im pretty proud of myself cuz i managed to do all of ts in <3hrs. in terms of vibecoding the only part i did use ai in was for the loading animation for when you enter the right password.
devlog #7 helloo i added a cool boot up animation which you can skip by clicking anywhere notes can now be saved as well i also added a photo gallery app which i tried to style like a film contact sheet with 12 pics each with their own descriptions and also fixed how clicking a new icon wouldnt deselect the old one and made some edits to the keypads display
devlog #8 hi guys i made this cassette app you can listen to songs on (6 tracks from the caretaker-everywhere at the end of time). the reels move using keyframes which is pretty cool imo. i dont really have much else to say apart from how it was rlly annoying to get the audio files into vscode cuz onedrive wouldnt let me for some reason. i used ai to teach me how keyframes work for this one
devlog #9 heloo i made 2 apps, a terminal window for running 7 different commands as well as a settings app where you can choose one of 3 wallpapers, reset the os, change the brightness and some other stuff too. i also used keyframes again to animate the first and third wallpaper while the second one is a video. i spent most of the time just trynna fix bugs with the wallpapers keyframes and deciding whats next for the project. i think the next app ill make is a game so that should be fun to do. also i realized the apps on the left arent aligned so ill have to fix that too. i was thinking about moving them somewhere else anyway. also ill try to find some better icons for the terminal and notes app cuz theyre really sticking out like a sore thumb rn
devlog #10 hi i made a game. its just minesweeper but with smilers instead of mines(smilers are backrooms monsters/entities). it works almost exactly like minesweeper. the only difference is that sometimes you might lose on the first click but its 3am and im too tired to worry about it. i also changed the icons of all of the apps.now i just have to make them not look ugly in their arrangement and finish the keypad app. when making the game i did use ai for help explain the logic n maths behind minesweeper (not how its played but how u actually calculate stuff bts). ok byebye
Devlog #11 Helo This will be my final devlog for this project :D. i aligned all of the apps to the left of the sceen, finished making the minesweeper game, left clues around the OS for the keypad app, added whats revealed after the entering the right password into the keypad app, and also wrote the README
Ships:
Hi everyone! I made a Backrooms-themed webOS. I started this project out with very little experience with programming, following the tutorials in the jams step by step, constantly getting stuck at now obvious errors. I’m really proud of how this project turned out since I only spent ~2 weeks making it and its turned out just as i had envisioned. When I was researching for an idea I found out that the computers in the backrooms have their own OS called BackOS, so I wanted to make my own rendition of that. I decided to add a bit of lore to the project too. My idea was that you find yourself trapped in the backrooms and find this specific computer with messages from a previous explorer which you can use to find out the password for the padlock app and find out what’s hidden. The OS has 7 apps- notes, photos, terminal, tapes, settings, desmiler(minesweeper), and a padlock app. The notes app has messages from a previous strandee. The photos app has a gallery of imagery from different parts of the backrooms. The terminal can be used to run a few commands and the tapes app acts like a cassette player you can listen to 6 different songs on. The settings app allows you to, for example, change the wallpaper. The desmiler app is similar to minesweeper but the mines are replaced by smilers (entities present in the backrooms). Finally, the padlock app is for you to investigate. I hope you enjoy! https://rnav09.github.io/BackOS/...
|
1793213627.8490312
|
1793300027.8490312
|
|
61769
|
ShiftGuard AI by @ari_buschmann | Stardance
|
ari_buschmann
|
0
|
17.58
|
0
|
[]
|
[{"post_id": 77029, "ts": "202 [{"post_id": 77029, "ts": "2026-10-05T12:52:09Z", "hours": 2.9061, "text": "Finished the first full distribution-shift experiment using Gaussian noise across six predefined severity levels. The baseline CNN’s accuracy dropped from 72.24% to 24.72% at the strongest noise level, while mean confidence only decreased from 78.12% to 68.28%. This caused the confidence-accuracy gap to grow from 5.88 to 43.56 percentage points, showing that the model becomes much less reliable without becoming proportionally less confident. I also added automated CSV logging and generated plots, like the one attached, to visualize the trend."}, {"post_id": 72777, "ts": "2026-09-23T18:43:52Z", "hours": 4.6114, "text": "Implemented the first controlled distribution shift for ShiftGuard: Gaussian noise with six predefined severity levels from σ = 0.00 to 0.25. The transformation adds noise before normalization, keeps pixel values within [0, 1] and preserves the original CIFAR-10 image shape. I also added input validation and a reproducible smoke test, which passed successfully. Next, I’ll evaluate the trained baseline CNN across all noise severities and compare accuracy with prediction confidence."}, {"post_id": 70068, "ts": "2026-09-18T11:59:55Z", "hours": 2.2764, "text": "Evaluated the trained baseline CNN on all 10,000 unseen CIFAR-10 test images. The model reached 72.24% test accuracy with 78.12% mean confidence. Correct predictions had 84.34% average confidence, while incorrect predictions still had 61.93%, which gives me the first clean baseline for investigating overconfidence under distribution shift. Next, I’ll introduce controlled image shifts and compare how accuracy and confidence change."}, {"post_id": 69759, "ts": "2026-09-17T18:51:10Z", "hours": 4.3611, "text": "Trained the first ShiftGuard baseline CNN on all 50,000 CIFAR-10 training images using my AMD GPU. Over 5 epochs, training accuracy increased from 53.47% to 80.57%, while the loss dropped from 1.3057 to 0.5520. I used the optimizer Adam with a learning rate of 0.001 and normalized the CIFAR-10 images before training. The trained weights are now saved, so the next step is evaluating the model on the unseen test set and measuring its prediction confidence."}, {"post_id": 69253, "ts": "2026-09-16T17:57:08Z", "hours": 1.5844, "text": "Built and tested the first baseline CNN for CIFAR-10 and verified that the model correctly outputs 10 logits per image."}, {"post_id": 69195, "ts": "2026-09-16T15:54:22Z", "hours": 1.4836, "text": "Loaded and visualized CIFAR-10 data (16 random training images) and prepared the dataset pipeline for the first CNN experiments."}, {"post_id": 69145, "ts": "2026-09-16T13:57:19Z", "hours": 0.3575, "text": "Set up the ShiftGuard AI repository, Python virtual environment, ML dependencies, project structure and environment test. Defined the initial research question."}]...
|
Title: ShiftGuard AI by @ari_buschmann | Stardance Title: ShiftGuard AI by @ari_buschmann | Stardance
Devlogs:
Set up the ShiftGuard AI repository, Python virtual environment, ML dependencies, project structure and environment test. Defined the initial research question.
Loaded and visualized CIFAR-10 data (16 random training images) and prepared the dataset pipeline for the first CNN experiments.
Built and tested the first baseline CNN for CIFAR-10 and verified that the model correctly outputs 10 logits per image.
Trained the first ShiftGuard baseline CNN on all 50,000 CIFAR-10 training images using my AMD GPU. Over 5 epochs, training accuracy increased from 53.47% to 80.57%, while the loss dropped from 1.3057 to 0.5520. I used the optimizer Adam with a learning rate of 0.001 and normalized the CIFAR-10 images before training. The trained weights are now saved, so the next step is evaluating the model on the unseen test set and measuring its prediction confidence.
Evaluated the trained baseline CNN on all 10,000 unseen CIFAR-10 test images. The model reached 72.24% test accuracy with 78.12% mean confidence. Correct predictions had 84.34% average confidence, while incorrect predictions still had 61.93%, which gives me the first clean baseline for investigating overconfidence under distribution shift. Next, I’ll introduce controlled image shifts and compare how accuracy and confidence change.
Implemented the first controlled distribution shift for ShiftGuard: Gaussian noise with six predefined severity levels from σ = 0.00 to 0.25. The transformation adds noise before normalization, keeps pixel values within [0, 1] and preserves the original CIFAR-10 image shape. I also added input validation and a reproducible smoke test, which passed successfully. Next, I’ll evaluate the trained baseline CNN across all noise severities and compare accuracy with prediction confidence.
Finished the first full distribution-shift experiment using Gaussian noise across six predefined severity levels. The baseline CNN’s accuracy dropped from 72.24% to 24.72% at the strongest noise level, while mean confidence only decreased from 78.12% to 68.28%. This caused the confidence-accuracy gap to grow from 5.88 to 43.56 percentage points, showing that the model becomes much less reliable without becoming proportionally less confident. I also added automated CSV logging and generated plots, like the one attached, to visualize the trend....
|
1793040839.3117561
|
1793645639.3117561
|
|
67277
|
Not LLM by @theskriptkid | Stardance
|
theskriptkid
|
0
|
3.84
|
0
|
[]
|
[{"post_id": 77025, "ts": "202 [{"post_id": 77025, "ts": "2026-10-05T12:27:38Z", "hours": 3.8403, "text": "Welcome to NotLLM! The goal is to make Not an LLM. But chatting to it should feel like it is an LLM. What do I mean? I am trying to make an Rule Based “AI” wich feels like an real AI, while having absolutly nothing to do with an AI."}]...
|
Title: Not LLM by @theskriptkid | Stardance
Devlo Title: Not LLM by @theskriptkid | Stardance
Devlogs:
Welcome to NotLLM! The goal is to make Not an LLM. But chatting to it should feel like it is an LLM. What do I mean? I am trying to make an Rule Based “AI” wich feels like an real AI, while having absolutly nothing to do with an AI....
|
1793109011.019969
|
1793713811.019969
|
|
54844
|
weather-node-stataion by @TheDoctor19 | Stardance
|
TheDoctor19
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T13:03:16Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I now finished the readme, cleared PRs, because it contained wrong information and build the Readme up from the ground up. Included assets too. https://github.com/TheDoctor200/Weather-Station-Node-Firmware", "repo": "https://github.com/TheDoctor200/Weather-Station-Node-Firmware", "demo": ""}]...
|
[{"post_id": 77022, "ts": "202 [{"post_id": 77022, "ts": "2026-10-05T12:13:07Z", "hours": 0.6, "text": "This is a kinda long Devlog. I have not managed to cover all my Soldering and other work to be properly recorded with Hackatime. Worktime in total is about 12 Hours, the images should be proof for it. For my DevLog I created a google drive folder with all the images to document my work. https://drive.google.com/drive/folders/1_ZyLaowluevheELr0am4vLOseE-bGw4t?usp=sharing Sadly, I also could not track the IDE time in Arduino IDE and Visual Studio Code via Hackatime. Hope that after review I get my hours back. What did I do today exactly? I finally figured out how, to make a timelapse and recorded me, while applying confirmal coating and short Protection to my project and then checked everything under a cheap microscope camera. What’s next? Readme for the software, with detailed parts lists and Equipment I used, including as much details as possible. Then I am ready to ship this project! Thanks for reading the Devlog!"}, {"post_id": 64405, "ts": "2026-09-08T19:18:14Z", "hours": 0.8, "text": "I built a stand with wires for my station"}]...
|
Title: weather-node-stataion by @TheDoctor19 | Sta Title: weather-node-stataion by @TheDoctor19 | Stardance
Devlogs:
I built a stand with wires for my station
This is a kinda long Devlog. I have not managed to cover all my Soldering and other work to be properly recorded with Hackatime. Worktime in total is about 12 Hours, the images should be proof for it. For my DevLog I created a google drive folder with all the images to document my work. https://drive.google.com/drive/folders/1_ZyLaowluevheELr0am4vLOseE-bGw4t?usp=sharing Sadly, I also could not track the IDE time in Arduino IDE and Visual Studio Code via Hackatime. Hope that after review I get my hours back. What did I do today exactly? I finally figured out how, to make a timelapse and recorded me, while applying confirmal coating and short Protection to my project and then checked everything under a cheap microscope camera. What’s next? Readme for the software, with detailed parts lists and Equipment I used, including as much details as possible. Then I am ready to ship this project! Thanks for reading the Devlog!
Ships:
I now finished the readme, cleared PRs, because it contained wrong information and build the Readme up from the ground up. Included assets too. https://github.com/TheDoctor200/Weather-Station-Node-Firmware...
|
1793155713.065303
|
1793242113.065303
|
|
68102
|
TeriEcommerce by @hackman | Stardance
|
hackman
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T13:15:29Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I made an ECommerce site , i am curently learning backend so I mainly focus on backend , my main chanllange was the part where i have to live it connect and all .", "repo": "https://github.com/divyanshkashyap037-ship-it/TeriEcommerce", "demo": "https://teriecommerce.vercel.app/"}]...
|
[{"post_id": 77021, "ts": "202 [{"post_id": 77021, "ts": "2026-10-05T11:53:58Z", "hours": 7.4106, "text": "TeriEcommerce it is a Ecommerce site i mainly focus on backend i use mongodb for backend and storgae database"}]...
|
Title: TeriEcommerce by @hackman | Stardance
Devl Title: TeriEcommerce by @hackman | Stardance
Devlogs:
TeriEcommerce it is a Ecommerce site i mainly focus on backend i use mongodb for backend and storgae database
Ships:
So I made an ECommerce site , i am curently learning backend so I mainly focus on backend , my main chanllange was the part where i have to live it connect and all ....
|
1793217202.2261658
|
1793303602.2261658
|
|
65761
|
V-ARC (Violin Audio Regulation and Control by @Par V-ARC (Violin Audio Regulation and Control by @Partholimew | Stardance...
|
Partholimew
|
0
|
14.13
|
0
|
[]
|
[{"post_id": 77020, "ts": "202 [{"post_id": 77020, "ts": "2026-10-05T11:47:33Z", "hours": 2.6169, "text": "This is the last post before I submit for funding, so here is an additional description of what V-ARC actually is. I’m also including the pictures again. Progress update: I finished all of the details for costs, fixed an issue with the footprint for the 1/4” jacks on the PCB, and made an overview on the GitHub page What is V-ARC? V-ARC is a multi-effects pedal, preamp, ble page turner, and looper designed for electric violin. It can also be used for other electric instruments such as guitar. It runs on 2 separate controllers and includes a Lipo battery. It will be capable of being wirelessly reprogrammed for convienience, and should have an app later in development so that settings can be tweaked or effects swapped without interacting with it. It is also going to feature MIDI conversion and wireless playback in the future."}, {"post_id": 76748, "ts": "2026-10-04T14:06:24Z", "hours": 1.9003, "text": "I made the firmware for both controllers. They should be able to communicate over UART. Here’s a code snippet since I’m required to have an image here. All I have left before submitting my funding request is to add details to the GitHub repo and get a cost breakdown/BOM."}, {"post_id": 76583, "ts": "2026-10-04T01:57:15Z", "hours": 1.0833, "text": "I finished the PCB. It has a nice ground zone setup so the analog and digital grounds get mixed near the power where the noise shouldn’t cause issues. Here’s some pictures of the PCB finished."}, {"post_id": 76405, "ts": "2026-10-03T13:16:25Z", "hours": 1.4658, "text": "I finished laying out the PCB and added some ground zones for both analog and digital grounds. These will make up the majority of layer two, except where I need to make vias for crossing other traces and where I have THT components. I started wiring, but I have only just begun that part."}, {"post_id": 76268, "ts": "2026-10-03T00:14:12Z", "hours": 2.15, "text": "I made a few small changes, including making the input jack have a switch to prevent noise if not plugged in. I also remembered to send the final image this time. Anyway, I did footprint assignment and have now started to lay out the PCB, but I’ll be routing once that’s done. I have to be careful since this is a 2-layer PCB and I have to make one layer almost entirely 2 ground planes. But progress shall be made."}, {"post_id": 74496, "ts": "2026-09-27T14:43:54Z", "hours": 2.05, "text": "So I finished the schematic by adding the Xiao ESP32-S3 side of the design, which will control the wireless capabilities such as the built in page-turner and should later allow for reflashing or editing the Daisy Seed 3 board wirelessly. I also took awhile to organize all the sheets in the schematic to make it easier to reference and debug if I find errors (and for anyone else that may make one of these or design software for it. Once I do a few more checks it’ll be onto PCB design. Edit: I missed the picture of the new section, but Stardance doesn’t allow adding more files, so I’ll add it in the next devlog I guess."}, {"post_id": 73976, "ts": "2026-09-26T13:15:09Z", "hours": 1.4167, "text": "I made the audio front end sheet which will allow it to take in the audio from the violin and amplify it before processing the other effects and such. I also updated the name. Then, I made the sheet for the audio core, which uses a daisy seed 3 board and a whole lot of switches. Here’s some pictures of the progress"}, {"post_id": 73665, "ts": "2026-09-25T16:59:32Z", "hours": 1.4486, "text": "Ok, so I’ve been playing violin for around 8 years now, and I finally decided to get a 5-string electric one. However, I find that preamps and effect pedals, especially ones actually intended for violin, are rather expensive. The same is true of page turner pedals. So my goal here is to design one that is far cheaper, has more features, and can be customized. I also wanted to implement a wireless page turner and power it with a rechargeable battery. So to start, I made a power management sheet. It takes in USB-C power, charges a 3000 mAh battery, and converts it to a +5V, +9V, and -9V."}]...
|
Title: V-ARC (Violin Audio Regulation and Control Title: V-ARC (Violin Audio Regulation and Control by @Partholimew | Stardance
Devlogs:
Ok, so I’ve been playing violin for around 8 years now, and I finally decided to get a 5-string electric one. However, I find that preamps and effect pedals, especially ones actually intended for violin, are rather expensive. The same is true of page turner pedals. So my goal here is to design one that is far cheaper, has more features, and can be customized. I also wanted to implement a wireless page turner and power it with a rechargeable battery. So to start, I made a power management sheet. It takes in USB-C power, charges a 3000 mAh battery, and converts it to a +5V, +9V, and -9V.
I made the audio front end sheet which will allow it to take in the audio from the violin and amplify it before processing the other effects and such. I also updated the name. Then, I made the sheet for the audio core, which uses a daisy seed 3 board and a whole lot of switches. Here’s some pictures of the progress
So I finished the schematic by adding the Xiao ESP32-S3 side of the design, which will control the wireless capabilities such as the built in page-turner and should later allow for reflashing or editing the Daisy Seed 3 board wirelessly. I also took awhile to organize all the sheets in the schematic to make it easier to reference and debug if I find errors (and for anyone else that may make one of these or design software for it. Once I do a few more checks it’ll be onto PCB design. Edit: I missed the picture of the new section, but Stardance doesn’t allow adding more files, so I’ll add it in the next devlog I guess.
I made a few small changes, including making the input jack have a switch to prevent noise if not plugged in. I also remembered to send the final image this time. Anyway, I did footprint assignment and have now started to lay out the PCB, but I’ll be routing once that’s done. I have to be careful since this is a 2-layer PCB and I have to make one layer almost entirely 2 ground planes. But progress shall be made.
I finished laying out the PCB and added some ground zones for both analog and digital grounds. These will make up the majority of layer two, except where I need to make vias for crossing other traces and where I have THT components. I started wiring, but I have only just begun that part.
I finished the PCB. It has a nice ground zone setup so the analog and digital grounds get mixed near the power where the noise shouldn’t cause issues. Here’s some pictures of the PCB finished.
I made the firmware for both controllers. They should be able to communicate over UART. Here’s a code snippet since I’m required to have an image here. All I have left before submitting my funding request is to add details to the GitHub repo and get a cost breakdown/BOM.
This is the last post before I submit for funding, so here is an additional description of what V-ARC actually is. I’m also including the pictures again. Progress update: I finished all of the details for costs, fixed an issue with the footprint for the 1/4” jacks on the PCB, and made an overview on the GitHub page What is V-ARC? V-ARC is a multi-effects pedal, preamp, ble page turner, and looper designed for electric violin. It can also be used for other electric instruments such as guitar. It runs on 2 separate controllers and includes a Lipo battery. It will be capable of being wirelessly reprogrammed for convienience, and should have an app later in development so that settings can be tweaked or effects swapped without interacting with it. It is also going to feature MIDI conversion and wireless playback in the future....
|
1793091070.6799011
|
1793695870.6799011
|
|
17355
|
Cube Guide by @parthsharma234 | Stardance
|
parthsharma234
|
0
|
1.2
|
0
|
[]
|
[{"post_id": 7701, "ts": "2026 [{"post_id": 7701, "ts": "2026-06-12T21:08:20Z", "hours": 1.1958, "text": "CubeGuide Devlog #1: Building the Input Welcome to the first CubeGuide devlog.The goal of this project is pretty simple: make it easy for someone to enter what their real Rubik’s Cube looks like, and learn how to solve it. Right now, I’m focusing on the input page. Before CubeGuide can solve anything, it needs a reliable way for users to copy their physical cube into the app. That means building the color picker, the 2D cube net, the sticker interactions, and the basic validation rules that make sure the cube state actually makes sense before solving starts. HOW THE INPUT PAGE WORK Each face is stored as a flat list of 9 stickers, and the center sticker is locked to that face’s fixed color. That matters because on a real Rubik’s Cube, the center pieces don’t move. They define which face is which. Here is the shape of the current cube model: type FaceName = “Up” | “Down” | “Front” | “Back” | “Left” | “Right”; type CubeColor = | “white” | “yellow” | “red” | “orange” | “blue” | “green” | “none”; type CubeState = Record<FaceName, CubeColor[]>; A few important details: Centers: the center sticker is fixed and cannot be painted over. Unset state: empty stickers use none, which renders as gray so it is easy to tell what still needs to be filled in. Interaction model: clicking paints a sticker, clicking the same selected color again clears it, and drag painting makes it faster to fill several stickers in a row. WHAT’S ALREADY WORKING The color picker lets users choose between white, yellow, red, orange, blue, green, and unset. The 2D cube net shows all six faces, with the center pieces already locked in place. The main interaction is simple: pick a color, then click stickers to paint them. If a sticker already has the selected color, clicking it again clears it back to gray. I also added drag painting so entering a cube feels less repetitive, especially when several stickers have the same color. There are also some convivence items: color picker: large color chips for white, yellow, red, orange, blue, green, and unset. 2D cube net: a full editable net for all six faces with locked centers. toggle to unset: clicking a sticker with the same selected color clears it back to gray. clear: clears all editable stickers and leaves unset selected. random: fills the 48 editable stickers with a valid shuffled distribution of exactly 8 of each color. export json: downloads the current cube state for later use. validation: checks the editable stickers only, so each color must appear exactly 8 times outside its center. THE GOAL CubeGuide should let someone look at their physical cube, enter it quickly, check that the state is valid, and then move directly into a clear step-by-step solving experience."}]...
|
Title: Cube Guide by @parthsharma234 | Stardance
Title: Cube Guide by @parthsharma234 | Stardance
Devlogs:
CubeGuide Devlog #1: Building the Input Welcome to the first CubeGuide devlog.The goal of this project is pretty simple: make it easy for someone to enter what their real Rubik’s Cube looks like, and learn how to solve it. Right now, I’m focusing on the input page. Before CubeGuide can solve anything, it needs a reliable way for users to copy their physical cube into the app. That means building the color picker, the 2D cube net, the sticker interactions, and the basic validation rules that make sure the cube state actually makes sense before solving starts. HOW THE INPUT PAGE WORK Each face is stored as a flat list of 9 stickers, and the center sticker is locked to that face’s fixed color. That matters because on a real Rubik’s Cube, the center pieces don’t move. They define which face is which. Here is the shape of the current cube model: type FaceName = “Up” | “Down” | “Front” | “Back” | “Left” | “Right”; type CubeColor = | “white” | “yellow” | “red” | “orange” | “blue” | “green” | “none”; type CubeState = Record<FaceName, CubeColor[]>; A few important details: Centers: the center sticker is fixed and cannot be painted over. Unset state: empty stickers use none, which renders as gray so it is easy to tell what still needs to be filled in. Interaction model: clicking paints a sticker, clicking the same selected color again clears it, and drag painting makes it faster to fill several stickers in a row. WHAT’S ALREADY WORKING The color picker lets users choose between white, yellow, red, orange, blue, green, and unset. The 2D cube net shows all six faces, with the center pieces already locked in place. The main interaction is simple: pick a color, then click stickers to paint them. If a sticker already has the selected color, clicking it again clears it back to gray. I also added drag painting so entering a cube feels less repetitive, especially when several stickers have the same color. There are also some convivence items: color picker: large color chips for white, yellow, red, orange, blue, green, and unset. 2D cube net: a full editable net for all six faces with locked centers. toggle to unset: clicking a sticker with the same selected color clears it back to gray. clear: clears all editable stickers and leaves unset selected. random: fills the 48 editable stickers with a valid shuffled distribution of exactly 8 of each color. export json: downloads the current cube state for later use. validation: checks the editable stickers only, so each color must appear exactly 8 times outside its center. THE GOAL CubeGuide should let someone look at their physical cube, enter it quickly, check that the state is valid, and then move directly into a clear step-by-step solving experience....
|
1792738313.442157
|
1793343113.442157
|
|
67717
|
scrapbook.vihaanvinoth.com by @vertriwayz | Starda scrapbook.vihaanvinoth.com by @vertriwayz | Stardance...
|
vertriwayz
|
0
|
7.45
|
0
|
[]
|
[{"post_id": 77009, "ts": "202 [{"post_id": 77009, "ts": "2026-10-05T10:54:05Z", "hours": 7.4531, "text": "Devlog #1: Building scrapbook This is the first devlog into building this blog which is dedicated to the photos I have taken throughout the years. This is not like the Blog mission but rather a personal blog which I am developing. I am trying to use Prisma and Neon for the database and Next.js for the project right now, but obviously things are to change. It’s also going to feature like a custom Admin CMS which allows me to post along with full authentication services and even an image database to store the photos. Right now i’ve worked on: Front page Adding Database Setting up files/folders Developing the overall plan of the blog site Right now the front page looks really basic and there’s barely any style, but that is to change very soon. Stay tuned in the next few devlogs to look at the future improvements to my blog site"}]...
|
Title: scrapbook.vihaanvinoth.com by @vertriwayz | Title: scrapbook.vihaanvinoth.com by @vertriwayz | Stardance
Devlogs:
Devlog #1: Building scrapbook This is the first devlog into building this blog which is dedicated to the photos I have taken throughout the years. This is not like the Blog mission but rather a personal blog which I am developing. I am trying to use Prisma and Neon for the database and Next.js for the project right now, but obviously things are to change. It’s also going to feature like a custom Admin CMS which allows me to post along with full authentication services and even an image database to store the photos. Right now i’ve worked on: Front page Adding Database Setting up files/folders Developing the overall plan of the blog site Right now the front page looks really basic and there’s barely any style, but that is to change very soon. Stay tuned in the next few devlogs to look at the future improvements to my blog site...
|
1793112855.8131588
|
1793717655.8131588
|
|
67712
|
LonoBlog by @anasluqman089 | Stardance
|
anasluqman089
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T10:13:47Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everyone! I want to present my project, LonoBlog! It is a custom website where I can post my life and my projects. It have 4 pages. The home page, The blog page where you can see my blog, projects page where you can see my finished and ongoing project and the studio page where I can only acess. It is where I wrote the blog and projects. You can comments in my blog and use emoji too!", "repo": "https://github.com/anasluqman089/LonoBlog", "demo": "https://lonos67.pythonanywhere.com"}]...
|
[{"post_id": 77001, "ts": "202 [{"post_id": 77001, "ts": "2026-10-05T10:07:16Z", "hours": 0.7192, "text": "Hello everyone! This is just a short one. I have launched the website using pythonanywhere. Here is the link to check it out https://lonos67.pythonanywhere.com . I havent post anything yet because Im a bit busy but I will post it"}, {"post_id": 76990, "ts": "2026-10-05T08:52:47Z", "hours": 2.1403, "text": "Decided to change the theme to aero futiger. Im very proud of what I did here but the background image looks very pixelated so I need to change that. Should I change the image to .svg?"}, {"post_id": 76409, "ts": "2026-10-03T13:34:22Z", "hours": 1.5947, "text": "Hello everyone I created LonoBlog. I added a public blog page with search, category filters, sorting, reading times and comments. Added doodles, rounded styling, Markdown formatting and emoji bars for writing and comments. I used a brown pallete."}]...
|
Title: LonoBlog by @anasluqman089 | Stardance
Dev Title: LonoBlog by @anasluqman089 | Stardance
Devlogs:
Hello everyone I created LonoBlog. I added a public blog page with search, category filters, sorting, reading times and comments. Added doodles, rounded styling, Markdown formatting and emoji bars for writing and comments. I used a brown pallete.
Decided to change the theme to aero futiger. Im very proud of what I did here but the background image looks very pixelated so I need to change that. Should I change the image to .svg?
Hello everyone! This is just a short one. I have launched the website using pythonanywhere. Here is the link to check it out https://lonos67.pythonanywhere.com . I havent post anything yet because Im a bit busy but I will post it
Ships:
Hello everyone! I want to present my project, LonoBlog! It is a custom website where I can post my life and my projects. It have 4 pages. The home page, The blog page where you can see my blog, projects page where you can see my finished and ongoing project and the studio page where I can only acess. It is where I wrote the blog and projects. You can comments in my blog and use emoji too!...
|
1793217123.0110283
|
1793303523.0110283
|
|
44
|
NFC card! by @nok | Stardance
|
nok
|
0
|
0.26
|
0
|
[]
|
[{"post_id": 77, "ts": "2026-0 [{"post_id": 77, "ts": "2026-05-31T16:57:52Z", "hours": 0.2578, "text": "did some research, added pi zero 2w and FPC in schematic, planning to add a small eink screen in the card :)"}]...
|
Title: NFC card! by @nok | Stardance
Devlogs:
did Title: NFC card! by @nok | Stardance
Devlogs:
did some research, added pi zero 2w and FPC in schematic, planning to add a small eink screen in the card :)...
|
1792705729.8896189
|
1793310529.8896189
|
|
68070
|
Mini rover by @harrybutler1337 | Stardance
|
harrybutler1337
|
0
|
0.41
|
0
|
[]
|
[{"post_id": 76999, "ts": "202 [{"post_id": 76999, "ts": "2026-10-05T09:37:33Z", "hours": 0.4119, "text": "I’ve started designing the rover wheel in fussion. Its diameter is 30mm and its width is 20ms and it includes mounting holes so it can be attached to the rest of the rover"}]...
|
Title: Mini rover by @harrybutler1337 | Stardance
Title: Mini rover by @harrybutler1337 | Stardance
Devlogs:
I’ve started designing the rover wheel in fussion. Its diameter is 30mm and its width is 20ms and it includes mounting holes so it can be attached to the rest of the rover...
|
1793116416.264996
|
1793721216.264996
|
|
67055
|
Bad time framework by @Ggiver | Stardance
|
Ggiver
|
1
|
9.0
|
21
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T10:44:18Z", "hours": 9.0, "multiplier": 2.33, "payout": 21, "blessing": "neutral", "text": "Bad time framework is a bullet hell type game where your goal is to avoid attacks coming from all over the screen for a set amount of time. The twist I added to it is that you can easily create, share and play your own levels in seconds by writing it in plain text (see the “making your own level” file on my github repo for more info). The game is made to be unforgiving yet comprehensive enough for newcomers to master it in a few tries. The “change level” button prompts a level, which you can copy paste (easy since it’s just text) into the popup. Then, you can just enjoy it :)", "repo": "https://github.com/supr10/bad-time-framework", "demo": "https://supr10.github.io/bad-time-framework/"}]...
|
[{"post_id": 76998, "ts": "202 [{"post_id": 76998, "ts": "2026-10-05T09:29:26Z", "hours": 1.8, "text": "This is the last devlog before ship. I have fixed a lot of bugs, added the possibility to make custom levels, and even made some levels for you :). All the work is published on github, and I hope you’ll like it! cheers !"}, {"post_id": 76344, "ts": "2026-10-03T07:59:05Z", "hours": 2.2653, "text": "I added the main selling point of the game: the level loader. Now, people will be able to create and share levels for the game."}, {"post_id": 75943, "ts": "2026-10-01T17:49:10Z", "hours": 1.305, "text": "I have just finished some attacks like the one in the screenshot as well as the ability to create custom levels by modifying the code. I have calculated the minimum time it takes to die in the game is around 1.5 seconds."}, {"post_id": 75669, "ts": "2026-09-30T18:12:41Z", "hours": 1.2431, "text": "I added the logic that allows the program to generate random attack patterns. I just have to make more attacks and make it so you are able to customize the levels."}, {"post_id": 75604, "ts": "2026-09-30T15:17:36Z", "hours": 2.4231, "text": "I created the player, the “attacks”, and the overall UI (not really what I would call beautiful but at least that’s something) skeleton joke of the day (just thought it would be funny): why isn’t the skeleton here? Because it is BONE! (gone)"}]...
|
Title: Bad time framework by @Ggiver | Stardance
Title: Bad time framework by @Ggiver | Stardance
Devlogs:
I created the player, the “attacks”, and the overall UI (not really what I would call beautiful but at least that’s something) skeleton joke of the day (just thought it would be funny): why isn’t the skeleton here? Because it is BONE! (gone)
I added the logic that allows the program to generate random attack patterns. I just have to make more attacks and make it so you are able to customize the levels.
I have just finished some attacks like the one in the screenshot as well as the ability to create custom levels by modifying the code. I have calculated the minimum time it takes to die in the game is around 1.5 seconds.
I added the main selling point of the game: the level loader. Now, people will be able to create and share levels for the game.
This is the last devlog before ship. I have fixed a lot of bugs, added the possibility to make custom levels, and even made some levels for you :). All the work is published on github, and I hope you’ll like it! cheers !
Ships:
Bad time framework is a bullet hell type game where your goal is to avoid attacks coming from all over the screen for a set amount of time. The twist I added to it is that you can easily create, share and play your own levels in seconds by writing it in plain text (see the “making your own level” file on my github repo for more info). The game is made to be unforgiving yet comprehensive enough for newcomers to master it in a few tries. The “change level” button prompts a level, which you can copy paste (easy since it’s just text) into the popup. Then, you can just enjoy it :)...
|
1793217047.2657151
|
1793303447.2657151
|
|
67856
|
MacroNAVI by @kawaiikiten | Stardance
|
kawaiikiten
|
0
|
5.58
|
0
|
[]
|
[{"post_id": 76991, "ts": "202 [{"post_id": 76991, "ts": "2026-10-05T08:54:58Z", "hours": 1.0225, "text": "Allll done. I organised the CAD, PCB, and firmware files and set up the git repo. I prepared the KMK configuration for the three keys and OLED,hopefully it all works when the kit arrives. I also exported the PCB’s Gerber and drill files, packaged them for manufacturing, and finished the BOM and README. Also added some color to the case in FreeCAD; don’t know if that’s the colour it’ll be printed with… will I have to paint it myself?? Anyways I’m submitting now."}, {"post_id": 76958, "ts": "2026-10-05T06:35:21Z", "hours": 3.0022, "text": "Today I worked on the lainboard’s full 3D assembly in FreeCAD. I added the three switches and Cherry-profile keycap models, corrected the switch orientation so the pins lined up with the PCB, and positioned the OLED in its opening. After checking the assembly, I enlarged the OLED opening slightly to give it 0.3 mm clearance on each side. I also added the XIAO’s two pin headers, four M3×16 screws, and simplified heat-set insert models. I’m still not sure about the exact dimensions of the OLED, so fingers crossed this gets approved and it all fits together. I exported the complete assembly as a STEP file and updated the top-plate STL. I’m gonna work on organising the project files, finish the firmware setup (thinking of using KMK since I’m very familiar with python), and hopefully I should ship everything today yippeeee"}, {"post_id": 76718, "ts": "2026-10-04T12:26:14Z", "hours": 1.5519, "text": "I started designing lainboard (name is a work in progress dont hate man plssss :(( ), a compact 3-key macropad with an OLED display and an open section in the case to show the controller and PCB artwork. I kinda want it to have a “raw” aesthetic. There is 100% a better way to describe that which I’m sure I will find in the future. I set up the KiCad libraries, wired the switches directly to the Seeed XIAO RP2040, and connected the OLED. I then laid out a 90 × 50 mm two-layer PCB, added four mounting holes, routed the connections, and filled the back layer with a ground plane. For the silkscreen, I converted an image of Lain into a footprint and placed it below the controller. I also added OLED pin labels and replaced the basic header footprint with one showing the display’s dimensions. After fixing the label sizes, the enabled DRC checks passed with no errors, warnings, or unconnected items. I’ve now started the fully 3D-printed case in FreeCAD, creating the base. Next are the walls, PCB supports, and top plate openings."}]...
|
Title: MacroNAVI by @kawaiikiten | Stardance
Devl Title: MacroNAVI by @kawaiikiten | Stardance
Devlogs:
I started designing lainboard (name is a work in progress dont hate man plssss :(( ), a compact 3-key macropad with an OLED display and an open section in the case to show the controller and PCB artwork. I kinda want it to have a “raw” aesthetic. There is 100% a better way to describe that which I’m sure I will find in the future. I set up the KiCad libraries, wired the switches directly to the Seeed XIAO RP2040, and connected the OLED. I then laid out a 90 × 50 mm two-layer PCB, added four mounting holes, routed the connections, and filled the back layer with a ground plane. For the silkscreen, I converted an image of Lain into a footprint and placed it below the controller. I also added OLED pin labels and replaced the basic header footprint with one showing the display’s dimensions. After fixing the label sizes, the enabled DRC checks passed with no errors, warnings, or unconnected items. I’ve now started the fully 3D-printed case in FreeCAD, creating the base. Next are the walls, PCB supports, and top plate openings.
Today I worked on the lainboard’s full 3D assembly in FreeCAD. I added the three switches and Cherry-profile keycap models, corrected the switch orientation so the pins lined up with the PCB, and positioned the OLED in its opening. After checking the assembly, I enlarged the OLED opening slightly to give it 0.3 mm clearance on each side. I also added the XIAO’s two pin headers, four M3×16 screws, and simplified heat-set insert models. I’m still not sure about the exact dimensions of the OLED, so fingers crossed this gets approved and it all fits together. I exported the complete assembly as a STEP file and updated the top-plate STL. I’m gonna work on organising the project files, finish the firmware setup (thinking of using KMK since I’m very familiar with python), and hopefully I should ship everything today yippeeee
Allll done. I organised the CAD, PCB, and firmware files and set up the git repo. I prepared the KMK configuration for the three keys and OLED,hopefully it all works when the kit arrives. I also exported the PCB’s Gerber and drill files, packaged them for manufacturing, and finished the BOM and README. Also added some color to the case in FreeCAD; don’t know if that’s the colour it’ll be printed with… will I have to paint it myself?? Anyways I’m submitting now....
|
1793116134.1003351
|
1793720934.1003351
|
|
59692
|
KITS by @sandesh | Stardance
|
sandesh
|
0
|
3.49
|
0
|
[]
|
[{"post_id": 76989, "ts": "202 [{"post_id": 76989, "ts": "2026-10-05T08:47:03Z", "hours": 0.915, "text": "Devlog 3 Finally, Sex-determination kit is working had to change entire thing from what we did last time to easier version and yeah it worked. I have added 2 modes. 1) Students can select between X and Y chromosomes and check if its boy or girl another is they generate boy or girl at random and learn the probability of having boy or girl is 50-50 almost. It is what was I able to come up with. Now i will test it out in IRL after few days."}, {"post_id": 76972, "ts": "2026-10-05T07:32:21Z", "hours": 1.3333, "text": "Devlog 2 I made schematics version 2 with the real components. Sadly it didn’t work. One of the transistor was heating rapidly and I haven’t yet figured out what caused it. Now will be changing the circuit to fix and I think will try on simulation first then move with hardware version."}, {"post_id": 67933, "ts": "2026-09-14T07:51:29Z", "hours": 1.2431, "text": "Devlog 1 I deigned schematics for the sex-chromosome determination kit. I build 2 versions Version 1 was simple: It just used switches and if it is pressed with 1 switch it makes boy led go on similarly with another switch another led goes on. Version 2: I tried using input-selection logic and transistor latch. Idk if it will work or not in next devlog we will find it out."}]...
|
Title: KITS by @sandesh | Stardance
Devlogs:
Devl Title: KITS by @sandesh | Stardance
Devlogs:
Devlog 1 I deigned schematics for the sex-chromosome determination kit. I build 2 versions Version 1 was simple: It just used switches and if it is pressed with 1 switch it makes boy led go on similarly with another switch another led goes on. Version 2: I tried using input-selection logic and transistor latch. Idk if it will work or not in next devlog we will find it out.
Devlog 2 I made schematics version 2 with the real components. Sadly it didn’t work. One of the transistor was heating rapidly and I haven’t yet figured out what caused it. Now will be changing the circuit to fix and I think will try on simulation first then move with hardware version.
Devlog 3 Finally, Sex-determination kit is working had to change entire thing from what we did last time to easier version and yeah it worked. I have added 2 modes. 1) Students can select between X and Y chromosomes and check if its boy or girl another is they generate boy or girl at random and learn the probability of having boy or girl is 50-50 almost. It is what was I able to come up with. Now i will test it out in IRL after few days....
|
1793029643.7905555
|
1793634443.7905555
|
|
67834
|
VerityOS by @shogunxfortnite | Stardance
|
shogunxfortnite
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T08:13:28Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom OS called VerityOS.", "repo": "https://github.com/shogunxfortnite-cyber/VerityOS", "demo": "https://verityos2.netlify.app/"}]...
|
[{"post_id": 76984, "ts": "202 [{"post_id": 76984, "ts": "2026-10-05T08:09:45Z", "hours": 0.6269, "text": "I am working on a VerityOS for the challenge webos 1. I am done with it you can try it in my git repo"}]...
|
Title: VerityOS by @shogunxfortnite | Stardance
D Title: VerityOS by @shogunxfortnite | Stardance
Devlogs:
I am working on a VerityOS for the challenge webos 1. I am done with it you can try it in my git repo
Ships:
I made a custom OS called VerityOS....
|
1793217149.5638201
|
1793303549.5638201
|
|
47715
|
MailOnAPI by @Drew_Fitzgerald | Stardance
|
Drew_Fitzgerald
|
1
|
38.79
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T02:16:59Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made an email server, email client and an IMAP server to allow it to be used in external email clients. The IMAP server is quite feature ful to 2003 standards, um not recent standards it is a custom implementation of RFC3501 which is from 2003 but it was only made obsolete in 2022 and is still used by gmail for it’s IMAP so it’s still very well supported. Right now I’m using Resend as the email service to send out emails but the implementation makes it very easy to support more.", "repo": "https://github.com/Sheep26/MailOnAPI", "demo": "https://mail.drewfitzgerald.co.nz"}]...
|
[{"post_id": 76982, "ts": "202 [{"post_id": 76982, "ts": "2026-10-05T08:08:31Z", "hours": 2.9119, "text": "Many improvements to the code and WE GOT ATTACHMENTS WORKING IN IMAP."}, {"post_id": 75043, "ts": "2026-09-28T23:50:28Z", "hours": 6.8733, "text": "We added the search command and improved the code quite signifigantly."}, {"post_id": 68380, "ts": "2026-09-15T01:06:50Z", "hours": 0.3844, "text": "Today we finished TLS WOOO. Now we actually have a secure IMAP server."}, {"post_id": 68002, "ts": "2026-09-14T11:09:28Z", "hours": 0.9003, "text": "We’ve pretty much finished our IMAP integration, we’ve added copy and expunge today and fixed our idle handler."}, {"post_id": 67889, "ts": "2026-09-14T05:57:27Z", "hours": 5.5586, "text": "I reworked the way we manage things listening in to the socket to add a proper listener module instead of having it all in the handle command function. The handle command function worked until now but now that we want commands that expect more data than just one line we do need to expand it to something more streamlined. Commands can now register listeners on the feed from the socket and remove them as they please in order for them to get the required data. We also added a few commands and Idling which allows email clients to idle instead of just sit and poll the server for new mail. I kinda changed the process buffer function so that it can dynamicly figure out if the newline is crlf or lf instead of guess and so it includes that in it’s output. Because we now have listeners we can now add the append command and it will recieve a stream of data from the listener."}, {"post_id": 66332, "ts": "2026-09-12T03:17:30Z", "hours": 1.1906, "text": "I allowed our IMAP parser to be able to understand parenthasis WOO, i had to change a little bit with our fetch function because it didn’t expect that and I added some more IMAP commands our command repertoire now looks like this."}, {"post_id": 65220, "ts": "2026-09-10T06:12:50Z", "hours": 2.4739, "text": "Users can now change their username, we also made many changes to the fetch function in the IMAP server to make it work properly. haha"}, {"post_id": 62680, "ts": "2026-09-06T05:13:18Z", "hours": 2.9642, "text": "IMAP Server WOOOOO! Today I made an IMAP server for the email server/client so it can be used with say Thunderbird. Now there’s a very very basic implementation but it’s there and you can read emails. WOO."}, {"post_id": 62050, "ts": "2026-09-05T08:47:23Z", "hours": 2.3347, "text": "I significantly improved the code for mailboxes. Now we have table for mailboxes and I also made it more clear which mailbox you’re currently in. This makes it easier for me to eventually implement IMAP."}, {"post_id": 61913, "ts": "2026-09-05T02:45:11Z", "hours": 1.6956, "text": "We have mailboxes now, you can move mail there and yeah."}, {"post_id": 55453, "ts": "2026-08-27T09:38:18Z", "hours": 1.2, "text": "We added custom mailboxes, you can now add and remove maliboxes but we can’t move emails there or setup filters."}, {"post_id": 53642, "ts": "2026-08-24T09:33:11Z", "hours": 1.5769, "text": "Today I completely revamped the way emails are stored in the database to make it better. I also added seen checking to mark emails as read. I added mail boxes as well instead of just inbox and sent so users can have custom mailboxes."}, {"post_id": 48724, "ts": "2026-08-17T07:52:59Z", "hours": 0.6217, "text": "We got replies working WOO, we can send emails, reply, recieve replies and continue on reply chains."}, {"post_id": 48056, "ts": "2026-08-16T10:34:05Z", "hours": 0.9753, "text": "We got attachments working WOOO"}, {"post_id": 47918, "ts": "2026-08-16T05:57:14Z", "hours": 0.6972, "text": "We got viewing our sent emails working"}, {"post_id": 47403, "ts": "2026-08-15T09:57:02Z", "hours": 1.4622, "text": "We can send emails from a ui now WOOO"}, {"post_id": 47337, "ts": "2026-08-15T06:53:01Z", "hours": 0.6708, "text": "We can read our emails now."}, {"post_id": 47304, "ts": "2026-08-15T05:25:04Z", "hours": 1.8989, "text": "We’ve started building the inbox, we can view our emails and see when they were sent to us."}, {"post_id": 46833, "ts": "2026-08-14T11:05:59Z", "hours": 1.3553, "text": "We added the Database, AND GOT RECIEVING EMAILS WORKING WOOOO"}, {"post_id": 46799, "ts": "2026-08-14T09:39:53Z", "hours": 1.11, "text": "We got sending emails, WOOO. No accounts yet but we can send emails over stmp."}]...
|
Title: MailOnAPI by @Drew_Fitzgerald | Stardance
Title: MailOnAPI by @Drew_Fitzgerald | Stardance
Devlogs:
We got sending emails, WOOO. No accounts yet but we can send emails over stmp.
We added the Database, AND GOT RECIEVING EMAILS WORKING WOOOO
We’ve started building the inbox, we can view our emails and see when they were sent to us.
We can read our emails now.
We can send emails from a ui now WOOO
We got viewing our sent emails working
We got attachments working WOOO
We got replies working WOO, we can send emails, reply, recieve replies and continue on reply chains.
Today I completely revamped the way emails are stored in the database to make it better. I also added seen checking to mark emails as read. I added mail boxes as well instead of just inbox and sent so users can have custom mailboxes.
We added custom mailboxes, you can now add and remove maliboxes but we can’t move emails there or setup filters.
We have mailboxes now, you can move mail there and yeah.
I significantly improved the code for mailboxes. Now we have table for mailboxes and I also made it more clear which mailbox you’re currently in. This makes it easier for me to eventually implement IMAP.
IMAP Server WOOOOO! Today I made an IMAP server for the email server/client so it can be used with say Thunderbird. Now there’s a very very basic implementation but it’s there and you can read emails. WOO.
Users can now change their username, we also made many changes to the fetch function in the IMAP server to make it work properly. haha
I allowed our IMAP parser to be able to understand parenthasis WOO, i had to change a little bit with our fetch function because it didn’t expect that and I added some more IMAP commands our command repertoire now looks like this.
I reworked the way we manage things listening in to the socket to add a proper listener module instead of having it all in the handle command function. The handle command function worked until now but now that we want commands that expect more data than just one line we do need to expand it to something more streamlined. Commands can now register listeners on the feed from the socket and remove them as they please in order for them to get the required data. We also added a few commands and Idling which allows email clients to idle instead of just sit and poll the server for new mail. I kinda changed the process buffer function so that it can dynamicly figure out if the newline is crlf or lf instead of guess and so it includes that in it’s output. Because we now have listeners we can now add the append command and it will recieve a stream of data from the listener.
We’ve pretty much finished our IMAP integration, we’ve added copy and expunge today and fixed our idle handler.
Today we finished TLS WOOO. Now we actually have a secure IMAP server.
We added the search command and improved the code quite signifigantly.
Many improvements to the code and WE GOT ATTACHMENTS WORKING IN IMAP.
Ships:
I’ve made an email server, email client and an IMAP server to allow it to be used in external email clients. The IMAP server is quite feature ful to 2003 standards, um not recent standards it is a custom implementation of RFC3501 which is from 2003 but it was only made obsolete in 2022 and is still used by gmail for it’s IMAP so it’s still very well supported. Right now I’m using Resend as the email service to send out emails but the implementation makes it very easy to support more....
|
1793145328.4923775
|
1793231728.4923775
|
|
65281
|
future new yorker by @Munnisparkle | Stardance
|
Munnisparkle
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T15:05:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh", "repo": "https://github.com/bhavanasrinamthabad1809-hub/newyork", "demo": "https://bhavanasrinamthabad1809-hub.github.io/newyork/"}]...
|
[{"post_id": 76978, "ts": "202 [{"post_id": 76978, "ts": "2026-10-05T08:02:07Z", "hours": 4.3461, "text": "i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance"}]...
|
Title: future new yorker by @Munnisparkle | Starda Title: future new yorker by @Munnisparkle | Stardance
Devlogs:
i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance
Ships:
it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh...
|
1793213733.7445202
|
1793300133.7445202
|
|
67450
|
Reincarnated Adventurer by @strawberryskeleton | S Reincarnated Adventurer by @strawberryskeleton | Stardance...
|
strawberryskeleton
|
1
|
5.0
|
9
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T08:06:58Z", "hours": 5.0, "multiplier": 1.7, "payout": 9, "blessing": "neutral", "text": "You are a Guild Adventurer (reincarnated). You will get Quests from the guild master with a set xp. You need to complete the quest to obtain the xp and level up your rank.", "repo": "https://github.com/strawberryskeleton/reincarnated-adventurer", "demo": "https://reincarnated-adventurer-opal.vercel.app/"}]...
|
[{"post_id": 76976, "ts": "202 [{"post_id": 76976, "ts": "2026-10-05T07:58:05Z", "hours": 0.4186, "text": "Migrated the llm api i was using. I was initially using groq console for the llm qwen, now i am using google ai studio for the llm gemini-3.5-flash-lite. this was the main reason my code wasn’t working last time. fixed a few errors too which came during migrating. since everything is ok now, shipping the project."}, {"post_id": 76303, "ts": "2026-10-03T04:02:10Z", "hours": 4.8769, "text": "Project Uploaded here. this is my first project in stardance. I made this originally for onekey but due to review time delays i’m submitting this here. I think I did good enough commits for the 5 hours that I worked on it. And since I made it quite some time back I don’t remember much to write a detailed devlog (I hope that’s fine for this one, since i never made this for stardance in the first place). Before submitting, I still need to fix a few issues like my API key becoming inactive and API call always returning error. After I fix that (which I think shouldn’t take very long), I will ship this project. Attaching the screenshot of the completed project for this devlog."}]...
|
Title: Reincarnated Adventurer by @strawberryskele Title: Reincarnated Adventurer by @strawberryskeleton | Stardance
Devlogs:
Project Uploaded here. this is my first project in stardance. I made this originally for onekey but due to review time delays i’m submitting this here. I think I did good enough commits for the 5 hours that I worked on it. And since I made it quite some time back I don’t remember much to write a detailed devlog (I hope that’s fine for this one, since i never made this for stardance in the first place). Before submitting, I still need to fix a few issues like my API key becoming inactive and API call always returning error. After I fix that (which I think shouldn’t take very long), I will ship this project. Attaching the screenshot of the completed project for this devlog.
Migrated the llm api i was using. I was initially using groq console for the llm qwen, now i am using google ai studio for the llm gemini-3.5-flash-lite. this was the main reason my code wasn’t working last time. fixed a few errors too which came during migrating. since everything is ok now, shipping the project.
Ships:
You are a Guild Adventurer (reincarnated). You will get Quests from the guild master with a set xp. You need to complete the quest to obtain the xp and level up your rank....
|
1793217090.0330224
|
1793303490.0330224
|
|
68054
|
Atom Caesar Cipher by @atomixkl | Stardance
|
atomixkl
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T08:03:46Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a good Caesar cipher app. There actually was some new things to me so is wasn’t that easy. I’m happy, that it actually works good and have many languages", "repo": "https://github.com/atomixkl/Atom-Caesar-Cipher", "demo": "https://github.com/atomixkl/Atom-Caesar-Cipher/releases/tag/2.2"}]...
|
[{"post_id": 76974, "ts": "202 [{"post_id": 76974, "ts": "2026-10-05T07:45:54Z", "hours": 8.1275, "text": "I finished final version and improved this project as best as I could"}]...
|
Title: Atom Caesar Cipher by @atomixkl | Stardance Title: Atom Caesar Cipher by @atomixkl | Stardance
Devlogs:
I finished final version and improved this project as best as I could
Ships:
I made a good Caesar cipher app. There actually was some new things to me so is wasn’t that easy. I’m happy, that it actually works good and have many languages...
|
1793217195.1975543
|
1793303595.1975543
|
|
45876
|
Password Keeper by @zac_i | Stardance
|
zac_i
|
2
|
22.0
|
125
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T07:29:13Z", "hours": 2.0, "multiplier": 10.92, "payout": 17, "blessing": "neutral", "text": "SHIP #2! PasswordKeeper 1.1.5 is out! Fixed a few security issues to give you the best secure experience possible! One of my ship reviews mentioned a security issue with improper salting of accounts. I have fixed this and a couple of other small bugs for security. Also, they mentioned that I hashed the credentials badly, where there could be overlaps with separate accounts, which is now fixed as well. If you are unsure how to use PasswordKeeper, have a look at SHIP #1 below and find out! Thank you so much to the person who left that review, it has helped my development heaps! P.S. Just because my README looks nice (with emojis) doesn’t mean that it’s AI. (Take a look at screenshot 2)", "repo": "https://github.com/zacianculovici/PasswordKeeper", "demo": "https://github.com/zacianculovici/PasswordKeeper/releases/latest"}, {"ship_num": 2, "ts": "2026-09-07T01:35:32Z", "hours": 20.0, "multiplier": 5.28, "payout": 108, "blessing": "neutral", "text": "I made a cool password manager application with python, to store, manage and edit your passwords and pins securely. There were many challenging parts of it, with the most notable one being how I tried to make my dialog windows appear in the centre of the screen, but ran into some problems due to dpi scaling. I am very proud of what I have achieved as I believe it shows off some of my best skills in a practical and useful app. Note: to get the latest version of PasswordKeeper, you can either download the installer/binary manually from the releases section of the GitHub repo, or you can click the download link in the readme. Then, run the installer/binary, follow the installation prompts (or extract the tarball for Linux) and you’re good to go! To try my project, it would be good to know how it actually works (obviously). When you first run it, you will see a login window like screenshot 1. Because it stores all of your data locally, you don’t have an account yet, so create one! Select the big blue “Create One” button and it will open a new window that looks like screenshot 2. Enter a username and password, and hit “Sign Up”. (The “Remember Username” checkbox is just for ease of access, so you don’t need to type out your username next time you open PasswordKeeper). IT WORKS! Now it’s time to use it: Get started by creating a category (or more) on the left, and then create some passwords for category! If you like, click the account icon in the top right corner and fiddle around with your settings (try out some nice colour themes).", "repo": "https://github.com/zacianculovici/PasswordKeeper", "demo": "https://github.com/zacianculovici/PasswordKeeper/releases/latest"}]...
|
[{"post_id": 76965, "ts": "202 [{"post_id": 76965, "ts": "2026-10-05T07:11:18Z", "hours": 1.53, "text": "Fixed security issue with PasswordKeeper! One of my ship reviews mentioned that I didn’t use proper salting in PasswordKeeper, making it slightly easier for hackers to hack it. I have fixed this as well as a couple of other tiny issues, and made v1.1.5 as secure as possible!"}, {"post_id": 63284, "ts": "2026-09-07T01:03:23Z", "hours": 0.9653, "text": "OOOOOH SO CLOSE!!!! I just found a bug in my code where it was flashing the UI every time I pressed any button or clicked the mouse! Fixed now and about to ship!"}, {"post_id": 62736, "ts": "2026-09-06T07:46:22Z", "hours": 0.7056, "text": "Devlog #9 Just finishing up! Will ship just after I have tested on Linux and MacOS!"}, {"post_id": 62048, "ts": "2026-09-05T08:45:26Z", "hours": 4.8361, "text": "Devlog #8 About to ship! Finally my project is nearly ready to ship! Just doing some tests and making sure it is complete. Release available My release is available on GitHub releases with installers ( Untested on MacOS and Linux so far ) Code updates Added: Password and Category Search Warning dialogs Refined logic and updated issues"}, {"post_id": 60146, "ts": "2026-09-02T10:17:21Z", "hours": 2.3194, "text": "Devlog # 7! Nearly shippable! (With orphans on top) ⚓ Nearly there! Hooray! My project is nearly in a shippable state where I can send it to you guys! Only a few small things to go. 🤞 👤 Account additions I still need to add account deletion/editing to my logic and UI, to make the application complete. 🗑️ Recursive deletion I fixed the issue with the orphaned passwords when you delete a category, and now it asks whether you wish to delete the all of a categories passwords before taking away those poor passwords home (How sad). I know, don’t tell me: my UI looks kinda lame. I’m going to fix the weird background colour and make it look a bit better, don’t worry."}, {"post_id": 59425, "ts": "2026-09-01T08:21:18Z", "hours": 3.2583, "text": "⚠️ NOTICE: SHIPWRIGHTS - HAVE A LOOK AT OOPS DOWN THE BOTTOM ⚠️ Devlog # 6: “Yay”, “OOPS” and “More OOPS (Not as bad)” 🎉 Yay! Got the encryption working almost perfectly! Might need someone to do hacking tests ( Not like anyone in Hack Club knows how to Hack, but anyway ) to check my security later if anyone has time (And reason). 😥 OOPS I just realised that I was supposed to be coding in a public GitHub repository the whole time, as up until now I had been coding locally and had planned to upload my code to a repository just before shipping. I have now uploaded all my code in logical development stages, and am working correctly now. (Also, I had Hackatime tracking correctly the whole time, it was just no GitHub repo that was the issue). Hope this isn’t a problem. 😕 More OOPS (Not as bad) I also realised that I missed out a pretty important part of the main category logic: How the deletion handles password dependencies. I was so focused on making the recursive rename work, that I forgot about what it should do when you delete one! I will get this fixed soon. (P.S. If anyone has noticed my (complete) overuse of brackets (parentheses), well done. Always a programmer at heart 😂😊 </>.)"}, {"post_id": 55472, "ts": "2026-08-27T10:38:15Z", "hours": 2.4072, "text": "Devlog # 5 ✏️ Renaming working! Recursive rename is working great! Dependencies automatically fix their category! 🌐 Open in browser button Added a button to open the current password’s website in the browser! 🔐 Security Just starting to add encryption and hashing! Using fernet and python hashlib . 🗃️ Unsaved changes check Added an unsaved changes check so that it doesn’t lose your unsaved changes."}, {"post_id": 52953, "ts": "2026-08-23T10:23:11Z", "hours": 0.5353, "text": "Devlog # 4 ✏️ Renaming success! Got the renaming to work perfectly for categories and passwords! Had to add loads of debugging statements to get it to work. 😵💫 Still need to add dependency checking to eliminate issues. 📋 Adding copy password button Adding a button to copy the password you are looking at quickly! Nearly working. ✔️"}, {"post_id": 51507, "ts": "2026-08-21T08:31:11Z", "hours": 1.4433, "text": "Devlog # 3 Deletion working great! Got the category/password deletion to work smoothly! No kinks so far. 🤞 Renaming Issues Hmmm… For some reason the renaming doesn’t work properly for categories or passwords. I will also have to add a dependency check so passwords don’t end up with a false category. Cloud storage update Even though I haven’t started on the cloud storage, I have done some research. Probably going to use superbase as it is secure, free and has inbuilt python API and authentication."}, {"post_id": 50177, "ts": "2026-08-19T09:17:20Z", "hours": 1.4139, "text": "Devlog #2 Save/Load/Delete/Edit Working on getting save and load working, but delete isn’t working. 🤔 Will get it fixed soon hopefully. Security (Encryption/Hashing) Currently using no encryption or hashing, but just plain json for save and load. Will convert to cryptography once basic logic is working. Cloud storage Putting a hold on cloud storage until the rest of the logic and functionality is working. Please tell me if you know of good, free, secure cloud storage options for a Python API 🙂"}, {"post_id": 45659, "ts": "2026-08-12T09:16:57Z", "hours": 2.5044, "text": "Kicked off a new python project! Redoing an old and ugly password manager in python to a fancy CustomTkinter version with multiple users and a very nice GUI. I’m mostly finished the UI, and I’m working on saving and loading locally before adding more complex cloud storage."}]...
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Title: Password Keeper by @zac_i | Stardance
Devl Title: Password Keeper by @zac_i | Stardance
Devlogs:
Kicked off a new python project! Redoing an old and ugly password manager in python to a fancy CustomTkinter version with multiple users and a very nice GUI. I’m mostly finished the UI, and I’m working on saving and loading locally before adding more complex cloud storage.
Devlog #2 Save/Load/Delete/Edit Working on getting save and load working, but delete isn’t working. 🤔 Will get it fixed soon hopefully. Security (Encryption/Hashing) Currently using no encryption or hashing, but just plain json for save and load. Will convert to cryptography once basic logic is working. Cloud storage Putting a hold on cloud storage until the rest of the logic and functionality is working. Please tell me if you know of good, free, secure cloud storage options for a Python API 🙂
Devlog # 3 Deletion working great! Got the category/password deletion to work smoothly! No kinks so far. 🤞 Renaming Issues Hmmm… For some reason the renaming doesn’t work properly for categories or passwords. I will also have to add a dependency check so passwords don’t end up with a false category. Cloud storage update Even though I haven’t started on the cloud storage, I have done some research. Probably going to use superbase as it is secure, free and has inbuilt python API and authentication.
Devlog # 4 ✏️ Renaming success! Got the renaming to work perfectly for categories and passwords! Had to add loads of debugging statements to get it to work. 😵💫 Still need to add dependency checking to eliminate issues. 📋 Adding copy password button Adding a button to copy the password you are looking at quickly! Nearly working. ✔️
Devlog # 5 ✏️ Renaming working! Recursive rename is working great! Dependencies automatically fix their category! 🌐 Open in browser button Added a button to open the current password’s website in the browser! 🔐 Security Just starting to add encryption and hashing! Using fernet and python hashlib . 🗃️ Unsaved changes check Added an unsaved changes check so that it doesn’t lose your unsaved changes.
⚠️ NOTICE: SHIPWRIGHTS - HAVE A LOOK AT OOPS DOWN THE BOTTOM ⚠️ Devlog # 6: “Yay”, “OOPS” and “More OOPS (Not as bad)” 🎉 Yay! Got the encryption working almost perfectly! Might need someone to do hacking tests ( Not like anyone in Hack Club knows how to Hack, but anyway ) to check my security later if anyone has time (And reason). 😥 OOPS I just realised that I was supposed to be coding in a public GitHub repository the whole time, as up until now I had been coding locally and had planned to upload my code to a repository just before shipping. I have now uploaded all my code in logical development stages, and am working correctly now. (Also, I had Hackatime tracking correctly the whole time, it was just no GitHub repo that was the issue). Hope this isn’t a problem. 😕 More OOPS (Not as bad) I also realised that I missed out a pretty important part of the main category logic: How the deletion handles password dependencies. I was so focused on making the recursive rename work, that I forgot about what it should do when you delete one! I will get this fixed soon. (P.S. If anyone has noticed my (complete) overuse of brackets (parentheses), well done. Always a programmer at heart 😂😊 </>.)
Devlog # 7! Nearly shippable! (With orphans on top) ⚓ Nearly there! Hooray! My project is nearly in a shippable state where I can send it to you guys! Only a few small things to go. 🤞 👤 Account additions I still need to add account deletion/editing to my logic and UI, to make the application complete. 🗑️ Recursive deletion I fixed the issue with the orphaned passwords when you delete a category, and now it asks whether you wish to delete the all of a categories passwords before taking away those poor passwords home (How sad). I know, don’t tell me: my UI looks kinda lame. I’m going to fix the weird background colour and make it look a bit better, don’t worry.
Devlog #8 About to ship! Finally my project is nearly ready to ship! Just doing some tests and making sure it is complete. Release available My release is available on GitHub releases with installers ( Untested on MacOS and Linux so far ) Code updates Added: Password and Category Search Warning dialogs Refined logic and updated issues
Devlog #9 Just finishing up! Will ship just after I have tested on Linux and MacOS!
OOOOOH SO CLOSE!!!! I just found a bug in my code where it was flashing the UI every time I pressed any button or clicked the mouse! Fixed now and about to ship!
Fixed security issue with PasswordKeeper! One of my ship reviews mentioned that I didn’t use proper salting in PasswordKeeper, making it slightly easier for hackers to hack it. I have fixed this as well as a couple of other tiny issues, and made v1.1.5 as secure as possible!
Ships:
I made a cool password manager application with python, to store, manage and edit your passwords and pins securely. There were many challenging parts of it, with the most notable one being how I tried to make my dialog windows appear in the centre of the screen, but ran into some problems due to dpi scaling. I am very proud of what I have achieved as I believe it shows off some of my best skills in a practical and useful app. Note: to get the latest version of PasswordKeeper, you can either download the installer/binary manually from the releases section of the GitHub repo, or you can click the download link in the readme. Then, run the installer/binary, follow the installation prompts (or extract the tarball for Linux) and you’re good to go! To try my project, it would be good to know how it actually works (obviously). When you first run it, you will see a login window like screenshot 1. Because it stores all of your data locally, you don’t have an account yet, so create one! Select the big blue “Create One” button and it will open a new window that looks like screenshot 2. Enter a username and password, and hit “Sign Up”. (The “Remember Username” checkbox is just for ease of access, so you don’t need to type out your username next time you open PasswordKeeper). IT WORKS! Now it’s time to use it: Get started by creating a category (or more) on the left, and then create some passwords for category! If you like, click the account icon in the top right corner and fiddle around with your settings (try out some nice colour themes).
SHIP #2! PasswordKeeper 1.1.5 is out! Fixed a few security issues to give you the best secure experience possible! One of my ship reviews mentioned a security issue with improper salting of accounts. I have fixed this and a couple of other small bugs for security. Also, they mentioned that I hashed the credentials badly, where there could be overlaps with separate accounts, which is now fixed as well. If you are unsure how to use PasswordKeeper, have a look at SHIP #1 below and find out! Thank you so much to the person who left that review, it has helped my development heaps! P.S. Just because my README looks nice (with emojis) doesn’t mean that it’s AI. (Take a look at screenshot 2)...
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1793270869.7749283
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1793357269.7749283
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41886
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My very own WebOS by @sanskarsingh | Stardance
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sanskarsingh
|
1
|
3.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T06:56:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i did it and its my second project you can also see it on my github page i will do more things like it", "repo": "https://github.com/Sanskarsingh100/webos", "demo": "https://sanskarsingh100.github.io/webos/"}]...
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[{"post_id": 76962, "ts": "202 [{"post_id": 76962, "ts": "2026-10-05T06:46:05Z", "hours": 0.2556, "text": "it is done now i am publishing it to every one now you can use music and play games and browse in browser but sites can not be opened,thank you"}, {"post_id": 74424, "ts": "2026-09-27T11:14:04Z", "hours": 1.6297, "text": "i have added a music player in it right now and did multiple things now. im going to work on wallpaper and others"}, {"post_id": 38943, "ts": "2026-08-01T15:38:18Z", "hours": 1.1494, "text": "it looks live this now . isn’t is looking good? i have also added live time and date too"}, {"post_id": 38836, "ts": "2026-08-01T12:16:55Z", "hours": 0.2514, "text": "im trying to make a webos based on html"}]...
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Title: My very own WebOS by @sanskarsingh | Starda Title: My very own WebOS by @sanskarsingh | Stardance
Devlogs:
im trying to make a webos based on html
it looks live this now . isn’t is looking good? i have also added live time and date too
i have added a music player in it right now and did multiple things now. im going to work on wallpaper and others
it is done now i am publishing it to every one now you can use music and play games and browse in browser but sites can not be opened,thank you
Ships:
i did it and its my second project you can also see it on my github page i will do more things like it...
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1793145111.945559
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1793231511.945559
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68045
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blare by @kareemwaleed | Stardance
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kareemwaleed
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0
|
0.6
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0
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[]
|
[{"post_id": 76957, "ts": "202 [{"post_id": 76957, "ts": "2026-10-05T06:28:05Z", "hours": 0.5997, "text": "I was designing the pcb until I made it to that part and i think i missed things up but at least now i finished the schematics"}]...
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Title: blare by @kareemwaleed | Stardance
Devlogs Title: blare by @kareemwaleed | Stardance
Devlogs:
I was designing the pcb until I made it to that part and i think i missed things up but at least now i finished the schematics...
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1793116391.6605127
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1793721191.6605127
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|
27897
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Astilbe by @yf | Stardance
|
yf
|
0
|
238.2
|
0
|
[]
|
[{"post_id": 76951, "ts": "202 [{"post_id": 76951, "ts": "2026-10-05T05:22:41Z", "hours": 8.2967, "text": "Docs r out. Just b4 release, I will compile a windows compatible exe too, since I am unsigned on mac!"}, {"post_id": 71715, "ts": "2026-09-21T11:24:18Z", "hours": 3.6139, "text": "The dmg is ready! now, website for product before final shipping…"}, {"post_id": 70967, "ts": "2026-09-20T04:05:02Z", "hours": 6.1125, "text": "Prepping for final checks before shipping! Made some assets as well."}, {"post_id": 70076, "ts": "2026-09-18T12:26:23Z", "hours": 4.3944, "text": "26/26 pass! Mutex connections and database sanitisation is certified and up and running. SO far on the release checklist, half of everything is done!"}, {"post_id": 70002, "ts": "2026-09-18T08:00:35Z", "hours": 8.1869, "text": "Did comprehensive backend stress testing especially on the health+integrity of backend database structures by forcefully inserting malformed data. Identified around 2-3 vulnerabilities and 2 blunt failures and I will resolve that in the backend by force-sanitising all data that is to be entered"}, {"post_id": 69833, "ts": "2026-09-17T21:26:08Z", "hours": 8.4408, "text": "Made the search bar in toolkits functional and debugged the css-bug in which the model-detail was not aligned with the styles of model-card classes among other bug hunting work"}, {"post_id": 69590, "ts": "2026-09-17T11:27:50Z", "hours": 8.6647, "text": "Major housekeeping, css bug fixing too"}, {"post_id": 69453, "ts": "2026-09-17T02:40:52Z", "hours": 9.1756, "text": "Added comprehensive error coding (documentation website tba)"}, {"post_id": 68530, "ts": "2026-09-15T08:32:20Z", "hours": 9.7789, "text": "Stopping logic refined, huge unification of toolcall/send direct logic and further housekeeping incl/ with deletion of target/ recompilation, and headless testing (heterogeneous AI testing) and major user testing"}, {"post_id": 67674, "ts": "2026-09-13T20:42:48Z", "hours": 8.8681, "text": "Now toolkits are enable-able (they are too premature for production, they are a beta-feature for the alpha release, I couldn’t really be bothered with more hours of edge case testing and fixing of this specific singular function) and I also added a search bar."}, {"post_id": 67261, "ts": "2026-09-13T10:15:00Z", "hours": 10.5817, "text": "Housekeeping is taking way too long… did some style unifying, etc. Did minor structural edits for edge casing, next devlog I will delete my cache and re-do it to test the full experience! Also, collapsable sidebar!"}, {"post_id": 66942, "ts": "2026-09-12T22:21:49Z", "hours": 15.5981, "text": "Did a lot of housekeeping and stylistic edits! Preparing for alpha release! (Accidentally coded for too long before a devlog, oopsies.)"}, {"post_id": 66366, "ts": "2026-09-12T05:05:04Z", "hours": 5.4525, "text": "yay first in australia (55h this week). Anyway did a bunch of stuff including housekeeping and error catching, introducing error codes E04 and E05; more info will come as we get closer to github release and alpha release."}, {"post_id": 65666, "ts": "2026-09-10T23:30:12Z", "hours": 8.535, "text": "Did bug hunting, Error handling and housekeeping. Be tuned for the alpha release, the second next devlog!"}, {"post_id": 65389, "ts": "2026-09-10T14:28:24Z", "hours": 4.4897, "text": "Implemented a search (wikipedia) tool! Second last stage before alpha release!"}, {"post_id": 65275, "ts": "2026-09-10T08:50:27Z", "hours": 9.8061, "text": "Added tool calls! Now assistants can read your system specs and remember what you said (if you ask it to)"}, {"post_id": 64755, "ts": "2026-09-09T12:07:17Z", "hours": 7.2394, "text": "Added toolkit skeleton, and added chat branching + regeneration!"}, {"post_id": 64546, "ts": "2026-09-09T01:32:09Z", "hours": 7.5061, "text": "Theme chooser and auto-titler implemented! Auto-titler automatically uses the loaded model to generate a title for your conversation (I did implement using smallest model, but the current model is shown to be much faster due to cache anyway) in the backend. I also implemented a little orientation tour. This time it’s all light mode, to make up for my silly mistake last devlog of posting a darkmode with my light mode update."}, {"post_id": 64170, "ts": "2026-09-08T12:02:50Z", "hours": 2.3167, "text": "Added a light theme and some icons (svg)!"}, {"post_id": 63935, "ts": "2026-09-08T00:38:20Z", "hours": 9.3778, "text": "Streamlined the onboarding experience, now onboarding preferences do save properly! Model recommendations also dynamically updated. I started a git to prepare for major feature additions but it is not yet uploaded to GitHub. Stay tuned!"}, {"post_id": 63510, "ts": "2026-09-07T12:39:34Z", "hours": 2.4556, "text": "Devlog X? Hi all, Astilbe is approaching YAGNI full basic functionality. I’m really excited! Anyhow I apologise for taking this long to write a proper devlog. However, I will accordingly update all my previous devlogs with the detail we all deserve very soon as I finish the polish. This devlog will be a summary of the previous devlogs combined: CSS is standardised. I have to concur that it is substantially, the new styling, is AI-generated; however, a lot of details were manually tweaked. I also ensured standardisation of styling and tested edge cases personally. (Animations were also comprehensively standardised and implemented) Settings is now separated into basic and advanced settings. Advanced settings is enable-able with a toggle. If you ask why, it’s because Astilbe is designed to be grandma-friendly and useful for people who are not necessarily computer savvy. Model Library is now fully functional. Basically, you can now download any model from the library, and you can adjust your tiers to the models that you like. (Tiers is just the models set for the “fast”, “balanced” and “advanced” modes.) Error handling is unified now. Catch-alls are implemented more comprehensively and I have been doing manual edge-case testing to ensure polish for every single function added. In this devlog, I added smart conversation ranking and infinite scroll, in order to save compute from being wasted by displaying EVERY SINGLE old conversation in the scrollbar, similar to how Claude does it. Conversations are now also ranked by the last_used time. Anyhow, that’s all for now. Thank you for reading!"}, {"post_id": 63441, "ts": "2026-09-07T09:12:28Z", "hours": 10.9264, "text": "Implemented model library, did a LOT of debugging, separated settings, resolved the Qwen-model printing."}, {"post_id": 62900, "ts": "2026-09-06T13:06:59Z", "hours": 4.0383, "text": "#Major stylistic update!"}, {"post_id": 34590, "ts": "2026-07-25T13:24:16Z", "hours": 8.7214, "text": "We implemented popups and did bug hunting"}, {"post_id": 30062, "ts": "2026-07-17T10:45:46Z", "hours": 8.5508, "text": "Model Library is fully implemented now!"}, {"post_id": 29890, "ts": "2026-07-17T01:40:15Z", "hours": 2.4431, "text": "Now model choosing is available"}, {"post_id": 28822, "ts": "2026-07-15T10:07:36Z", "hours": 1.2228, "text": "Multi-model downloading now enabled!"}, {"post_id": 28208, "ts": "2026-07-14T11:02:23Z", "hours": 1.0669, "text": "Did some algorithm efficienticising for a more balanced algorithm! More details to come…"}, {"post_id": 28131, "ts": "2026-07-14T07:07:27Z", "hours": 7.5458, "text": "Model suggestions are ready!"}, {"post_id": 26267, "ts": "2026-07-10T23:24:52Z", "hours": 11.1003, "text": "Tried to use WebLLM; reverted. Coding binge"}, {"post_id": 25905, "ts": "2026-07-10T12:16:06Z", "hours": 1.8692, "text": "Error handling and basic chat finalised"}, {"post_id": 25848, "ts": "2026-07-10T10:23:07Z", "hours": 4.5439, "text": "Major updates to Astilbe! More info to come when core functionality is implemented and I have time to start recordign detailed devlogs."}, {"post_id": 25234, "ts": "2026-07-09T11:13:31Z", "hours": 2.0533, "text": "Updates to come when my devlogs are formatted properly in ~3 days"}, {"post_id": 25071, "ts": "2026-07-09T01:01:36Z", "hours": 9.5983, "text": "More updates to come soon (I definitely did not rewrite the entire architecture)"}, {"post_id": 18281, "ts": "2026-06-29T11:40:03Z", "hours": 0.9589, "text": "Devlog 4"}, {"post_id": 18132, "ts": "2026-06-29T04:30:15Z", "hours": 1.2342, "text": "Devlog 3: Settings and Customisation Hello everybody! @yf here with the third devlog. Thankfully, there was not much change to the project purpose (phew) so I can jump straight into what I did. A quick snapshot: I implemented a working settings panel that allows users to customise their experience and saves it to a temp file in the app via tauri-plugin-store . What did I do? I: Created a settings panel that allows customisation of the following values: (For Dev mode:) temperature (float, 0.0-1.0) top_p (float, 0.0-1.0) top_k (int, 1-100) (For the everyday user, dev mode values are hidden, and the following values are the changeable ones:) streaming (bool, true/false) thinking (bool, true/false) theme (string, not implemented yet) I then stored the values as a single json structure options structured in the following way: { \"temperature\" : 0.7 , \"top_p\" : 0.9 , \"top_k\" : 40 , \"streaming\" : true , \"thinking\" : true , \"theme\" : \"default\" , \"model\" : \"Qwen3.5:0.8/2/4B\" } (i.e.) Then, I ditched yet again the rust backend message structure to make way for this new chat structure. I basically added a new key-value pair to the ChatMessage struct, which is options: ChatOptions , and fed it into ollama by flattening it using serde’s flatten attribute, structured the same way as the json above. Models cannot be changed as of the moment. Made the settings panel collapsible via the simple classList toggling. Implemented a simple tauri-plugin-store to save the settings to a temp file in the app, and then read it back on app start. This allows users to have their settings persist across sessions. What’s next? Of course, to truly streamline the user experience, I will have to install Ollama with the application. My next priorities are: To bundle Ollama bin with the application and install it on the user’s machine WITH the model. (This will use quite a lot of space, but I guess the installer file will be small enough to accomodate this.) To spawn the ollama process automatically rather than user required, and to kill it when the app is closed. I will do this all in the backend for security purposes. I could realistically just use ollama.cpp, but this means users have to download models themselves, so I think, at least for now, I will stick with the ollama binary. I will consider this in the future."}, {"post_id": 18046, "ts": "2026-06-29T00:42:02Z", "hours": 0.8717, "text": "Devlog 2: Streaming Responses Hello everybody! I’m back very quickly with the second devlog. As promised, Oh! Chat is: IN THE MODERN DIGITAL AGE, it has become increasingly difficult to control one’s exposure to the internet, regardless of how reserved one may be or what precautions one may take. With the advent of the large language model era, where people could discuss confidential information with chatbots, this problem - our inability to control the flow of our own data, relying on vague promises of ‘privacy’ that cloud-based services claim but never prove - has become more relevant than ever. Oh! Chat aims to combat this by giving users the premium UX that one experiences on existing AI chatbot applications and interfaces, retaining as much AI functionality as possible, while facilitating user operation, installation, and guaranteeing data privacy. (from a readme draft) Anyhow, let’s get to the point. Since we want everyday users to feel comfortable, we want to replicate the experience of existing AI chatbots. An important part of this is the text streaming feature, which allows users to see the response as it is being generated: a typing-like effect, and it is also a good method to verify that the model is working. This is what I did in this devlog. What did I do? I: Implemented a streaming response feature in the backend. Firstly, we ditch the original old logic with match request.await . This is because the await means we have to WAIT for the entire response to output before continued function execution (which is unideal). Instead, we use reqwest::Client to send a POST request to the Ollama instance, and then we use response.bytes_stream() to get a stream of bytes from the response. We then iterate over the stream using while let Some(chunk) = stream.next().await , and each chunk we convert it to a string and send it back to the frontend using emit_all(\"chunk\", chunk_str) . And the client gets it in real time via the listen(\"chunk\", (event) => { ... }) function as an initialised await in main.js . Finally, at the end of the response, a rust event response_end is emitted, and the frontend can accordingly adjust. A very simple implementation, but it works effectively. Drafted a basic readme . … That’s it. (It was quite hard to implement, but it is necessary for user experience.) What’s next? I plan on: Allowing chat customisation (to some degree) via settings. More details to come later. UI overhaul no. 1 and replacing the boilerplate html structure with a more well-defined one. Anyhow, thanks for reading! Watch for the next devlog."}, {"post_id": 17972, "ts": "2026-06-28T22:40:29Z", "hours": 2.5644, "text": "Devlog 1: The Start Hello everybody! This is the very first devlog for Oh! Chat. Well, we have to begin somewhere, right? And for us, we begin in this devlog. For the first entry, I can’t really expect not to do all the dirty work of setting up, dependency checking, and all the other mess that comes with starting. A quick overview: I built the initial bridge between front/backend, and established communication with the local Ollama instance. Also, a personal goal for me: maintain a level of professionalism when logging devlogs (so no more heavy slang, etc.). What is this? (Due to word limits please refer to the next devlog) What did I do? Let’s first talk about what we needed to finish before we could even start. Ollama & a local LLM As the top-tier consumer-grade inference engine for LLMs, Ollama is a good choice for the project. I also used the Qwen3.5:0.8/2/4B models for testing, as excellent edge models for testing. Tauri v2 Tauri is a great framework for building cross-platform desktop applications with html, css and js which I am familiar with. It also uses rust for backend, and though I am not proficient in rust (I have written some basic things in rust before, but not a full backend yet), I aim to use this project to further develop my skills. We now pivot to what I did in the first devlog: Environment & Project Initialization Created the core project structure utilizing the Tauri v2 CLI framework. (Following this tutorial ) Frontend Layout & Boilerplate Architecture Initialised a boilerplate frontend chat template with minimal css and html, and I wired main.js to the backend via invoke and listen commands. Local IPC & The Ollama Localhost Bridge Edited the Rust backend inside src-tauri/src/lib.rs. Creating async commands (#[tauri::command]) to handle inter-process communication (IPC): A hello world tester command; Mapping out the communication layer targeting localhost:11434 (the Ollama api server address for the local instance) to talk directly to the local Ollama instance running on the host machine with reqwest and tokio async libraries.: check_status : checks status (obviously) send_msg(message: ChatMessage) : sends a message to the Ollama instance and sends the response back directly using match request.await to handle the response as a single coherent string. (This is temporary for the moment as I will be implementing streaming soon). The message struct is also super simple: a simple json-like key-value pair: role: String, message: String . We use serde to serialize and deserialize the JSON data sent to and from the Ollama instance. What’s next? Well, there’s a lot to do. I have not yet done a lot of stuff, and I have many priorities with respect to this application, so I won’t be able to describe to you what I will do next; I guess you can just wait for the next devlog. But I can say that the following will definitely be likely to be done in the next update: Allowing slight chat customisation (Building on 1) giving users a settings panel to allow them to customise their experience. Drafting a basic readme . (non priority) Improve UI? Anyhow, thanks for reading and I hope you are eager for the next devlog (Cause I am!)"}]...
|
Title: Astilbe by @yf | Stardance
Devlogs:
Devlog Title: Astilbe by @yf | Stardance
Devlogs:
Devlog 1: The Start Hello everybody! This is the very first devlog for Oh! Chat. Well, we have to begin somewhere, right? And for us, we begin in this devlog. For the first entry, I can’t really expect not to do all the dirty work of setting up, dependency checking, and all the other mess that comes with starting. A quick overview: I built the initial bridge between front/backend, and established communication with the local Ollama instance. Also, a personal goal for me: maintain a level of professionalism when logging devlogs (so no more heavy slang, etc.). What is this? (Due to word limits please refer to the next devlog) What did I do? Let’s first talk about what we needed to finish before we could even start. Ollama & a local LLM As the top-tier consumer-grade inference engine for LLMs, Ollama is a good choice for the project. I also used the Qwen3.5:0.8/2/4B models for testing, as excellent edge models for testing. Tauri v2 Tauri is a great framework for building cross-platform desktop applications with html, css and js which I am familiar with. It also uses rust for backend, and though I am not proficient in rust (I have written some basic things in rust before, but not a full backend yet), I aim to use this project to further develop my skills. We now pivot to what I did in the first devlog: Environment & Project Initialization Created the core project structure utilizing the Tauri v2 CLI framework. (Following this tutorial ) Frontend Layout & Boilerplate Architecture Initialised a boilerplate frontend chat template with minimal css and html, and I wired main.js to the backend via invoke and listen commands. Local IPC & The Ollama Localhost Bridge Edited the Rust backend inside src-tauri/src/lib.rs. Creating async commands (#[tauri::command]) to handle inter-process communication (IPC): A hello world tester command; Mapping out the communication layer targeting localhost:11434 (the Ollama api server address for the local instance) to talk directly to the local Ollama instance running on the host machine with reqwest and tokio async libraries.: check_status : checks status (obviously) send_msg(message: ChatMessage) : sends a message to the Ollama instance and sends the response back directly using match request.await to handle the response as a single coherent string. (This is temporary for the moment as I will be implementing streaming soon). The message struct is also super simple: a simple json-like key-value pair: role: String, message: String . We use serde to serialize and deserialize the JSON data sent to and from the Ollama instance. What’s next? Well, there’s a lot to do. I have not yet done a lot of stuff, and I have many priorities with respect to this application, so I won’t be able to describe to you what I will do next; I guess you can just wait for the next devlog. But I can say that the following will definitely be likely to be done in the next update: Allowing slight chat customisation (Building on 1) giving users a settings panel to allow them to customise their experience. Drafting a basic readme . (non priority) Improve UI? Anyhow, thanks for reading and I hope you are eager for the next devlog (Cause I am!)
Devlog 2: Streaming Responses Hello everybody! I’m back very quickly with the second devlog. As promised, Oh! Chat is: IN THE MODERN DIGITAL AGE, it has become increasingly difficult to control one’s exposure to the internet, regardless of how reserved one may be or what precautions one may take. With the advent of the large language model era, where people could discuss confidential information with chatbots, this problem - our inability to control the flow of our own data, relying on vague promises of ‘privacy’ that cloud-based services claim but never prove - has become more relevant than ever. Oh! Chat aims to combat this by giving users the premium UX that one experiences on existing AI chatbot applications and interfaces, retaining as much AI functionality as possible, while facilitating user operation, installation, and guaranteeing data privacy. (from a readme draft) Anyhow, let’s get to the point. Since we want everyday users to feel comfortable, we want to replicate the experience of existing AI chatbots. An important part of this is the text streaming feature, which allows users to see the response as it is being generated: a typing-like effect, and it is also a good method to verify that the model is working. This is what I did in this devlog. What did I do? I: Implemented a streaming response feature in the backend. Firstly, we ditch the original old logic with match request.await . This is because the await means we have to WAIT for the entire response to output before continued function execution (which is unideal). Instead, we use reqwest::Client to send a POST request to the Ollama instance, and then we use response.bytes_stream() to get a stream of bytes from the response. We then iterate over the stream using while let Some(chunk) = stream.next().await , and each chunk we convert it to a string and send it back to the frontend using emit_all("chunk", chunk_str) . And the client gets it in real time via the listen("chunk", (event) => { ... }) function as an initialised await in main.js . Finally, at the end of the response, a rust event response_end is emitted, and the frontend can accordingly adjust. A very simple implementation, but it works effectively. Drafted a basic readme . … That’s it. (It was quite hard to implement, but it is necessary for user experience.) What’s next? I plan on: Allowing chat customisation (to some degree) via settings. More details to come later. UI overhaul no. 1 and replacing the boilerplate html structure with a more well-defined one. Anyhow, thanks for reading! Watch for the next devlog.
Devlog 3: Settings and Customisation Hello everybody! @yf here with the third devlog. Thankfully, there was not much change to the project purpose (phew) so I can jump straight into what I did. A quick snapshot: I implemented a working settings panel that allows users to customise their experience and saves it to a temp file in the app via tauri-plugin-store . What did I do? I: Created a settings panel that allows customisation of the following values: (For Dev mode:) temperature (float, 0.0-1.0) top_p (float, 0.0-1.0) top_k (int, 1-100) (For the everyday user, dev mode values are hidden, and the following values are the changeable ones:) streaming (bool, true/false) thinking (bool, true/false) theme (string, not implemented yet) I then stored the values as a single json structure options structured in the following way: { "temperature" : 0.7 , "top_p" : 0.9 , "top_k" : 40 , "streaming" : true , "thinking" : true , "theme" : "default" , "model" : "Qwen3.5:0.8/2/4B" } (i.e.) Then, I ditched yet again the rust backend message structure to make way for this new chat structure. I basically added a new key-value pair to the ChatMessage struct, which is options: ChatOptions , and fed it into ollama by flattening it using serde’s flatten attribute, structured the same way as the json above. Models cannot be changed as of the moment. Made the settings panel collapsible via the simple classList toggling. Implemented a simple tauri-plugin-store to save the settings to a temp file in the app, and then read it back on app start. This allows users to have their settings persist across sessions. What’s next? Of course, to truly streamline the user experience, I will have to install Ollama with the application. My next priorities are: To bundle Ollama bin with the application and install it on the user’s machine WITH the model. (This will use quite a lot of space, but I guess the installer file will be small enough to accomodate this.) To spawn the ollama process automatically rather than user required, and to kill it when the app is closed. I will do this all in the backend for security purposes. I could realistically just use ollama.cpp, but this means users have to download models themselves, so I think, at least for now, I will stick with the ollama binary. I will consider this in the future.
Devlog 4
More updates to come soon (I definitely did not rewrite the entire architecture)
Updates to come when my devlogs are formatted properly in ~3 days
Major updates to Astilbe! More info to come when core functionality is implemented and I have time to start recordign detailed devlogs.
Error handling and basic chat finalised
Tried to use WebLLM; reverted. Coding binge
Model suggestions are ready!
Did some algorithm efficienticising for a more balanced algorithm! More details to come…
Multi-model downloading now enabled!
Now model choosing is available
Model Library is fully implemented now!
We implemented popups and did bug hunting
#Major stylistic update!
Implemented model library, did a LOT of debugging, separated settings, resolved the Qwen-model printing.
Devlog X? Hi all, Astilbe is approaching YAGNI full basic functionality. I’m really excited! Anyhow I apologise for taking this long to write a proper devlog. However, I will accordingly update all my previous devlogs with the detail we all deserve very soon as I finish the polish. This devlog will be a summary of the previous devlogs combined: CSS is standardised. I have to concur that it is substantially, the new styling, is AI-generated; however, a lot of details were manually tweaked. I also ensured standardisation of styling and tested edge cases personally. (Animations were also comprehensively standardised and implemented) Settings is now separated into basic and advanced settings. Advanced settings is enable-able with a toggle. If you ask why, it’s because Astilbe is designed to be grandma-friendly and useful for people who are not necessarily computer savvy. Model Library is now fully functional. Basically, you can now download any model from the library, and you can adjust your tiers to the models that you like. (Tiers is just the models set for the “fast”, “balanced” and “advanced” modes.) Error handling is unified now. Catch-alls are implemented more comprehensively and I have been doing manual edge-case testing to ensure polish for every single function added. In this devlog, I added smart conversation ranking and infinite scroll, in order to save compute from being wasted by displaying EVERY SINGLE old conversation in the scrollbar, similar to how Claude does it. Conversations are now also ranked by the last_used time. Anyhow, that’s all for now. Thank you for reading!
Streamlined the onboarding experience, now onboarding preferences do save properly! Model recommendations also dynamically updated. I started a git to prepare for major feature additions but it is not yet uploaded to GitHub. Stay tuned!
Added a light theme and some icons (svg)!
Theme chooser and auto-titler implemented! Auto-titler automatically uses the loaded model to generate a title for your conversation (I did implement using smallest model, but the current model is shown to be much faster due to cache anyway) in the backend. I also implemented a little orientation tour. This time it’s all light mode, to make up for my silly mistake last devlog of posting a darkmode with my light mode update.
Added toolkit skeleton, and added chat branching + regeneration!
Added tool calls! Now assistants can read your system specs and remember what you said (if you ask it to)
Implemented a search (wikipedia) tool! Second last stage before alpha release!
Did bug hunting, Error handling and housekeeping. Be tuned for the alpha release, the second next devlog!
yay first in australia (55h this week). Anyway did a bunch of stuff including housekeeping and error catching, introducing error codes E04 and E05; more info will come as we get closer to github release and alpha release.
Did a lot of housekeeping and stylistic edits! Preparing for alpha release! (Accidentally coded for too long before a devlog, oopsies.)
Housekeeping is taking way too long… did some style unifying, etc. Did minor structural edits for edge casing, next devlog I will delete my cache and re-do it to test the full experience! Also, collapsable sidebar!
Now toolkits are enable-able (they are too premature for production, they are a beta-feature for the alpha release, I couldn’t really be bothered with more hours of edge case testing and fixing of this specific singular function) and I also added a search bar.
Stopping logic refined, huge unification of toolcall/send direct logic and further housekeeping incl/ with deletion of target/ recompilation, and headless testing (heterogeneous AI testing) and major user testing
Added comprehensive error coding (documentation website tba)
Major housekeeping, css bug fixing too
Made the search bar in toolkits functional and debugged the css-bug in which the model-detail was not aligned with the styles of model-card classes among other bug hunting work
Did comprehensive backend stress testing especially on the health+integrity of backend database structures by forcefully inserting malformed data. Identified around 2-3 vulnerabilities and 2 blunt failures and I will resolve that in the backend by force-sanitising all data that is to be entered
26/26 pass! Mutex connections and database sanitisation is certified and up and running. SO far on the release checklist, half of everything is done!
Prepping for final checks before shipping! Made some assets as well.
The dmg is ready! now, website for product before final shipping…
Docs r out. Just b4 release, I will compile a windows compatible exe too, since I am unsigned on mac!...
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1792630367.8264303
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1793235167.8264303
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67958
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VetMate by @Adnan_Ansari | Stardance
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Adnan_Ansari
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0
|
0.47
|
0
|
[]
|
[{"post_id": 76947, "ts": "202 [{"post_id": 76947, "ts": "2026-10-05T05:10:03Z", "hours": 0.4733, "text": "i lwky dint knew abut this stardance before ….. is given ss below is my web (i will soon turn it into an app). So this like only 40% completed i only finished the landing page login page nd just the livestock window (vet wendow is still left ). i started it on august nd i did like 17 days of work but as midterms were gona start i paused it for a while now since midterms are finished nd i found this program form stardance. so i want to add this project here i do have a demo web for it a vercel https://vetmate.vercel.app/ (click here nd yll be redirected to my vercel demo web) nd this is my git repo https://github.com/adnanansari-dev/vetmate i hope u guys love this project oh wait i dint told u abt this vetmate so its just an web/app for vets nd livestock keepers u all can check my lending page for all the features (some of them are still rolling out)"}]...
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Title: VetMate by @Adnan_Ansari | Stardance
Devlo Title: VetMate by @Adnan_Ansari | Stardance
Devlogs:
i lwky dint knew abut this stardance before ….. is given ss below is my web (i will soon turn it into an app). So this like only 40% completed i only finished the landing page login page nd just the livestock window (vet wendow is still left ). i started it on august nd i did like 17 days of work but as midterms were gona start i paused it for a while now since midterms are finished nd i found this program form stardance. so i want to add this project here i do have a demo web for it a vercel https://vetmate.vercel.app/ (click here nd yll be redirected to my vercel demo web) nd this is my git repo https://github.com/adnanansari-dev/vetmate i hope u guys love this project oh wait i dint told u abt this vetmate so its just an web/app for vets nd livestock keepers u all can check my lending page for all the features (some of them are still rolling out)...
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1793116257.9761553
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1793721057.9761553
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67369
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My custom Macropad introductary website by @Jestin My custom Macropad introductary website by @JestinD | Stardance...
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JestinD
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0
|
0.67
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0
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[]
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[{"post_id": 76944, "ts": "202 [{"post_id": 76944, "ts": "2026-10-05T04:46:44Z", "hours": 0.3181, "text": "10/4/2026 Today I was learning more html, and I spent some time to refine some of the commands I used last time. I also started the basic framework of the website!"}, {"post_id": 76012, "ts": "2026-10-02T01:23:51Z", "hours": 0.3539, "text": "10/1/2026 Today I am starting the code for my website! I got the HTML section on github, and the CSS section, but I don’t think the css section is working, I believe I put the wrong file. I also could not get the program to show me the output because I am new to the database. That is why I decided to upload my current code onto CodePen as I am comfortable with the database! I tried my best, but I am activily learning CSS and I am a bit rusty in HTML, so I will continue to empower the website as I learn more skills!"}]...
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Title: My custom Macropad introductary website by Title: My custom Macropad introductary website by @JestinD | Stardance
Devlogs:
10/1/2026 Today I am starting the code for my website! I got the HTML section on github, and the CSS section, but I don’t think the css section is working, I believe I put the wrong file. I also could not get the program to show me the output because I am new to the database. That is why I decided to upload my current code onto CodePen as I am comfortable with the database! I tried my best, but I am activily learning CSS and I am a bit rusty in HTML, so I will continue to empower the website as I learn more skills!
10/4/2026 Today I was learning more html, and I spent some time to refine some of the commands I used last time. I also started the basic framework of the website!...
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1793109139.5243206
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1793713939.5243206
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30798
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My very own WebOS by @carolina_aline_cantu | Stard My very own WebOS by @carolina_aline_cantu | Stardance...
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carolina_aline_cantu
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0
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4.27
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0
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[]
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[{"post_id": 76943, "ts": "202 [{"post_id": 76943, "ts": "2026-10-05T04:44:00Z", "hours": 0.2581, "text": "Hi this is just a test because I added a few things in and my devlog was glitching"}, {"post_id": 76935, "ts": "2026-10-05T04:03:27Z", "hours": 4.0108, "text": "The basics… Right now I’m just trying to wrap my head around HTML, later on I’m going to actually make this a functional os that’s space themed"}]...
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Title: My very own WebOS by @carolina_aline_cantu Title: My very own WebOS by @carolina_aline_cantu | Stardance
Devlogs:
The basics… Right now I’m just trying to wrap my head around HTML, later on I’m going to actually make this a functional os that’s space themed
Hi this is just a test because I added a few things in and my devlog was glitching...
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1792752852.3613694
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1793357652.3613694
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68040
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Sorry website by @Bhav | Stardance
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Bhav
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T04:28:37Z", "hours": 0.0, "multiplier": 1.11, "payout": 0, "blessing": "neutral", "text": "I made a sorry website where you can say sorry and ask for forgiveness. I didn’t face any challenges, and I’m proud of how quickly I finished the website. There’s nothing to hard to understand in this website, so have fun!", "repo": "https://github.com/bhavya-vyas-webdev/Sorry", "demo": "https://bhavya-vyas-webdev.github.io/Sorry/"}]...
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[{"post_id": 76938, "ts": "202 [{"post_id": 76938, "ts": "2026-10-05T04:24:05Z", "hours": 0.3003, "text": "A quick website I made to say sorry to people and ask for their forgiveness!"}]...
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Title: Sorry website by @Bhav | Stardance
Devlogs Title: Sorry website by @Bhav | Stardance
Devlogs:
A quick website I made to say sorry to people and ask for their forgiveness!
Ships:
I made a sorry website where you can say sorry and ask for forgiveness. I didn’t face any challenges, and I’m proud of how quickly I finished the website. There’s nothing to hard to understand in this website, so have fun!...
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1793217188.5349035
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1793303588.5349035
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63319
|
My own site! by @rosie123 | Stardance
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rosie123
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1
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1.94
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T03:33:58Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i had some from my teacher to get it up and running but i think its pretty good", "repo": "https://github.com/1raselle/my-website", "demo": "https://github.com/1raselle/my-website/blob/main/index.html/index.html"}]...
|
[{"post_id": 76934, "ts": "202 [{"post_id": 76934, "ts": "2026-10-05T03:54:15Z", "hours": 0.285, "text": "the hobbies and music tabs on my website are almost done(:"}, {"post_id": 76593, "ts": "2026-10-04T03:04:59Z", "hours": 0.6597, "text": "im trying to add more content right now(:"}, {"post_id": 76027, "ts": "2026-10-02T03:28:44Z", "hours": 0.8669, "text": "a rly cool website abt meeeeeeeeee"}, {"post_id": 75452, "ts": "2026-09-30T04:27:03Z", "hours": 0.3978, "text": "a website abt me <3"}]...
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Title: My own site! by @rosie123 | Stardance
Devl Title: My own site! by @rosie123 | Stardance
Devlogs:
a website abt me <3
a rly cool website abt meeeeeeeeee
im trying to add more content right now(:
the hobbies and music tabs on my website are almost done(:
Ships:
i had some from my teacher to get it up and running but i think its pretty good...
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1793213274.6376653
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1793299674.6376653
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67383
|
The AuraMax Clicker by @yangterry80 | Stardance
|
yangterry80
|
0
|
1.1
|
0
|
[]
|
[{"post_id": 76931, "ts": "202 [{"post_id": 76931, "ts": "2026-10-05T03:34:31Z", "hours": 1.0953, "text": "Phonk Clicker Devlog #1: Made Simple Music Player"}]...
|
Title: The AuraMax Clicker by @yangterry80 | Stard Title: The AuraMax Clicker by @yangterry80 | Stardance
Devlogs:
Phonk Clicker Devlog #1: Made Simple Music Player...
|
1793109165.135168
|
1793713965.135168
|
|
46850
|
Butter Robot Better (BRB) by @te_hack | Stardance
|
te_hack
|
0
|
15.05
|
0
|
[]
|
[{"post_id": 76929, "ts": "202 [{"post_id": 76929, "ts": "2026-10-05T03:23:19Z", "hours": 0.9, "text": "Almost done with the body"}, {"post_id": 76584, "ts": "2026-10-04T01:57:49Z", "hours": 0.7669, "text": "Servo Body (Modeled)"}, {"post_id": 76273, "ts": "2026-10-03T01:22:14Z", "hours": 0.7506, "text": "Worked on the sketch of the servo"}, {"post_id": 75781, "ts": "2026-10-01T03:19:45Z", "hours": 0.3333, "text": "Trying to create the rest of the arm"}, {"post_id": 75441, "ts": "2026-09-30T03:24:56Z", "hours": 0.4333, "text": "Worked on the base of the servo arm."}, {"post_id": 75075, "ts": "2026-09-29T02:20:53Z", "hours": 0.5303, "text": "Redoing the arms to be servo based."}, {"post_id": 73436, "ts": "2026-09-25T02:41:35Z", "hours": 0.2708, "text": "Worked on the code for the robot."}, {"post_id": 72951, "ts": "2026-09-24T03:01:32Z", "hours": 0.3, "text": "Added a hat."}, {"post_id": 70372, "ts": "2026-09-19T01:46:38Z", "hours": 0.4833, "text": "Altered the Legs of the robot."}, {"post_id": 68943, "ts": "2026-09-16T02:53:31Z", "hours": 0.3836, "text": "Changing the wheels of the robot."}, {"post_id": 68426, "ts": "2026-09-15T03:05:38Z", "hours": 0.2833, "text": "Put it all together so far. will make smaller adjustments."}, {"post_id": 67039, "ts": "2026-09-13T02:37:30Z", "hours": 0.9, "text": "Revamped the arms and saw how it looked in assembly. Coming together so far."}, {"post_id": 66212, "ts": "2026-09-11T21:54:55Z", "hours": 0.6839, "text": "First work on the robot hands (separated from the rest of the arms for now)"}, {"post_id": 64557, "ts": "2026-09-09T01:54:26Z", "hours": 0.2669, "text": "start of the first draft of the second draft of the arms"}, {"post_id": 60503, "ts": "2026-09-02T21:43:01Z", "hours": 0.3503, "text": "Changed the wheels to put together later in assembly."}, {"post_id": 59974, "ts": "2026-09-02T01:48:11Z", "hours": 0.4833, "text": "finished first draft of wheels."}, {"post_id": 59259, "ts": "2026-08-31T23:02:57Z", "hours": 0.5169, "text": "Trying to create the wheels (first draft)."}, {"post_id": 58202, "ts": "2026-08-30T15:43:06Z", "hours": 1.0667, "text": "Just the first draft of the wheels."}, {"post_id": 57432, "ts": "2026-08-29T16:08:50Z", "hours": 3.9211, "text": "This is the draft model so far. Going to update at lot of the parts to make them involve motion."}, {"post_id": 47077, "ts": "2026-08-14T18:21:28Z", "hours": 1.4275, "text": "Butter Robot that passes Butter"}]...
|
Title: Butter Robot Better (BRB) by @te_hack | Sta Title: Butter Robot Better (BRB) by @te_hack | Stardance
Devlogs:
Butter Robot that passes Butter
This is the draft model so far. Going to update at lot of the parts to make them involve motion.
Just the first draft of the wheels.
Trying to create the wheels (first draft).
finished first draft of wheels.
Changed the wheels to put together later in assembly.
start of the first draft of the second draft of the arms
First work on the robot hands (separated from the rest of the arms for now)
Revamped the arms and saw how it looked in assembly. Coming together so far.
Put it all together so far. will make smaller adjustments.
Changing the wheels of the robot.
Altered the Legs of the robot.
Added a hat.
Worked on the code for the robot.
Redoing the arms to be servo based.
Worked on the base of the servo arm.
Trying to create the rest of the arm
Worked on the sketch of the servo
Servo Body (Modeled)
Almost done with the body...
|
1793159292.533921
|
1793764092.533921
|
|
67686
|
riggermortis by @xenoaitham | Stardance
|
xenoaitham
|
0
|
18.81
|
0
|
[]
|
[{"post_id": 76925, "ts": "202 [{"post_id": 76925, "ts": "2026-10-05T03:12:20Z", "hours": 10.9147, "text": "the sculpt wires into the product flow The proportion and volume sculpting work was measured and gated, but had no real user-facing path yet. That debt got paid: a new command line tool measures a reference image’s proportions and volume ratios into one deterministic file, and both the manual tool and the interactive in-app action now call the same shared function underneath, so they can’t quietly drift apart. The real proof was ordering: sculpt once at rest pose, then animate, and the sculpt has to survive byte-identically. It does, frame-one drift came out effectively zero across seventy checks. Three real bugs earned their keep. First, two test rigs sharing one scene made solved values look wrong, the real cause was one fixture already carrying an earlier sculpt while the other’s baseline measurement accidentally captured the overlapping shape of both figures at once. Took a full debugging ladder to isolate, fixed with a clean scene per case, a lesson the project had already learned once before, now learned twice. Second, baking an animation shifts frame numbers by one internally, so comparing a frame against its own neighbor instead of itself made results look dramatically worse than they actually were. A one-line offset fix, with the reasoning written directly into the check itself this time so it can’t get silently lost again. Third, comparing raw bone positions across an animated sequence turned out to be the wrong check entirely, since a position-based re-solve is supposed to compensate for the current pose’s rotation by design, not match it exactly. Redefined what the check actually verifies, and caught a related bug along the way: an assigned animation silently overrides a rest-pose snapshot unless that animation gets explicitly muted first. Landed with fifteen new tests, the full suite green, and every number comfortably inside its bar except one, a single rig type’s re-sculpt accuracy sits just barely over target, left as the next rough edge."}, {"post_id": 76391, "ts": "2026-10-03T11:46:33Z", "hours": 7.8906, "text": "volume from silhouette The third model decision is made and the volume feature is real. The engine now carries a third pinned model, a segmentation pass, plus a working body sculpt: feed it a reference shape and the character’s hip, waist, chest, and thigh widths move to match it, skeleton provably untouched. Getting there meant benchmarking five real candidate models on real hardware, checksums, speed, and accuracy each, rejecting six other families with the evidence written down. Funniest catch: the model built specifically for segmenting people was completely blind to the test case, zero accuracy, while the general-purpose model saw it fine and ran cheaper too. The mechanism authors real shape keys per body region, so the adjustable sliders are the solved math directly, and every pose/animation path downstream sees a completely unchanged skeleton. The real fight was realizing the first passing test was a lie. A whole-frame comparison technically passed on a completely unsculpted body, since the measurement was too insensitive to tell a correctly sculpted shape from an untouched one. Fixed by scoping comparisons to the actual body regions with no model in the loop, publishing a baseline next to every result so a cheating pass can’t hide again. Smaller lessons banked too: a slider silently defaulting to zero killed half its usable range, one rig type needed its math in a different coordinate space entirely or it silently did nothing, leftover scene state poisoned later measurements, and naive bone-weight assignment broke the hip region specifically. Numbers came out solid: worst-case regional accuracy clears the bar across every test case, width delivery lands exact to four decimal places, solved values track intended targets within about 3% through the real model, and resetting a sculpt restores the original mesh almost exactly. Next: wire both sculpts into the real user-facing flow, and prove the sculpt survives animation, set once, then animate, and the widths hold."}]...
|
Title: riggermortis by @xenoaitham | Stardance
De Title: riggermortis by @xenoaitham | Stardance
Devlogs:
volume from silhouette The third model decision is made and the volume feature is real. The engine now carries a third pinned model, a segmentation pass, plus a working body sculpt: feed it a reference shape and the character’s hip, waist, chest, and thigh widths move to match it, skeleton provably untouched. Getting there meant benchmarking five real candidate models on real hardware, checksums, speed, and accuracy each, rejecting six other families with the evidence written down. Funniest catch: the model built specifically for segmenting people was completely blind to the test case, zero accuracy, while the general-purpose model saw it fine and ran cheaper too. The mechanism authors real shape keys per body region, so the adjustable sliders are the solved math directly, and every pose/animation path downstream sees a completely unchanged skeleton. The real fight was realizing the first passing test was a lie. A whole-frame comparison technically passed on a completely unsculpted body, since the measurement was too insensitive to tell a correctly sculpted shape from an untouched one. Fixed by scoping comparisons to the actual body regions with no model in the loop, publishing a baseline next to every result so a cheating pass can’t hide again. Smaller lessons banked too: a slider silently defaulting to zero killed half its usable range, one rig type needed its math in a different coordinate space entirely or it silently did nothing, leftover scene state poisoned later measurements, and naive bone-weight assignment broke the hip region specifically. Numbers came out solid: worst-case regional accuracy clears the bar across every test case, width delivery lands exact to four decimal places, solved values track intended targets within about 3% through the real model, and resetting a sculpt restores the original mesh almost exactly. Next: wire both sculpts into the real user-facing flow, and prove the sculpt survives animation, set once, then animate, and the widths hold.
the sculpt wires into the product flow The proportion and volume sculpting work was measured and gated, but had no real user-facing path yet. That debt got paid: a new command line tool measures a reference image’s proportions and volume ratios into one deterministic file, and both the manual tool and the interactive in-app action now call the same shared function underneath, so they can’t quietly drift apart. The real proof was ordering: sculpt once at rest pose, then animate, and the sculpt has to survive byte-identically. It does, frame-one drift came out effectively zero across seventy checks. Three real bugs earned their keep. First, two test rigs sharing one scene made solved values look wrong, the real cause was one fixture already carrying an earlier sculpt while the other’s baseline measurement accidentally captured the overlapping shape of both figures at once. Took a full debugging ladder to isolate, fixed with a clean scene per case, a lesson the project had already learned once before, now learned twice. Second, baking an animation shifts frame numbers by one internally, so comparing a frame against its own neighbor instead of itself made results look dramatically worse than they actually were. A one-line offset fix, with the reasoning written directly into the check itself this time so it can’t get silently lost again. Third, comparing raw bone positions across an animated sequence turned out to be the wrong check entirely, since a position-based re-solve is supposed to compensate for the current pose’s rotation by design, not match it exactly. Redefined what the check actually verifies, and caught a related bug along the way: an assigned animation silently overrides a rest-pose snapshot unless that animation gets explicitly muted first. Landed with fifteen new tests, the full suite green, and every number comfortably inside its bar except one, a single rig type’s re-sculpt accuracy sits just barely over target, left as the next rough edge....
|
1792468202.9250567
|
1793332202.9250567
|
|
67229
|
whale pet by @Lyon | Stardance
|
Lyon
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T03:05:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a work about AI, not by AI lol I know this is a poor work, but I made it myself Review🙏Review🙏Review🙏", "repo": "https://github.com/Leo2126/whale-pet/", "demo": "https://leo2126.itch.io/deepseek-whale-pet"}]...
|
[{"post_id": 76920, "ts": "202 [{"post_id": 76920, "ts": "2026-10-05T02:41:58Z", "hours": 0.7381, "text": "Now while restring the whale will say something to you…… If you click “I’m busy”, the diag box won’t show anymore until you restart the program"}, {"post_id": 76902, "ts": "2026-10-05T00:23:53Z", "hours": 1.1822, "text": "As you know, that whale is actually Deepseek logo. I downloaded the image(shared using CC0!) from a website and made some animates on my own(not tracked by hackatime). I don’t know only finishing the guide will take such long time."}]...
|
Title: whale pet by @Lyon | Stardance
Devlogs:
As Title: whale pet by @Lyon | Stardance
Devlogs:
As you know, that whale is actually Deepseek logo. I downloaded the image(shared using CC0!) from a website and made some animates on my own(not tracked by hackatime). I don’t know only finishing the guide will take such long time.
Now while restring the whale will say something to you…… If you click “I’m busy”, the diag box won’t show anymore until you restart the program
Ships:
This is a work about AI, not by AI lol I know this is a poor work, but I made it myself Review🙏Review🙏Review🙏...
|
1793217066.3164558
|
1793303466.3164558
|
|
66670
|
My first keyboard by @syedakhter | Stardance
|
syedakhter
|
0
|
3.02
|
0
|
[]
|
[{"post_id": 76917, "ts": "202 [{"post_id": 76917, "ts": "2026-10-05T02:29:52Z", "hours": 3.0242, "text": "I Finished the schematic"}]...
|
Title: My first keyboard by @syedakhter | Stardanc Title: My first keyboard by @syedakhter | Stardance
Devlogs:
I Finished the schematic...
|
1793101822.6480606
|
1793706622.6480606
|
|
12008
|
Ace of Sharks Grappler Combat Robot by @Abracadabr Ace of Sharks Grappler Combat Robot by @Abracadabra3 | Stardance...
|
Abracadabra3
|
3
|
25.0
|
129
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:15:08Z", "hours": 0.0, "multiplier": 5.0, "payout": 2, "blessing": "neutral", "text": "Ace of Sharks 3.1-2 is a grappler style combat robot that grabs and lifts other combat robots into the air and flips them over. Ace of Sharks competes in the Plastic Antweight (1lb) division. Ace of Sharks continues to get better and better after each event. Since the last ship, I have tried to fix the weight issue from last event by reducing the thickness of the wheel guards since they did not take much damage. This ship is because of the new stardust bonus for hardware projects shipped with a new video. I have shipped Ace of Sharks before, but this is the first since the announcement that said you can re-ship with a new video to get your stardust topped up if you leave a note for your reviewer. I have edited a new video and poster for this ship. Thanks! :)", "repo": "https://GitHub.com/abracadabra3/ace_of_sharks", "demo": ""}, {"ship_num": 2, "ts": "2026-08-25T00:19:53Z", "hours": 3.0, "multiplier": 5.0, "payout": 16, "blessing": "neutral", "text": "Ace of Sharks 3.2 is a grappler style 1lb plastic antweight combat robot! It uses a compound grab-and-lift motion powered by a single servo to lift opponents into the air and flip them over. Since the last ship, I have added wheel guards and strengthened the weapon assembly because both of those kept falling off in the last event. I also added more traction, or grip, to the wheels by coating them in rubber cement. A challenge was staying under weight with the additions, but using a lighter plastic for some parts got it to work. The demo video is a highlight video from the tournament, so enjoy watching!", "repo": "https://GitHub.com/abracadabra3/ace_of_sharks", "demo": ""}, {"ship_num": 3, "ts": "2026-07-23T20:52:07Z", "hours": 22.0, "multiplier": 5.0, "payout": 111, "blessing": "neutral", "text": "Ace of Sharks is a grappler combat robot in the 1 lb plastic antweight division. A grappler combat robot is designed to grab and then lift opponents into the air, like Claw Viper from the TV show and YouTube channel BattleBots. Haven’t heard of combat robotics before? It’s basically custom RC cars with custom saws fighting each other to the death. A challenging part of designing this version of Ace of Sharks was having an idea in my head of what I wanted it to look like and figuring out how to create that idea. This is the first time I have done that, so getting this version of Ace of Sharks designed and working is something I am proud of accomplishing. Getting to see it do lift opponents at a tournament was definitely a moment I was proud of as well. The demo video is a highlight video from my first tournament, so enjoy watching!", "repo": "https://GitHub.com/abracadabra3/ace_of_sharks", "demo": ""}]...
|
[{"post_id": 76914, "ts": "202 [{"post_id": 76914, "ts": "2026-10-05T02:22:46Z", "hours": 0.3647, "text": "Shipping again! With the new hardware rules, I can ship Ace of Sharks again with a new video and get more than the (previously) fixed rate of 5 stardust/hour! (Thanks, Hack Club staff! ) While I don’t have another tournament before Stardance ends, I have some changes in mind to make version 3.3. So far, I have decreased the thickness of the wheel guards to reduce weight because I was very close to the limit and the wheel guards didn’t really take any damage. They will still be able to protect the wheels from at least one hit, which could still be enough to save a fight. I will also be looking into liquid latex coatings for the foam wheels, which is something other builders mentioned for traction on wood floor arenas."}, {"post_id": 53311, "ts": "2026-08-23T19:41:46Z", "hours": 0.6167, "text": "It doesn’t break anymore! I brought Ace of Sharks to a tournament and it held up way better than last time. I made the nubs a separate piece so that it won’t break along layer lines anymore, and the weapon assembly never fell of! The wheel guards worked and I broke 0 motors. The rubber cement coating on the wheels worked decent with a new coat after every match. I asked other builders and liquid latex over rubber cement is common. I tied four other robots for 5th place and had a great time talking with and learning from other builders :)"}, {"post_id": 48371, "ts": "2026-08-16T18:06:19Z", "hours": 0.585, "text": "Wheel guards! I added new wheel guards to Ace of Sharks (don’t mind the bright red, it’s just a test with random filament) and tested a bunch of wheel combos. The wheel guard print worked the first time (!), and seems ready. In the Duramic PLA+ filament, Ace of Sharks should be underweight and ready for a possible tournament next week! I tried rubber cement coated wheels to try to improve traction, and it worked really well. I also added rubber bands wrapped around the rubber cement, and that improves traction as well. That is probably what I will do in the tournament, and we will see how it works in a fight. Rubber cement does pick up dust, but a damp cloth will wipe it off and not significantly reduce stickiness. (I forgot to lapse the testing and chassis swap during the Stardance huddle, oops… )"}, {"post_id": 36521, "ts": "2026-07-28T18:04:53Z", "hours": 1.9308, "text": "Next iteration: Ace of Sharks 3.2 So far, I have: Strengthened the weapon assembly Added wheel guards Changed the shape of the shark arm to hopefully reach over drum spinners I also decided I want to improve wheel traction (the grippiness of the wheel) to hopefully get more pushing power. I don’t have time to get funding, design, and iterate a cast polyurethane wheel for this tournament, so I decided I will get rubber cement and experiment with gluing rubber bands, electrical tape (sticky side out), and latex balloons to the foam wheels and see what works best."}, {"post_id": 33692, "ts": "2026-07-23T20:20:22Z", "hours": 1.7231, "text": "Ace of Sharks 3.1 Tournament! Shipwrights, please read the note at the end of this devlog. I brought Ace of Sharks 3.1 to a tournament and it went pretty well! I defiantly found some bugs that need fixed (like the whole weapon assembly falling off) but I was still able to lift other robots and the concept worked great. There was no four wheel drive for this iteration, but that will come soon as well as wheel guards and a stronger attachment point for the lifter assembly. I am ready to ship, with the tournament highlight video as the demo video for Ace of Sharks. Stay tuned to Ace of Sharks as I will continue to improve Ace of Sharks 3.2 to prepare for another tournament before Stardance is over! Edit for shipwrights because I can’t edit the ship post: I hope bonuses will retroactively apply as well as payout increases. I have a logo I make into stickers to give out a tournaments (a new one for v3 and I have three other Ace of Sharks logos I wish I could show you but I can’t add more pictures to a devlog), I edited a highlight video myself (that’s the demo video) and I designed the poster myself. I worked really hard on making this project do well in voting, so I am disappointed at the fixed 5 stardust an hour payout rate. The fixed payout makes sense with the way Stardance is formatted; it’s just disappointing because of how hard I worked on this project, trying to get 15-20 stardust an hour."}, {"post_id": 26932, "ts": "2026-07-12T00:31:25Z", "hours": 6.8061, "text": "4wd with belts is hard. I think most if not all of the time here was spent working on trying to get 4wd to work. The first belt I tried had gear teeth as the belt tooth and they did not mesh around the turn, as well as being way to small. The second one had self-designed timing belt teeth on it (following a tutorial) and it still did not mesh. Then I changed the design and it didn’t fit again, but the new belt and the old pulley DID mesh! So then I had a belt that did mesh but was too tight; I could barely get it on and the motors didn’t turn when the belt was on. Then I made it larger and it turned only when going fast, but not slow. After that, I asked in the combat-robotics Slack channel and got an idea to cut out milk jug caps for friction reducing washers. That made it work when going slow but not when going fast. (Yes, this is opposite of what it did before.) My conclusion is that the regular bolts make too much friction and when the shoulder bolts get here (AFTER the tournament) hopefully the belts will work. Sigh."}, {"post_id": 21118, "ts": "2026-07-02T22:20:02Z", "hours": 1.3506, "text": "I did the first drive test of Ace of Sharks 3.1 and had some fun throwing beanie babies around! The drive works amazing. With previous 2wd versions, driving backwards would not work well at all. This 4wd version fixes that issue, and backwards works just as well as forwards. I also began redesigning a logo for stickers to hand out at the tournament! I like having one with an image of my robot on it, so I got that one redesigned from v2 Ace of Sharks. I had to use some regular M3 bolts instead of the shoulder bolts for the wheel axels, but I think it will be good enough for the tournament!"}, {"post_id": 19285, "ts": "2026-06-30T15:37:28Z", "hours": 3.5619, "text": "So when I went to order the shoulder bolts off Amazon, shipping takes a couple weeks and they will not get here in time for the tournament. Sigh. I did find a listing on Home Depot for regular bolts that might work (or at least be good enough for now). Hopefully I can find something that works for the tournament. I also began making the GitHub repository for Ace of Sharks and wrote a README."}, {"post_id": 14533, "ts": "2026-06-23T17:56:39Z", "hours": 1.9039, "text": "It works! (Mostly!) There are a few silly bugs (like putting the screw pass through hole on the part it should screw into and vise versa) but it is assembled and can lift an old chassis iteration! I fixed the bugs in the CAD file and added some more decorations to the top plate. I was surprised at how few bugs there were in the first iteration. I have not tested the 4wd part yet because I don’t have the shoulder bolts yet, but that will come soon."}, {"post_id": 12865, "ts": "2026-06-21T02:11:39Z", "hours": 0.3283, "text": "Before I started the 3D printing the first robot parts, I discovered three four important things I forgot to add in the CAD. 1. I forgot screw holes to attach the top plate to the chassis! 2. I discovered that the gear on the shark arm was intersecting with the top plate. 3. There should be a wall around the gear inside the chassis to keep wires out of it. While writing this, I realized that I need a slot in the wall to have room for the servo wire."}, {"post_id": 12278, "ts": "2026-06-20T01:40:08Z", "hours": 3.1042, "text": "Five weeks before the next tournament, I decided to start over from scratch and completely redesign Ace of Sharks. Why? Since Ace of Sharks is now four wheel drive, it doesn’t matter whether the drive motors are in the front or the back of the robot. According to the RioBotz book , you want the center of mass as far back on the robot as possible. Reversing the position of all the electronics will move the heavy servo to the back of the robot and do just that. Instead of trying to do this and fix all the stuff that will break in the current Fusion design, it was easier to just start over from scratch. Next up: 3D print the parts and see what obvious problems I missed! — Thank you @IvyMycelia for telling be about Markdown!"}, {"post_id": 7182, "ts": "2026-06-12T00:02:15Z", "hours": 1.9036, "text": "I made Ace of Sharks a four wheel drive robot! I modified a wheel hub from Printables to have a pulley for a belt on it, but Fusion did not like working with a mesh converted to a solid and I could not finish it. So I had to start over with Fingertech twist hubs (files free on their website) and added the pulley to the twist part of the twist hubs. When I was making the belt, I was doing a bunch of math to get the size and it turned out way too big. Then I realized the number I calculated was the circumference and I was using it as the diameter. That fixed it! Next, I will need to print out the parts and see what problems I missed in the CAD."}, {"post_id": 6473, "ts": "2026-06-10T21:48:34Z", "hours": 1.6478, "text": "I made more room in the back of the robot for pinewood derby car weights (to make the robot drive better on two wheels) then changed the robot to have four wheels (which eliminates the need for the weights). I modified the washer part of a wheel hub on Printables to have a pulley for a belt to drive the front wheels from the back wheels. The file imported into Fusion way bigger than it should have been, which made me do it over twice when I realized. Found an Amazon listing for shoulder bolts which will be axels for the front wheels. I also modified the front attachments to touch the floor with the new wheels."}]...
|
Title: Ace of Sharks Grappler Combat Robot by @Abr Title: Ace of Sharks Grappler Combat Robot by @Abracadabra3 | Stardance
Devlogs:
I made more room in the back of the robot for pinewood derby car weights (to make the robot drive better on two wheels) then changed the robot to have four wheels (which eliminates the need for the weights). I modified the washer part of a wheel hub on Printables to have a pulley for a belt to drive the front wheels from the back wheels. The file imported into Fusion way bigger than it should have been, which made me do it over twice when I realized. Found an Amazon listing for shoulder bolts which will be axels for the front wheels. I also modified the front attachments to touch the floor with the new wheels.
I made Ace of Sharks a four wheel drive robot! I modified a wheel hub from Printables to have a pulley for a belt on it, but Fusion did not like working with a mesh converted to a solid and I could not finish it. So I had to start over with Fingertech twist hubs (files free on their website) and added the pulley to the twist part of the twist hubs. When I was making the belt, I was doing a bunch of math to get the size and it turned out way too big. Then I realized the number I calculated was the circumference and I was using it as the diameter. That fixed it! Next, I will need to print out the parts and see what problems I missed in the CAD.
Five weeks before the next tournament, I decided to start over from scratch and completely redesign Ace of Sharks. Why? Since Ace of Sharks is now four wheel drive, it doesn’t matter whether the drive motors are in the front or the back of the robot. According to the RioBotz book , you want the center of mass as far back on the robot as possible. Reversing the position of all the electronics will move the heavy servo to the back of the robot and do just that. Instead of trying to do this and fix all the stuff that will break in the current Fusion design, it was easier to just start over from scratch. Next up: 3D print the parts and see what obvious problems I missed! — Thank you @IvyMycelia for telling be about Markdown!
Before I started the 3D printing the first robot parts, I discovered three four important things I forgot to add in the CAD. 1. I forgot screw holes to attach the top plate to the chassis! 2. I discovered that the gear on the shark arm was intersecting with the top plate. 3. There should be a wall around the gear inside the chassis to keep wires out of it. While writing this, I realized that I need a slot in the wall to have room for the servo wire.
It works! (Mostly!) There are a few silly bugs (like putting the screw pass through hole on the part it should screw into and vise versa) but it is assembled and can lift an old chassis iteration! I fixed the bugs in the CAD file and added some more decorations to the top plate. I was surprised at how few bugs there were in the first iteration. I have not tested the 4wd part yet because I don’t have the shoulder bolts yet, but that will come soon.
So when I went to order the shoulder bolts off Amazon, shipping takes a couple weeks and they will not get here in time for the tournament. Sigh. I did find a listing on Home Depot for regular bolts that might work (or at least be good enough for now). Hopefully I can find something that works for the tournament. I also began making the GitHub repository for Ace of Sharks and wrote a README.
I did the first drive test of Ace of Sharks 3.1 and had some fun throwing beanie babies around! The drive works amazing. With previous 2wd versions, driving backwards would not work well at all. This 4wd version fixes that issue, and backwards works just as well as forwards. I also began redesigning a logo for stickers to hand out at the tournament! I like having one with an image of my robot on it, so I got that one redesigned from v2 Ace of Sharks. I had to use some regular M3 bolts instead of the shoulder bolts for the wheel axels, but I think it will be good enough for the tournament!
4wd with belts is hard. I think most if not all of the time here was spent working on trying to get 4wd to work. The first belt I tried had gear teeth as the belt tooth and they did not mesh around the turn, as well as being way to small. The second one had self-designed timing belt teeth on it (following a tutorial) and it still did not mesh. Then I changed the design and it didn’t fit again, but the new belt and the old pulley DID mesh! So then I had a belt that did mesh but was too tight; I could barely get it on and the motors didn’t turn when the belt was on. Then I made it larger and it turned only when going fast, but not slow. After that, I asked in the combat-robotics Slack channel and got an idea to cut out milk jug caps for friction reducing washers. That made it work when going slow but not when going fast. (Yes, this is opposite of what it did before.) My conclusion is that the regular bolts make too much friction and when the shoulder bolts get here (AFTER the tournament) hopefully the belts will work. Sigh.
Ace of Sharks 3.1 Tournament! Shipwrights, please read the note at the end of this devlog. I brought Ace of Sharks 3.1 to a tournament and it went pretty well! I defiantly found some bugs that need fixed (like the whole weapon assembly falling off) but I was still able to lift other robots and the concept worked great. There was no four wheel drive for this iteration, but that will come soon as well as wheel guards and a stronger attachment point for the lifter assembly. I am ready to ship, with the tournament highlight video as the demo video for Ace of Sharks. Stay tuned to Ace of Sharks as I will continue to improve Ace of Sharks 3.2 to prepare for another tournament before Stardance is over! Edit for shipwrights because I can’t edit the ship post: I hope bonuses will retroactively apply as well as payout increases. I have a logo I make into stickers to give out a tournaments (a new one for v3 and I have three other Ace of Sharks logos I wish I could show you but I can’t add more pictures to a devlog), I edited a highlight video myself (that’s the demo video) and I designed the poster myself. I worked really hard on making this project do well in voting, so I am disappointed at the fixed 5 stardust an hour payout rate. The fixed payout makes sense with the way Stardance is formatted; it’s just disappointing because of how hard I worked on this project, trying to get 15-20 stardust an hour.
Next iteration: Ace of Sharks 3.2 So far, I have: Strengthened the weapon assembly Added wheel guards Changed the shape of the shark arm to hopefully reach over drum spinners I also decided I want to improve wheel traction (the grippiness of the wheel) to hopefully get more pushing power. I don’t have time to get funding, design, and iterate a cast polyurethane wheel for this tournament, so I decided I will get rubber cement and experiment with gluing rubber bands, electrical tape (sticky side out), and latex balloons to the foam wheels and see what works best.
Wheel guards! I added new wheel guards to Ace of Sharks (don’t mind the bright red, it’s just a test with random filament) and tested a bunch of wheel combos. The wheel guard print worked the first time (!), and seems ready. In the Duramic PLA+ filament, Ace of Sharks should be underweight and ready for a possible tournament next week! I tried rubber cement coated wheels to try to improve traction, and it worked really well. I also added rubber bands wrapped around the rubber cement, and that improves traction as well. That is probably what I will do in the tournament, and we will see how it works in a fight. Rubber cement does pick up dust, but a damp cloth will wipe it off and not significantly reduce stickiness. (I forgot to lapse the testing and chassis swap during the Stardance huddle, oops… )
It doesn’t break anymore! I brought Ace of Sharks to a tournament and it held up way better than last time. I made the nubs a separate piece so that it won’t break along layer lines anymore, and the weapon assembly never fell of! The wheel guards worked and I broke 0 motors. The rubber cement coating on the wheels worked decent with a new coat after every match. I asked other builders and liquid latex over rubber cement is common. I tied four other robots for 5th place and had a great time talking with and learning from other builders :)
Shipping again! With the new hardware rules, I can ship Ace of Sharks again with a new video and get more than the (previously) fixed rate of 5 stardust/hour! (Thanks, Hack Club staff! ) While I don’t have another tournament before Stardance ends, I have some changes in mind to make version 3.3. So far, I have decreased the thickness of the wheel guards to reduce weight because I was very close to the limit and the wheel guards didn’t really take any damage. They will still be able to protect the wheels from at least one hit, which could still be enough to save a fight. I will also be looking into liquid latex coatings for the foam wheels, which is something other builders mentioned for traction on wood floor arenas.
Ships:
Ace of Sharks is a grappler combat robot in the 1 lb plastic antweight division. A grappler combat robot is designed to grab and then lift opponents into the air, like Claw Viper from the TV show and YouTube channel BattleBots. Haven’t heard of combat robotics before? It’s basically custom RC cars with custom saws fighting each other to the death. A challenging part of designing this version of Ace of Sharks was having an idea in my head of what I wanted it to look like and figuring out how to create that idea. This is the first time I have done that, so getting this version of Ace of Sharks designed and working is something I am proud of accomplishing. Getting to see it do lift opponents at a tournament was definitely a moment I was proud of as well. The demo video is a highlight video from my first tournament, so enjoy watching!
Ace of Sharks 3.2 is a grappler style 1lb plastic antweight combat robot! It uses a compound grab-and-lift motion powered by a single servo to lift opponents into the air and flip them over. Since the last ship, I have added wheel guards and strengthened the weapon assembly because both of those kept falling off in the last event. I also added more traction, or grip, to the wheels by coating them in rubber cement. A challenge was staying under weight with the additions, but using a lighter plastic for some parts got it to work. The demo video is a highlight video from the tournament, so enjoy watching!
Ace of Sharks 3.1-2 is a grappler style combat robot that grabs and lifts other combat robots into the air and flips them over. Ace of Sharks competes in the Plastic Antweight (1lb) division. Ace of Sharks continues to get better and better after each event. Since the last ship, I have tried to fix the weight issue from last event by reducing the thickness of the wheel guards since they did not take much damage. This ship is because of the new stardust bonus for hardware projects shipped with a new video. I have shipped Ace of Sharks before, but this is the first since the announcement that said you can re-ship with a new video to get your stardust topped up if you leave a note for your reviewer. I have edited a new video and poster for this ship. Thanks! :)...
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1793264178.3419833
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1793350578.3419833
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25485
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My very own WebOS by @aditikhanal | Stardance
|
aditikhanal
|
0
|
2.1
|
0
|
[]
|
[{"post_id": 76913, "ts": "202 [{"post_id": 76913, "ts": "2026-10-05T02:15:27Z", "hours": 1.8097, "text": "Still working on my website. I was really struggling with some of the dragging so I asked Claude for some help debugging but its still not turning out how I wanted. I definetly need to spend some time fixing it since AI is pretty useless here, but we are making progress."}, {"post_id": 15903, "ts": "2026-06-25T21:00:19Z", "hours": 0.2933, "text": "I just began creating my own website. Right now I am just fleshing out the ideas, but I know I want it to be about stress management for teens to young adults. It’s a little bit of a struggle since I have never used HTML before."}]...
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Title: My very own WebOS by @aditikhanal | Stardan Title: My very own WebOS by @aditikhanal | Stardance
Devlogs:
I just began creating my own website. Right now I am just fleshing out the ideas, but I know I want it to be about stress management for teens to young adults. It’s a little bit of a struggle since I have never used HTML before.
Still working on my website. I was really struggling with some of the dragging so I asked Claude for some help debugging but its still not turning out how I wanted. I definetly need to spend some time fixing it since AI is pretty useless here, but we are making progress....
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1793159490.32935
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1793764290.32935
|
|
4747
|
My portfolio to let people know me by @Mir-Arsh | My portfolio to let people know me by @Mir-Arsh | Stardance...
|
Mir-Arsh
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 769, "ts": "2026- [{"post_id": 769, "ts": "2026-06-02T13:03:27Z", "hours": 0.2844, "text": "I am just clinging the code of my portfolio website to make it better and better"}]...
|
Title: My portfolio to let people know me by @Mir- Title: My portfolio to let people know me by @Mir-Arsh | Stardance
Devlogs:
I am just clinging the code of my portfolio website to make it better and better...
|
1793145322.6276917
|
1793750122.6276917
|
|
67978
|
Birthday Card by @leroyl6420 | Stardance
|
leroyl6420
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T00:05:29Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a birthday card for my friend! It has a birthday message, snake, tetris, and flappy bird! It has sound effects that you can mute, and it all fits on a 50x70mm perfboard (:", "repo": "https://github.com/leroyl6420-boop/Bday_Card", "demo": ""}]...
|
[{"post_id": 76897, "ts": "202 [{"post_id": 76897, "ts": "2026-10-04T23:57:25Z", "hours": 0.5169, "text": "I made a wiring diagram and a case (: hope they’re useful"}, {"post_id": 76818, "ts": "2026-10-04T18:17:00Z", "hours": 1.9, "text": "I made a birthday card for my friend! I used a RP2040 devboard, a 128x64 OLED, 6 LED’s, four buttons, and a passive buzzer to let them play games and play a birthday message! This was my first time using a super generic RP2040, it was super cheap but a lot harder to get running than an arduino. I like how it’s a lot more powerful, it has a lot more storage, and how it’s smaller, tho!"}]...
|
Title: Birthday Card by @leroyl6420 | Stardance
D Title: Birthday Card by @leroyl6420 | Stardance
Devlogs:
I made a birthday card for my friend! I used a RP2040 devboard, a 128x64 OLED, 6 LED’s, four buttons, and a passive buzzer to let them play games and play a birthday message! This was my first time using a super generic RP2040, it was super cheap but a lot harder to get running than an arduino. I like how it’s a lot more powerful, it has a lot more storage, and how it’s smaller, tho!
I made a wiring diagram and a case (: hope they’re useful
Ships:
I made a birthday card for my friend! It has a birthday message, snake, tetris, and flappy bird! It has sound effects that you can mute, and it all fits on a 50x70mm perfboard (:...
|
1793217182.7649384
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1793303582.7649384
|
|
65853
|
Self-landing mini drone by @samirgandhi777 | Stard Self-landing mini drone by @samirgandhi777 | Stardance...
|
samirgandhi777
|
0
|
5.86
|
0
|
[]
|
[{"post_id": 76887, "ts": "202 [{"post_id": 76887, "ts": "2026-10-04T22:48:36Z", "hours": 5.8636, "text": "Finished cad design of drone chassis"}]...
|
Title: Self-landing mini drone by @samirgandhi777 Title: Self-landing mini drone by @samirgandhi777 | Stardance
Devlogs:
Finished cad design of drone chassis...
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1793091203.3052125
|
1793696003.3052125
|
|
36763
|
Dancing Elephant by @nejenabinupa | Stardance
|
nejenabinupa
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T22:55:08Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my 3D modle of dancing elephant that I make in blender as an high quality sculpture , and it was little slow to make and sculpture became my hardware was slow and I still make it pretty good and it can use in a 3D project or to 3d print and use it. :D", "repo": "https://github.com/binupax6699/Dancing-Elephent-3D/blob/main/README.md", "demo": "https://sketchfab.com/3d-models/elephant-2cfe4597e1894d19b66a156b0b348732"}]...
|
[{"post_id": 76886, "ts": "202 [{"post_id": 76886, "ts": "2026-10-04T22:44:29Z", "hours": 0.3058, "text": "The modle is really now"}, {"post_id": 47932, "ts": "2026-08-16T06:15:50Z", "hours": 1.7197, "text": "Finsh and give sum materials"}, {"post_id": 33135, "ts": "2026-07-22T19:19:34Z", "hours": 4.5203, "text": "Progress in the video, this is make for to put in my mistral video as a cool object to put its around 469k fesses and I will make one with low poly and with with normal map to keep the details"}]...
|
Title: Dancing Elephant by @nejenabinupa | Stardan Title: Dancing Elephant by @nejenabinupa | Stardance
Devlogs:
Progress in the video, this is make for to put in my mistral video as a cool object to put its around 469k fesses and I will make one with low poly and with with normal map to keep the details
Finsh and give sum materials
The modle is really now
Ships:
This is my 3D modle of dancing elephant that I make in blender as an high quality sculpture , and it was little slow to make and sculpture became my hardware was slow and I still make it pretty good and it can use in a 3D project or to 3d print and use it. :D...
|
1793144918.8874788
|
1793231318.8874788
|
|
35751
|
Promptly by @muhamm38 | Stardance
|
muhamm38
|
0
|
8.61
|
0
|
[]
|
[{"post_id": 76884, "ts": "202 [{"post_id": 76884, "ts": "2026-10-04T22:42:12Z", "hours": 1.88, "text": "Devlog 4 Added saving assignments and marking them complete functionality I’ve made it so assignments save to a JSON file and load when the app is opened. Before this, everything disappeared when I restarted the app. Now when you add an assignment its saved permanently. I also added the ability to mark assignments as complete. I moved the icon to the right side of the card and added a button on the left. When pressed the assignment disapears and goes into the dropdown where completed assignments are. I made it so only the title shows up because the other information isn’t necessary when it’s completed. Lastly, I made it so you can delete assignments permanently by pressing and holding on them. It shows a delete popup and you can delete it from there. That’s all for today! I’ve made a lot of progress and this app is truly building up. The AI input and notifications are still ahead, but the manual assignment flow is becoming more usable. Thanks for reading!"}, {"post_id": 74632, "ts": "2026-09-27T20:26:04Z", "hours": 0.9711, "text": "Devlog 3 Added assignment adding functionality I finished the manual assignment adding for the app. Now when u click the + button in the bottom left corner, a popup shows up where you can input the information to add an assignment. You can add assignment name, class name, due date, and the color you want it to be! I’ve been learning how to use an array to hold the assignments and ForEach to display a card for each one. I was confused at first about how the information would get from the popup to the cards, so seeing something I typed actually appear on the main screen helped it make more sense. I also added the class name field and color picker using what I’d learned from the assignment name field. Once you click save it shows up on the home menu as an assignment card. Right now it saves just for that session so when the canvas is reloaded it all dissapears. Next I’ll be adding saving functionality across multiple sessions so your assignments actually save. After that I’ll be implementing the AI model that can auto create assignments based on screenshots, text, syllabuses, pdfs, etc. I also want to add a dropdown for saved classes so you don’t have to type the same class name every time and an icon picker. Thank you for reading!"}, {"post_id": 72842, "ts": "2026-09-23T20:59:27Z", "hours": 4.1969, "text": "Devlog 2 Moved from Tauri to Xcode. I’ve decided to make an iOS app instead of a desktop app. I made this decision because I feel that there are a lot more resources to help me learn Xcode in comparison to Tauri which doesn’t have that many tutorials and things. I have done a few tutorials and am now redesigning the app in Xcode. I’ve chosen this style for the assignments and added a popup window in the bottom left that when clicked opens up a popup. This popup will be used for adding new assignments and eventually for housing the AI model that will auto generate tasks. This move to Xcode took me a while but I think it will be a good one in the long run especially because phone notifications are looked at way more than desktop ones and I think it will be much better overall. Thanks for reading!"}, {"post_id": 29124, "ts": "2026-07-15T19:48:48Z", "hours": 1.5622, "text": "Devlog 1 I set up the project using Tauri. I chose Tauri because it allows for very lightweight and fast projects to be made. I built a clean simple ui using HTML and CSS styling. It has a simple text area where you can input assignment information and then generate reminders from that. I used OpenRouter free API to integrate AI into it. The app is currently using Google’s free Gemma 4 model. Right now it just takes messy text and returns a clean list of due dates. Next Steps: Convert the AI output to clickable checkboxes to make it tasks you can complete. Use Tauri plugins to add notifications Add screenshot support Flesh out ui more and add a bunch of QOL features. That is all, thank you for reading my 1st devlog!"}]...
|
Title: Promptly by @muhamm38 | Stardance
Devlogs: Title: Promptly by @muhamm38 | Stardance
Devlogs:
Devlog 1 I set up the project using Tauri. I chose Tauri because it allows for very lightweight and fast projects to be made. I built a clean simple ui using HTML and CSS styling. It has a simple text area where you can input assignment information and then generate reminders from that. I used OpenRouter free API to integrate AI into it. The app is currently using Google’s free Gemma 4 model. Right now it just takes messy text and returns a clean list of due dates. Next Steps: Convert the AI output to clickable checkboxes to make it tasks you can complete. Use Tauri plugins to add notifications Add screenshot support Flesh out ui more and add a bunch of QOL features. That is all, thank you for reading my 1st devlog!
Devlog 2 Moved from Tauri to Xcode. I’ve decided to make an iOS app instead of a desktop app. I made this decision because I feel that there are a lot more resources to help me learn Xcode in comparison to Tauri which doesn’t have that many tutorials and things. I have done a few tutorials and am now redesigning the app in Xcode. I’ve chosen this style for the assignments and added a popup window in the bottom left that when clicked opens up a popup. This popup will be used for adding new assignments and eventually for housing the AI model that will auto generate tasks. This move to Xcode took me a while but I think it will be a good one in the long run especially because phone notifications are looked at way more than desktop ones and I think it will be much better overall. Thanks for reading!
Devlog 3 Added assignment adding functionality I finished the manual assignment adding for the app. Now when u click the + button in the bottom left corner, a popup shows up where you can input the information to add an assignment. You can add assignment name, class name, due date, and the color you want it to be! I’ve been learning how to use an array to hold the assignments and ForEach to display a card for each one. I was confused at first about how the information would get from the popup to the cards, so seeing something I typed actually appear on the main screen helped it make more sense. I also added the class name field and color picker using what I’d learned from the assignment name field. Once you click save it shows up on the home menu as an assignment card. Right now it saves just for that session so when the canvas is reloaded it all dissapears. Next I’ll be adding saving functionality across multiple sessions so your assignments actually save. After that I’ll be implementing the AI model that can auto create assignments based on screenshots, text, syllabuses, pdfs, etc. I also want to add a dropdown for saved classes so you don’t have to type the same class name every time and an icon picker. Thank you for reading!
Devlog 4 Added saving assignments and marking them complete functionality I’ve made it so assignments save to a JSON file and load when the app is opened. Before this, everything disappeared when I restarted the app. Now when you add an assignment its saved permanently. I also added the ability to mark assignments as complete. I moved the icon to the right side of the card and added a button on the left. When pressed the assignment disapears and goes into the dropdown where completed assignments are. I made it so only the title shows up because the other information isn’t necessary when it’s completed. Lastly, I made it so you can delete assignments permanently by pressing and holding on them. It shows a delete popup and you can delete it from there. That’s all for today! I’ve made a lot of progress and this app is truly building up. The AI input and notifications are still ahead, but the manual assignment flow is becoming more usable. Thanks for reading!...
|
1793191931.107142
|
1793796731.107142
|
|
46498
|
Bugatti Destrier by @nejenabinupa | Stardance
|
nejenabinupa
|
1
|
155.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T06:24:33Z", "hours": 155.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my fest car model I make from scratch and I make it in to a cool video to share with you guys, hope you enjoy it :). all the details are in the Readme.", "repo": "https://github.com/binupax6699/BUGATTI-DESTRIER-3D-MODEL-CINEMATIC", "demo": "https://youtu.be/0gfVzRgbG9k?si=vrqBCMsIrrrFTEiZ"}]...
|
[{"post_id": 76883, "ts": "202 [{"post_id": 76883, "ts": "2026-10-04T22:42:10Z", "hours": 3.3019, "text": "Modle and the video is all set now"}, {"post_id": 57506, "ts": "2026-08-29T17:53:22Z", "hours": 4.6228, "text": "In the modle the head lights didn’t look right so I fixed it and I finshed all of the animations now jest need to render it"}, {"post_id": 56434, "ts": "2026-08-28T06:21:57Z", "hours": 6.4069, "text": "I admitted sum cool shots and work on refining sum animations"}, {"post_id": 54990, "ts": "2026-08-26T12:45:25Z", "hours": 8.5239, "text": "I rig the car to animate and put in to the map and I’m starting to animating it"}, {"post_id": 54010, "ts": "2026-08-24T19:07:52Z", "hours": 10.4875, "text": "I heavily modified existing map custom textures, terrain/topology edits, foliage, mountains by me. to animate the car."}, {"post_id": 53277, "ts": "2026-08-23T18:46:47Z", "hours": 11.6706, "text": "Finish the interior room so long and so much effect, and need to adjust sum small theing around the body of the car"}, {"post_id": 51875, "ts": "2026-08-21T19:14:48Z", "hours": 3.8514, "text": "I lost around 10h off work because the house not recoded in the Stardance page, Add so much material normal maps and and good amount of stuff to make it the thing"}, {"post_id": 51637, "ts": "2026-08-21T12:42:44Z", "hours": 9.3028, "text": "Add texture/materials to the car and it look good and added normal maps to everything i think to give so much depth and detail"}, {"post_id": 50972, "ts": "2026-08-20T13:26:09Z", "hours": 24.4308, "text": "I close completing the interior and I make the rim design for the car,"}, {"post_id": 49163, "ts": "2026-08-17T20:02:34Z", "hours": 9.635, "text": "I work on the interior and som small sections of the car and I need to finalize the interior too and small details and things"}, {"post_id": 48516, "ts": "2026-08-16T22:18:10Z", "hours": 7.3842, "text": "Cut out sum sections and cut out the headlights and add things and i guess finally i make the engine bay caret this time, because i remake this engine bay around 4 time because i didn’t had much reference images to make it."}, {"post_id": 47928, "ts": "2026-08-16T06:11:42Z", "hours": 9.1111, "text": "Cut out sections and add things like the horse shoe grill and now remaking the engine bet with new reference images."}, {"post_id": 46936, "ts": "2026-08-14T14:32:31Z", "hours": 6.9164, "text": "Today I make the front part of the Bugatti and the it look so good, I need to model the saids and the cut out"}, {"post_id": 46523, "ts": "2026-08-13T20:12:03Z", "hours": 8.2425, "text": "I make the engine bed and the roof scoop and added the things from the things. And I also make the topology much more good"}, {"post_id": 45928, "ts": "2026-08-12T18:25:02Z", "hours": 10.4517, "text": "Make the said skirt and remake the body because the topography got bad."}, {"post_id": 45341, "ts": "2026-08-11T18:47:59Z", "hours": 9.6428, "text": "Make the rare diffuser, and also ajest the topology so much better body flow and to get details after the general shape come."}, {"post_id": 44782, "ts": "2026-08-10T19:53:31Z", "hours": 11.3414, "text": "I’m making the Bugatti Destriel from scratch and I want it be like the real thing, and I’m only did the back part of it and there is long way to go."}]...
|
Title: Bugatti Destrier by @nejenabinupa | Stardan Title: Bugatti Destrier by @nejenabinupa | Stardance
Devlogs:
I’m making the Bugatti Destriel from scratch and I want it be like the real thing, and I’m only did the back part of it and there is long way to go.
Make the rare diffuser, and also ajest the topology so much better body flow and to get details after the general shape come.
Make the said skirt and remake the body because the topography got bad.
I make the engine bed and the roof scoop and added the things from the things. And I also make the topology much more good
Today I make the front part of the Bugatti and the it look so good, I need to model the saids and the cut out
Cut out sections and add things like the horse shoe grill and now remaking the engine bet with new reference images.
Cut out sum sections and cut out the headlights and add things and i guess finally i make the engine bay caret this time, because i remake this engine bay around 4 time because i didn’t had much reference images to make it.
I work on the interior and som small sections of the car and I need to finalize the interior too and small details and things
I close completing the interior and I make the rim design for the car,
Add texture/materials to the car and it look good and added normal maps to everything i think to give so much depth and detail
I lost around 10h off work because the house not recoded in the Stardance page, Add so much material normal maps and and good amount of stuff to make it the thing
Finish the interior room so long and so much effect, and need to adjust sum small theing around the body of the car
I heavily modified existing map custom textures, terrain/topology edits, foliage, mountains by me. to animate the car.
I rig the car to animate and put in to the map and I’m starting to animating it
I admitted sum cool shots and work on refining sum animations
In the modle the head lights didn’t look right so I fixed it and I finshed all of the animations now jest need to render it
Modle and the video is all set now
Ships:
This is my fest car model I make from scratch and I make it in to a cool video to share with you guys, hope you enjoy it :). all the details are in the Readme....
|
1793198916.203186
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1793285316.203186
|
|
44319
|
Path Traced Vulkan Engine by @DubbsPi | Stardance
|
DubbsPi
|
1
|
79.07
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:24:22Z", "hours": 55.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a made from scratch path tracer that I made using vulkan in rust. It was quite the challenge since I never had used any sort of hardware RT and wasn’t really that experienced with vulkan at the start. Luckily, although the learning curve was steep, I did manage to get far enough to make this project. There still is a lot of tweaking and changes that should be made, but it is definitely good enough to ship, hence the reason I finally chose to. There were definitely challenges making this, from GPU crashes to memory leaks, most of which have been fixed by now. For running it, it has not been tested on windows! , how well it works I don’t know. Linux works perfectly fine (or at least my machine, it should be cross compatible enough though. Even mac should work, just you guys will have to compile it and deal with bad performance)", "repo": "https://github.com/DubbsPi/vulkan-engine-v2", "demo": "https://github.com/DubbsPi/RTX-Vulkan-Engine-Rust/releases/tag/noTagHere"}]...
|
[{"post_id": 76882, "ts": "202 [{"post_id": 76882, "ts": "2026-10-04T22:37:10Z", "hours": 24.0711, "text": "Thought I might as well push one final public update. I’ve been adding features such as planets, stars, glass, NEE, and improved performance by as much as 95% in the worst case. I am starting to use this engine hopefully for my own game, so I may update it as I fix stuff, but other than that, this will probably be my final log."}, {"post_id": 68339, "ts": "2026-09-14T23:40:45Z", "hours": 4.2086, "text": "Made tracing run faster and optimizing denoiser. Ngl I kinda forgot what I spent four hours doing other than this. I think I also spent a bit of time trying to fix metals but I’m not exactly 100% sure it fixed it so…"}, {"post_id": 67041, "ts": "2026-09-13T02:43:37Z", "hours": 4.7586, "text": "Path tracing anyone? I still have to fix a bunch of bugs with jittering that are there and there is an animation bug, but that will be fixed with time. I also don’t know why the noise is so bad in some places, I have 1024 samples setup to accumulate. This is actually a good approach for me since this all runs at 3k fps, so almost instantly it converges to be near noiseless."}, {"post_id": 66758, "ts": "2026-09-12T17:25:40Z", "hours": 4.25, "text": "Optimized the tracing a ton. Basically, what I did was instead of making a BLAS for each model and letting the TLAS sort everything out, I moved to three blases since that removed most of the tlas overhead. In doing that, I created three types of objects, static (terrain), semi-dynamic, and dynamic (animated). So now with this smarter system in place stuff can be loaded/used easier than before with higher performance! The initial setup didn’t take too long for this, but it was a debugging nightmare since the blases kept moving/being stale so shadows would dupe or models were cutout and stuff."}, {"post_id": 64263, "ts": "2026-09-08T15:14:31Z", "hours": 4.6214, "text": "Got dynamic scenes (mostly) working! Now while the code is running, models can be loaded and added. Probably will have to add blas merging for the future since each model having its own is a linear compared to logarithmic cost of combining them. Combining similar shouldn’t be hard since that is actually just modifying the root of of the animation framework. I might have like a cap of 5-10 with one being static geometry and the rest clumps of models. Still have to get removal working which shouldn’t be too bad. The hardest part was lining up all of my Vec<_>s so what I might do is combine it into a struct to organize, but I’ll leave it for now since that will probably conflict with the merging. Also, I’m planning on adding multithreading for the future so fingers crossed!"}, {"post_id": 61858, "ts": "2026-09-04T23:53:41Z", "hours": 2.5428, "text": "Got a bunch of PBR added to the shaders. Now has a lot of stuff so if you export more complex materials from blender or something it can parse and render them. I do still have to get transparency working, but that is much more complex than just solids tbh. For some reason my model’s animations kinda broke and only play like 60% of the animation before looping, but that isn’t the engines fault, I probably just need to make blender behave better."}, {"post_id": 61161, "ts": "2026-09-03T23:02:02Z", "hours": 6.2597, "text": "Got models working!! Fully rigged and animated! I setup the framework to auto load any anims, and then they can be played from lets say the main with something like this: app.scene.animations[2].play(“Chop_Tree RT.001”);, so that works pretty well! I also implemented a pause/play/stop and fuzzy search since some of the anim names can be weird. Thanks to mesh2motion’s huge animation library and stuff. This model is custom textured by me, so I do own it. However, you may feel free to use it (with credit!) wherever. His name is Xenon btw"}, {"post_id": 59272, "ts": "2026-08-31T23:45:23Z", "hours": 2.2472, "text": "Got dynamic transforms working!!! You can’t see it, but that truck on the bottom is actually spinning so helicopter. This took a bit to add in, but thanks to the model system, I just had to add a transformation matrix for each one, which is done easier than said. I did have a bunch of issues with the multi bvh setup, but now that its done updating the matrices only takes about 0.02ms with the two. Might end up being more in the future with more, but definitely not bad in the slightest."}, {"post_id": 59017, "ts": "2026-08-31T16:29:39Z", "hours": 2.9919, "text": "Got something really nice working: Instancing!! Basically now, when you want to start the scene up, you just call Scene::new() and then if you want to load a model into memory, just use load_model_into_memory() and you can stamp that out without reloading the model from the disc each time. Plus I added dedicated scale/transform functions that you just call on a specific model’s id (like for the first truck I loaded, I moved and scaled it with its id of 0). Basically loading models and transforming them is near effortless. Dynamic transforms next and then probably rigging!"}, {"post_id": 58328, "ts": "2026-08-30T18:25:40Z", "hours": 4.6275, "text": "Got a ton done towards an actual engine!! Added more model formats (glb files) and the ability to load more than one at a time! Also, textures have been introduced so if you look closely you can actually see the truck has a duramax engine label (boo! cummins is better). Shadows have been improved even more, although this screenshot doesn’t really show it too much. Next thing I have to add is dynamic vertices at runtime, which will allow me to actually change geometry without restarting the engine, and then after that, model rigs! There are a couple validation errors still (so a potential memory leak), but they only appear every couple of times the program is ran, and I really couldn’t find it, so thats a later problem."}, {"post_id": 57445, "ts": "2026-08-29T16:23:54Z", "hours": 3.7739, "text": "Got some stuff done with the engine. Improved lighting with smooth normals and stuff. Also I added atmospheric scattering from one of my other shaders. Currently, the model that is loaded (although it may look not the greatest, I don’t have textures setup yet) has 8.5 million triangles and 16 million vertices. In 1440p, everything is currently running 1300 fps, with the majority of the hit coming from the scatterer as without it its a bit closer to 2300 fps."}, {"post_id": 56190, "ts": "2026-08-27T20:31:20Z", "hours": 4.0733, "text": "Got a lot more done involving obj files and refinement! Now I can change the vertices on the fly, have decent indexing of them, and have raytraced shadows. Currently, on my rtx5070, in 1440p, this 408k triangle model runs around 1500fps, so pretty decent for now. I hope to lower that soon…"}, {"post_id": 55206, "ts": "2026-08-26T19:13:31Z", "hours": 6.4922, "text": "I had a nice devlog wrote, but it didn’t fully upload QwQ. Basically, I had to lean into AI to implement RT instead of raster due to a lack of rust tutorials for that. Spent most of the time debugging a slight misordering error that produce zero errors that caused nothing to render."}, {"post_id": 41500, "ts": "2026-08-05T19:01:42Z", "hours": 4.385, "text": "Got a triangle showing! Definately took me a while, but now I fully understand (ok like 90%) the pipeline! Also, now since I worked on my minecraft shader in the past, this will definitely look pretty good in the end. My goal of doing this engine is just because when I made my shader, I was running into performance issues due to minecraft and opengl, so this way I can bypass it all and have hardware vulkan support."}]...
|
Title: Path Traced Vulkan Engine by @DubbsPi | Sta Title: Path Traced Vulkan Engine by @DubbsPi | Stardance
Devlogs:
Got a triangle showing! Definately took me a while, but now I fully understand (ok like 90%) the pipeline! Also, now since I worked on my minecraft shader in the past, this will definitely look pretty good in the end. My goal of doing this engine is just because when I made my shader, I was running into performance issues due to minecraft and opengl, so this way I can bypass it all and have hardware vulkan support.
I had a nice devlog wrote, but it didn’t fully upload QwQ. Basically, I had to lean into AI to implement RT instead of raster due to a lack of rust tutorials for that. Spent most of the time debugging a slight misordering error that produce zero errors that caused nothing to render.
Got a lot more done involving obj files and refinement! Now I can change the vertices on the fly, have decent indexing of them, and have raytraced shadows. Currently, on my rtx5070, in 1440p, this 408k triangle model runs around 1500fps, so pretty decent for now. I hope to lower that soon…
Got some stuff done with the engine. Improved lighting with smooth normals and stuff. Also I added atmospheric scattering from one of my other shaders. Currently, the model that is loaded (although it may look not the greatest, I don’t have textures setup yet) has 8.5 million triangles and 16 million vertices. In 1440p, everything is currently running 1300 fps, with the majority of the hit coming from the scatterer as without it its a bit closer to 2300 fps.
Got a ton done towards an actual engine!! Added more model formats (glb files) and the ability to load more than one at a time! Also, textures have been introduced so if you look closely you can actually see the truck has a duramax engine label (boo! cummins is better). Shadows have been improved even more, although this screenshot doesn’t really show it too much. Next thing I have to add is dynamic vertices at runtime, which will allow me to actually change geometry without restarting the engine, and then after that, model rigs! There are a couple validation errors still (so a potential memory leak), but they only appear every couple of times the program is ran, and I really couldn’t find it, so thats a later problem.
Got something really nice working: Instancing!! Basically now, when you want to start the scene up, you just call Scene::new() and then if you want to load a model into memory, just use load_model_into_memory() and you can stamp that out without reloading the model from the disc each time. Plus I added dedicated scale/transform functions that you just call on a specific model’s id (like for the first truck I loaded, I moved and scaled it with its id of 0). Basically loading models and transforming them is near effortless. Dynamic transforms next and then probably rigging!
Got dynamic transforms working!!! You can’t see it, but that truck on the bottom is actually spinning so helicopter. This took a bit to add in, but thanks to the model system, I just had to add a transformation matrix for each one, which is done easier than said. I did have a bunch of issues with the multi bvh setup, but now that its done updating the matrices only takes about 0.02ms with the two. Might end up being more in the future with more, but definitely not bad in the slightest.
Got models working!! Fully rigged and animated! I setup the framework to auto load any anims, and then they can be played from lets say the main with something like this: app.scene.animations[2].play(“Chop_Tree RT.001”);, so that works pretty well! I also implemented a pause/play/stop and fuzzy search since some of the anim names can be weird. Thanks to mesh2motion’s huge animation library and stuff. This model is custom textured by me, so I do own it. However, you may feel free to use it (with credit!) wherever. His name is Xenon btw
Got a bunch of PBR added to the shaders. Now has a lot of stuff so if you export more complex materials from blender or something it can parse and render them. I do still have to get transparency working, but that is much more complex than just solids tbh. For some reason my model’s animations kinda broke and only play like 60% of the animation before looping, but that isn’t the engines fault, I probably just need to make blender behave better.
Got dynamic scenes (mostly) working! Now while the code is running, models can be loaded and added. Probably will have to add blas merging for the future since each model having its own is a linear compared to logarithmic cost of combining them. Combining similar shouldn’t be hard since that is actually just modifying the root of of the animation framework. I might have like a cap of 5-10 with one being static geometry and the rest clumps of models. Still have to get removal working which shouldn’t be too bad. The hardest part was lining up all of my Vec<_>s so what I might do is combine it into a struct to organize, but I’ll leave it for now since that will probably conflict with the merging. Also, I’m planning on adding multithreading for the future so fingers crossed!
Optimized the tracing a ton. Basically, what I did was instead of making a BLAS for each model and letting the TLAS sort everything out, I moved to three blases since that removed most of the tlas overhead. In doing that, I created three types of objects, static (terrain), semi-dynamic, and dynamic (animated). So now with this smarter system in place stuff can be loaded/used easier than before with higher performance! The initial setup didn’t take too long for this, but it was a debugging nightmare since the blases kept moving/being stale so shadows would dupe or models were cutout and stuff.
Path tracing anyone? I still have to fix a bunch of bugs with jittering that are there and there is an animation bug, but that will be fixed with time. I also don’t know why the noise is so bad in some places, I have 1024 samples setup to accumulate. This is actually a good approach for me since this all runs at 3k fps, so almost instantly it converges to be near noiseless.
Made tracing run faster and optimizing denoiser. Ngl I kinda forgot what I spent four hours doing other than this. I think I also spent a bit of time trying to fix metals but I’m not exactly 100% sure it fixed it so…
Thought I might as well push one final public update. I’ve been adding features such as planets, stars, glass, NEE, and improved performance by as much as 95% in the worst case. I am starting to use this engine hopefully for my own game, so I may update it as I fix stuff, but other than that, this will probably be my final log.
Ships:
This is a made from scratch path tracer that I made using vulkan in rust. It was quite the challenge since I never had used any sort of hardware RT and wasn’t really that experienced with vulkan at the start. Luckily, although the learning curve was steep, I did manage to get far enough to make this project. There still is a lot of tweaking and changes that should be made, but it is definitely good enough to ship, hence the reason I finally chose to. There were definitely challenges making this, from GPU crashes to memory leaks, most of which have been fixed by now. For running it, it has not been tested on windows! , how well it works I don’t know. Linux works perfectly fine (or at least my machine, it should be cross compatible enough though. Even mac should work, just you guys will have to compile it and deal with bad performance)...
|
1793148647.567527
|
1793235047.567527
|
|
68011
|
Portfoilo website by @purpledan | Stardance
|
purpledan
|
1
|
2.0
|
5
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T22:35:52Z", "hours": 2.0, "multiplier": 2.33, "payout": 5, "blessing": "neutral", "text": "Well I did use AI for the coding, even though I know how to code in HTML, JS, and CSS, so that made the coding process not as hard. The challenge was to design the website, it used to look a lot different. I went online and looked at a bunch of portfolios, I liked the minimal ones. So I told chatGPT what I wanted and it gave me a pretty bare bones website. I changed the font and added that blue react banner on the front page. Its pretty nice to have my own website with my stuff on it, made me feel proud I guess.", "repo": "https://github.com/purpledanx/purpledanx.github.io", "demo": "https://purpledanx.github.io"}]...
|
[{"post_id": 76879, "ts": "202 [{"post_id": 76879, "ts": "2026-10-04T22:24:03Z", "hours": 1.9539, "text": "Added the projects I’ve done on roblox and all the demo videos and images. I like the minimal look of the website and how it gets straight to the point. I guess you can say its boring but I think it looks good enough. The blue dynamic banner was made with react, it changes colors depending on whether you’re in light or dark mode, very cool."}]...
|
Title: Portfoilo website by @purpledan | Stardance Title: Portfoilo website by @purpledan | Stardance
Devlogs:
Added the projects I’ve done on roblox and all the demo videos and images. I like the minimal look of the website and how it gets straight to the point. I guess you can say its boring but I think it looks good enough. The blue dynamic banner was made with react, it changes colors depending on whether you’re in light or dark mode, very cool.
Ships:
Well I did use AI for the coding, even though I know how to code in HTML, JS, and CSS, so that made the coding process not as hard. The challenge was to design the website, it used to look a lot different. I went online and looked at a bunch of portfolios, I liked the minimal ones. So I told chatGPT what I wanted and it gave me a pretty bare bones website. I changed the font and added that blue react banner on the front page. Its pretty nice to have my own website with my stuff on it, made me feel proud I guess....
|
1793217186.7080421
|
1793303586.7080421
|
|
44314
|
Cami by @barfpile | Stardance
|
barfpile
|
2
|
35.49
|
530
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:22:29Z", "hours": 23.0, "multiplier": 17.33, "payout": 392, "blessing": "neutral", "text": "Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}, {"ship_num": 2, "ts": "2026-08-11T05:46:34Z", "hours": 10.0, "multiplier": 14.13, "payout": 138, "blessing": "neutral", "text": "Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.", "repo": "https://github.com/fries-git/Cami", "demo": "https://fries.hackclub.app/demo"}]...
|
[{"post_id": 76876, "ts": "202 [{"post_id": 76876, "ts": "2026-10-04T22:06:07Z", "hours": 1.0306, "text": "Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)"}, {"post_id": 75357, "ts": "2026-09-29T20:49:47Z", "hours": 1.46, "text": "Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8"}, {"post_id": 72426, "ts": "2026-09-22T22:21:17Z", "hours": 0.2506, "text": "AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests."}, {"post_id": 72420, "ts": "2026-09-22T22:02:45Z", "hours": 2.6606, "text": "A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project."}, {"post_id": 71293, "ts": "2026-09-20T16:11:07Z", "hours": 1.9511, "text": "Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!"}, {"post_id": 69922, "ts": "2026-09-18T02:21:37Z", "hours": 1.1539, "text": "Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)"}, {"post_id": 68332, "ts": "2026-09-14T23:16:24Z", "hours": 0.4742, "text": "Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol."}, {"post_id": 66929, "ts": "2026-09-12T22:02:14Z", "hours": 0.4564, "text": "Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed."}, {"post_id": 62232, "ts": "2026-09-05T14:31:16Z", "hours": 0.9633, "text": "LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {\"cmd\":\"success\",\"message\":\"<original message>\" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…"}, {"post_id": 60382, "ts": "2026-09-02T17:53:50Z", "hours": 1.9931, "text": "Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!"}, {"post_id": 55320, "ts": "2026-08-27T02:04:33Z", "hours": 0.3108, "text": "Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use."}, {"post_id": 54861, "ts": "2026-08-26T01:43:17Z", "hours": 0.7211, "text": "Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using \"msg\":\"content\" or \"message\":\"content\" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!"}, {"post_id": 53675, "ts": "2026-08-24T10:50:24Z", "hours": 0.9739, "text": "Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly."}, {"post_id": 53089, "ts": "2026-08-23T14:50:20Z", "hours": 1.5633, "text": "PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner."}, {"post_id": 50019, "ts": "2026-08-19T01:27:36Z", "hours": 2.4608, "text": "More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length."}, {"post_id": 49218, "ts": "2026-08-17T21:28:23Z", "hours": 0.6536, "text": "More public channels and locking!"}, {"post_id": 48867, "ts": "2026-08-17T13:00:31Z", "hours": 2.4442, "text": "Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!"}, {"post_id": 48487, "ts": "2026-08-16T21:10:31Z", "hours": 0.4981, "text": "Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics."}, {"post_id": 47555, "ts": "2026-08-15T15:07:11Z", "hours": 1.2475, "text": "GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)"}, {"post_id": 47174, "ts": "2026-08-14T21:26:35Z", "hours": 1.8294, "text": "Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage"}, {"post_id": 45027, "ts": "2026-08-11T05:44:27Z", "hours": 0.6342, "text": "Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI"}, {"post_id": 44750, "ts": "2026-08-10T18:39:05Z", "hours": 0.6975, "text": "PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries"}, {"post_id": 44453, "ts": "2026-08-10T06:37:50Z", "hours": 0.6025, "text": "#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have."}, {"post_id": 44433, "ts": "2026-08-10T05:52:03Z", "hours": 0.8692, "text": "Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE."}, {"post_id": 44373, "ts": "2026-08-10T02:48:38Z", "hours": 0.325, "text": "quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system."}, {"post_id": 44359, "ts": "2026-08-10T02:05:52Z", "hours": 1.9847, "text": "Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are."}, {"post_id": 42866, "ts": "2026-08-07T20:28:48Z", "hours": 0.3258, "text": "Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment."}, {"post_id": 42291, "ts": "2026-08-06T22:36:37Z", "hours": 0.345, "text": "Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/"}, {"post_id": 41943, "ts": "2026-08-06T14:02:19Z", "hours": 1.3444, "text": "It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {\"username\":\"<str>\",\"password\":\"<str>\"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :("}, {"post_id": 41495, "ts": "2026-08-05T18:53:11Z", "hours": 2.6375, "text": "Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!"}]...
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Title: Cami by @barfpile | Stardance
Devlogs:
Cam Title: Cami by @barfpile | Stardance
Devlogs:
Cami - Cami is a silly goofy authentication program for use in my other projects. It currently supports: POST/register - Registering an Account POST/login - Logging in to get a token POST/updatebio - Updating your bio GET/getuser - Getting user information from name or ID (returns fries [currency] bio and account #) I am currently working on: POST/changepass - Changing password Implementing this into a chat system that’s websocket based Adding little games and things This was all done with primarily Flask (for the server), hashlib (for hashing passwords), and tinydb (for storage). It is meant to be lightweight, easy to integrate into other systems, and a fun project in general!
It works! (Also I learned you can do markdown here) https://fries.hackclub.app/ Yesterday I did a good bit of work on actually making it work lol. I did a lot of work out and about just on GitHub’s website, so when I came back there was a lot needed to get everything working. Mainly when I refactored some of the code into functions in a different file, I completely broke the login. But a little more in-depth about Cami. When you post {"username":"<str>","password":"<str>"} to either register or login, you get back a token. This token is based off your user-id and gets refreshed every time you login (also supposed to be after a day just unimplemented right now.) You then use this to authenticate with (the only commands that need it right now) /changepass or /updatebio. You can also, as shown in the image below, run /GET on /user?user=(username or user id). That’s pretty much the full run down honestly. Passwords are currently hashed with SHA256, although I need to find a better option as I was able to brute force reverse my 8 letter password on the web in <1 minute. :(
Added a little thing telling you what port it was on, and then started it up! https://fries.hackclub.app/
Social I worked on the social endpoint, and the reason it says it only took 17 minutes, is I switched to Zed, realized it doesn’t have Hackatime support, and switched back when already basically done lol. I made a little slop coded tool before I actually attempt to make something, even though any sort of interface to use it isn’t part of the project really. Basically, its just a simple endpoint you can post to and get to post and read messages in a sort of twitter-esque environment.
Live Chat and More Worked on quite a bit this devlog. I finished up all the endpoints I would need, cleaned up the server code, made an init file to run it, and started on a live chatting system using websockets. It’s going to support an infinite amount of channels each able to be locked behind a password. However, except for maybe one general chat, no chat history is likely to be stored at this time, simply because infinite chats with no restrictions being stored, is going to eat through storage like mad. However for now it works. I was originally debating that each channel would basically have its own encryption, and then i realized… that’s dumb. I don’t need to do that, and here we are.
quick one, added some more info to the live chat object, namely cmd and channel, this is in preparation for the channels system.
Rewrites and Backtracking Really nothing has been done. I spent a decent chunk of time trying to work with WS and just toughing it out, but I couldn’t get done what I wanted to get done. So I’ve made the bold, stupid, late-night decision, to switch to using SSE for the live chat. Partially so it can be more integrated into my already made systems, however, mainly just because I wanna learn something new. Enjoy this picture of timestamps from me trying to learn Flask’s SSE.
#SSE Approach - This took so long, its not done, and quite frankly I’m so tired. Why did I chose sse? Compatibility with old hardware and, like most of my projects, learning and goofing around. This has the added benefit of making this all exclusively http, and being able to get integrated into my system of endpoints i already have.
PFPS Got a little sidetracked ya know just casually implemented pfps. no big deal. https://fries.hackclub.app/userpfp?user=fries
Ship Time! I just added an AI test client, I am not disclosing this as AI usage in the project, as this really isnt the project, and is only meant so users (like me) with virtually 0 front end design knowledge, can just use this, now, in the web. THE CLIENT YOU SEE IS AI PLEASE DO NOT JUDGE AGAINST THIS AS NONE OF THE SERVER CODE (the true project) IS AI
Images and livechat - I made an image api! You can upload infinite files, compressed to be 1/3 of their size ofc. Also started implementing live ws chatting with infinite channels that can be password locked. https://server/getimage?filename=testimage
GIFS Gifs have been added to the image api. (I can finally new line again!) Images you go: https://images.barfpile.dev/getimage/filename gifs you go: https://images.barfpile.dev/getgif/filename.gif (you can remove the .gif at the end and it will work fine everywhere but discord. You can also use getimage on a gif, but again, will work anywhere but discord.) (Attached gif was added by someone, idk who, while I was testing gifs lol. I am going to add basically metadata so you can get https://images.barfpile.dev/getmeta/filename and retrieve things like timestamp uploaded, filename, and who uploaded it.)
Live Chat Live chat is working in its most basic form! I did censor the usernames, solely because they used their real name lol. Color coding different users, the same person is censored with the same color across pics.
Live Chat Fixed! I fully fixed and implemented the livechat. It supports the creation of channels with passwords, message history, joining channels, sending to channels you’ve joined. If all users leave the channel, unless its a keep-alive channel, mostly predefined channels with no passwords like general and off-topic, the database for message history gets wiped, and the channel is up for grabs again! I dont have any pictures really, I did it last night on a different PC, so enjoy an 88x31!
More public channels and locking!
More Livechat and Currency Livechat: So I’ve done a lot more on livechat, you can create channels now (properly,) delete messages, almost have it so you can edit them, and typing indicators are almost done. Currency: I’ve started figuring out how users should get currency, and what it should go towards. Right now, the main idea is get it daily by posting/using livechat, then spend it on customization like user color, or upgrading max bio length.
PFP Decor / Display Names ALSO I HIT 20 HOURS These have been wip and were quite simple to implement, display name is just another value in the TINYDB database for users, and so is the profile decor. I got it from another app so I can’t really commit it because its not mine, however it works! There’s no way to set it yourself I just hand edited the DB. Also, users can now edit their username! I know that was a massive complaint in the first ship. Past that really all I changed was paths. Before i had paths like /getuser?user=fries which was dumb. I figured out how to, with flask, make it /user/fries and it gives the same information. Much cleaner.
Fixes and new paint Pretty much everything I have worked on this devlog simply involves fixes. “Oh, I’m not handling invalid json on a route, oops!” Or: “Oh usernames can be >32 chars because i messed up my if statement.” (I learned this one when someone with the entire bee movie script as their name appeared on my users route.) While it was all fixes I worked on, on top of this, due to wanting to commit roughly once every hour to keep people updated, I rewrote the empty path so it looks better. Link still points to the github repo. Auth Securely, Auth Silly.
Fixes and Continuity So basically this was just fixing a lot of weird things. For example, this being the main thing, the pfps stored whenever a user uploads them, get stored as 128x128. But the empty pfp, was 256x256. On top of this in some websocket things i was using "msg":"content" or "message":"content" interchangeably, but this has since been normalized. In all its just been a productive time, I’ve added a bunch, started working on a python library, and just gotten ready for ship 2!
Quick Devlog for the reroll Started just adding more pfp decor, had some people make me some. Yippee! Quick update: that’s not mine and I didnt get permission to use it, its the one i had for testing first because I got it from somewhere else real easily. It has since been removed, in favor for other ones I do have permission to use.
Fixes and Usage Well hey! It’s been a hot minute right? Lately I have been working on a lot more fixes, mainly on things like the social endpoint, and the image endpoint. Not terribly visible portions right now, but majorly important! I also got a used RPI5 which is now hosting it. That means, no more Nest downtime issues resetting my code! Yay! Notable Changes: The social posting endpoint returns the whole message object instead of just the ID. Files have been reorganized to be much cleaner Tons of little crashes and issues have been cleaned up, there are still more. I’ve started in on beautifying the logs!
LATEST UPDATES Auth Securely, Auth Silly <3 Normalizing Returns I’ve been doing a lot of work on simply normalizing some returns. Some of them were just slightly different like “The token is invalid” vs. “Invalid Token”, so those were condensed into “invalid token”, on top of this whenever i return a message i wrap it like: {"cmd":"success","message":"<original message>" . On top of this I also went through and changed some of the codes. DB Fixes Next thing I need to fix is any DB access needs to be routed through the helper funcs and properly closed. If you change your name, half the project still thinks only the original exists, while the other half, the correct half, only sees the new name. The reason is I have broken the project up into like 5 python files, 2 of which are both trying to simultaneously access the DB. Which, in-case you were wondering, is not good. Less Requests Something else I’ve been working on to prevent clients having to make like 3 requests for one thing, and to prevent the server from having to handle those, is to whenever a message is saved to the DB say from the social endpoint, when I send it back down, I attach the username and display name to it. This takes >2 http requests, get the messages then the usernames and user info, down to just 1. (Until you grab user pfps, which should be just grabbed once and cached.) Because this is really all I did I like… don’t have pictures? So… Enjoy the little 88x31 I made Also this is probably the longest devlog I’ve ever made, but I’m bored, and since I just got 6 months of Spotify premium as a gift, I’m letting the weird AI DJ thing just play whatever it feels like. It does, however, keep going back to the dark ages of 2024. Let me forget that year of music listening…
Im back Been working on the project a bit. Mainly just working on docs and helping people understand the API in a more sort of private environment. Should push a ship eventually, and its gonna be super awesome for everyone! :D Also maybe I did a devlog but i added timestamps to posts and stuff and made the total requests needed to do everything muuuuuuuch smaller, and made a smaller cache of data needed.
Multiplayer Im in the midst of making an extendable WS based multiplayer server, and figured I’d test it with a cool game somebody I know made! It’s a W.I.P. but works pretty well and everything server side is done lol.
Fixes, Simultaneous DB Editing, and JSONifying. Quick one since its like 11pm, I’ve been working on a lot of fixes. I, since the start of this project, haven’t closed DBs. Think about that. I am an intelligent human being. I’ve also been working on getting searching working (image) for the social api, and making sure everything works with that. On top of this, everything is still getting organized, and made to have very similar responses, so as a dev less work has to be done for you to support it. I also kinda started on a python library, but eh, we’ll see how it goes I suppose. Also have been working on some security, nothing commited, to try to make it harder to hack ig. Gn stardance! (im sick)
Music Server/New Chat Server Hello! I’ve lately been working on a music server. Users can upload any sort of audio file, mp3, ogg, it should support mp4 but i haven’t tested, and it converts it to an ogg file. The ogg file has a roughly 75% file size to the original MP3 while keeping the same quality. I’ve also been working on things like metadata storage, playlists, and more. On top of music, I’ve started a full rework of the live chatting system. It’s been going well so far, but I’m changing up how it works a little. It’s going to be closer to IRC + DMs, there will be no locked channels, no way to create custom channels anymore. Hopefully I can also drag some more people in, and make it much simpler to use, and on top of this make it super easy to link to Discord and such. So yeah! It’s been going well, I’m still alive, I’m running out of time to ship… and uh yeah! Have fun coding!
A lot… I JUST BROKE 30 HOURS ON THIS PROJECT SERVER-SIDE CODING OMG!!! :D Well Cami has been rolling along reallllllllly quickly. Things I’ve added/worked on: Playlists/More Music Stuff Fixing up the post search api Remake of ws chat server Fries have been implemented Fries transfer is working Fries daily claiming is working So many fixes (many things didnt quite properly handle errors and so they have been fixed) Changes to your user info are being locked behind fries. (PFP Decor is locked but pfp, bio, and more will be locked, basically everything but password changes) Image/Music uploading will likely be locked behind fries, or you will have to pay fries to upgrade the amount of stuff you can store. More PFP Decor has been added to my personal instance but that doesnt affect here. Server logs are prettier. More info attached to the user queries. Thanks for reading and sticking with this shitshow of a project.
AI generated a client so people can actually use it. Once again, I truthfully, have not used AI in this project for anything but front end, which I do not know how to do. Over the course of testing I have mainly used raw HTTP requests.
Well it was fun! (Its going for another week after i blow all my stardust.) Hello stardancers. Its 9-29-26. I’m not going to be able to make another ship and get it rated. Thank you everyone so much for the support on this project, and thanks for running Stardance! Mainly just working on live chatting, a decentralizable chatting service similar to discord, which will be picked up on phantom.hackclub.com. For anyone wondering what I got out of Stardance: 1 domain Outpost Badge (will make a project with that too!) Factorio Pico-8
Fixes/Tweaks Might as well just get some time out here, I’ve literally been working on livechatting and misc fixes. I’ve been so stressed and tired and distracted I don’t remember working on this at all. I’ve moved primarily to working on Phantom, tryna get me a blahaj and balatroooooooo also its been 12 days please ship me my items 😭 Live Chatting Decentralized? Check Ability to change servername dynamically? Check Editing/Deleting messages? Check we’re so goated :)
Ships:
Cami is a full authentication backend. I made this for use in my own projects, and as a way to learn web stuff with flask. It was challenging just getting it all working. Combining Flask and TinyDB (things I’m not too familiar with) to make this come together. To use, register an account on the homepage, then click around and see what you can do! THE CLIENT USED IS AI: I do not know how to do frontend html work, and that is not the project. The project is the backend python.
Welcome to Cami! It’s been a difficult 30 hour journey and I’m tryna get me Factorio to wrap up this awesome summer. :P Warning: The client is AI-Generated, it is not the project, simply a tool so you guys don’t have to make raw http requests with python. None of the rest of the project is AI-Generated....
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1793141251.4226418
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1793227651.4226418
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67955
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Dream Website by @Lorenzoczk | Stardance
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Lorenzoczk
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-04T21:40:53Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a single-page website that runs in the browser. The design aspect was the real challenge—choosing the colors and sizing the blocks and buttons—but I managed to do it and am proud to have finished. I hope I pass and unlock the Web2 challenge.Just wanted to say I’m from Brazil, and whenever I use this, Google Translate changes my words; I hope you take that into consideration.", "repo": "https://github.com/lczk9999/Dream-Website", "demo": "https://lczk9999.github.io/Dream-Website/"}]...
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[{"post_id": 76870, "ts": "202 [{"post_id": 76870, "ts": "2026-10-04T21:37:29Z", "hours": 1.2386, "text": "I finally finished."}, {"post_id": 76842, "ts": "2026-10-04T19:55:43Z", "hours": 1.3208, "text": "The “dream web” is a web application that runs directly in the browser, and I’m just starting to build it."}]...
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Title: Dream Website by @Lorenzoczk | Stardance
D Title: Dream Website by @Lorenzoczk | Stardance
Devlogs:
The “dream web” is a web application that runs directly in the browser, and I’m just starting to build it.
I finally finished.
Ships:
I built a single-page website that runs in the browser. The design aspect was the real challenge—choosing the colors and sizing the blocks and buttons—but I managed to do it and am proud to have finished. I hope I pass and unlock the Web2 challenge.Just wanted to say I’m from Brazil, and whenever I use this, Google Translate changes my words; I hope you take that into consideration....
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1793217177.6234238
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1793303577.6234238
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61155
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PolaroidAlarm by @tanishah | Stardance
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tanishah
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0
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6.42
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0
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[]
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[{"post_id": 76869, "ts": "202 [{"post_id": 76869, "ts": "2026-10-04T21:35:37Z", "hours": 1.8661, "text": "I FINALLY finished the CAD. This time, I added some minor details like fillets and stuff and fixed the color palette. Now I just gotta finish up the firmware and then I’ll be ready to ship!"}, {"post_id": 67717, "ts": "2026-09-13T22:29:18Z", "hours": 1.275, "text": "just finished the top plate and added holes for the USB port and the display. I gotta add some more details and stuff to finish it off and also change the colors since these are temporary. I also finished the camera lens (its just decor) but I feel like there’s something off about it I just don’t know what. Anything else I should add to it?"}, {"post_id": 66951, "ts": "2026-09-12T22:40:58Z", "hours": 1.8967, "text": "I was looking at my old case a realized that the screen would fall out of place if I lifted it up and I just decided to scrap it. So now I’ve been designing a new case but this time in the style of a polaroid camera. I think I’ve fixed the issues of it falling out and I think it’ll work better as an alarm clock since the screen is now not on the same side as the keys on the pcb. Anyways, I finished most of the case part. The only thing I really need to do is make the top plate, add some holes for the display, USB port, and buzzer, and add some designs to it"}, {"post_id": 66243, "ts": "2026-09-11T23:13:32Z", "hours": 1.3783, "text": "so i started the BLARE mission and im working on a mix tape themed alarm clock. im basically done with the case since i dont really know what else to add and i think it turned out pretty well for my first time using onshape. i spent alot more time on this but i forgot to record it but anyways here it is. might add a bit if i feel like it but otherwise im gonna move on to the firmware"}]...
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Title: PolaroidAlarm by @tanishah | Stardance
Dev Title: PolaroidAlarm by @tanishah | Stardance
Devlogs:
so i started the BLARE mission and im working on a mix tape themed alarm clock. im basically done with the case since i dont really know what else to add and i think it turned out pretty well for my first time using onshape. i spent alot more time on this but i forgot to record it but anyways here it is. might add a bit if i feel like it but otherwise im gonna move on to the firmware
I was looking at my old case a realized that the screen would fall out of place if I lifted it up and I just decided to scrap it. So now I’ve been designing a new case but this time in the style of a polaroid camera. I think I’ve fixed the issues of it falling out and I think it’ll work better as an alarm clock since the screen is now not on the same side as the keys on the pcb. Anyways, I finished most of the case part. The only thing I really need to do is make the top plate, add some holes for the display, USB port, and buzzer, and add some designs to it
just finished the top plate and added holes for the USB port and the display. I gotta add some more details and stuff to finish it off and also change the colors since these are temporary. I also finished the camera lens (its just decor) but I feel like there’s something off about it I just don’t know what. Anything else I should add to it?
I FINALLY finished the CAD. This time, I added some minor details like fillets and stuff and fixed the color palette. Now I just gotta finish up the firmware and then I’ll be ready to ship!...
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1793037240.0267327
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1793642040.0267327
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