|
56950
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Science Fair Portfolio by @sklebi | Stardance
|
sklebi
|
1
|
13.91
|
82
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T21:17:02Z", "hours": 10.0, "multiplier": 7.89, "payout": 82, "blessing": "neutral", "text": "This is a portfolio website for my science research team :) We needed a portfolio website for cold emailing so we could display our skills so I decided to make it. (also be cause it is quite fun) This website was inspired by sharyap.com because I really liked the design and feeling it gave off. The website is best used with a desktop device (mobile doesn’t really work too well) and you can drag, drop, and stack the various windows together. There is a dark to light mode switch in the top left corner that inverts the color palette as well as sound effects that play when you click specific buttons. I hope you enjoy playing around with the website!", "repo": "https://github.com/Sklebi/squigs_website", "demo": "http://www.squigs.org/"}]...
|
[{"post_id": 74826, "ts": "202 [{"post_id": 74826, "ts": "2026-09-28T11:57:18Z", "hours": 3.915, "text": "Changed the text, added GIFS and resumes"}, {"post_id": 60481, "ts": "2026-09-02T20:38:42Z", "hours": 0.715, "text": "Devlog #5 (FINAL DEVLOG) I bought my second ever domain :) I connected it to github pages so hopefully the DNS check goes through sometime soon… BUT the rest of the website is pretty much complete. For the mobile version, I was kinda too lazy to switch everything around again so I just added a little notification on the bottom telling the user that the website is made for desktop devices and will be pretty wonky on the mobile version. I switched up some colors around again to just make everything match and flow a little better. I think I really like how this website came out and hopefully it will be fully functioning! p.s: huge thanks to the big AZ for making me the backgrounds lol"}, {"post_id": 60352, "ts": "2026-09-02T17:18:36Z", "hours": 4.8725, "text": "Devlog #4 Profiles all complete! I finished everybody’s about me with their descriptions and accent colors. I changed the highlight color for each one to make it more custom and added more font awesome emojis I added dark mode after watching a tutorial on it and tracked/inverted all my colors. I think darkmode looks pretty good for now (not perfect but highkey im too lazy to change the colors) I added sfx from taking samples from a random website and adding audio tags to my html. I got ai to fix up my javascript for the audio to work for specific buttons (original javascript for the audio feature came from a 1 min long youtube tutorial) I am going to focus on the mobile version after this because I think the website is basically complete. (I also bought a domain lols) Our offical team name is squigs now so thats kinda cool"}, {"post_id": 59948, "ts": "2026-09-02T00:32:02Z", "hours": 1.3775, "text": "Devlog #3 Contacts page complete! This took way too long for what it is lol Reused blucky from one of my previous projects I did for the starbeam hackathon (yes! he makes a reappearance) Added our student emails with a button that automatically sends you to gmail cuz I was too lazy to add three buttons that sent you to each of our emails individually I rescaled everything and so the contacts page is a little longer than the other windows The contacts page and projects page I colored with a different background color to add a little personality to each window, I plan on adding our favorite colors as the background for our about mes Im probably going to work on the projects next and try to figure out how to make it scroll downwards (probably going to use the trick I learnt fro the carousel on my other website) also I updated the javascript so then the window header does not leave the viewable screen"}, {"post_id": 59914, "ts": "2026-09-01T22:57:53Z", "hours": 2.5856, "text": "Devlog #2 WINDOWS COMPLETE! I was able to get the modal to popup, drag and stack it on top of the other modals. I got font-awesome to work as emojis for the clickable buttons. I am waiting on my teammates to send me their about mes to replace the filler lorem ipsum text. I still don’t know why the border around the modal body has a very odd height, I just used a bit of padding to get the border to fit but I probably need to figure it out in order for the website to be able to be used on mobile I added box shadow and got the borders and fonts and headers to be colored and work properly The javascript took the longest because I had to rely on like 4 year old tutorials and a LOT of gemini for debugging I took the modal template from an old youtube tutorial and the rest of the javascript was mainly vibe coded except for a bit of debugging I had to do. Overall it works pretty well and the animations work great I will probably start working on overall design after this because the shadows look kinda odd under the main box and I think I want to look for better like skinnier fonts for aesthetics"}, {"post_id": 59336, "ts": "2026-09-01T02:17:21Z", "hours": 0.8081, "text": "Devlog #1 Hello! This is my first devlog for my newest project: a portfolio website for my science fair team. We need a portfolio website to like cold email people to get advisors and to show them like what projects we’ve made and stuff. This is heavily inspired by shar since I really like the look of her website. This will also be my first time using javascript in web development so bare with me Currently I have made the main box that will display our team name, and all our names. I was able to use flexbox to center everything and put them in the right position. The fonts i decided on were Cascadia Code, Consolas and arial. I heard that you should use monospaced fonts so I am just going off the wikipedia article about that. I chose a nice blue and dark grey for the header tab thing and the other text. I think it looks decent so far. Next I will probably work on getting little modals to work on the bottom that will display about us pages for each of us."}]...
|
Title: Science Fair Portfolio by @sklebi | Stardan Title: Science Fair Portfolio by @sklebi | Stardance
Devlogs:
Devlog #1 Hello! This is my first devlog for my newest project: a portfolio website for my science fair team. We need a portfolio website to like cold email people to get advisors and to show them like what projects we’ve made and stuff. This is heavily inspired by shar since I really like the look of her website. This will also be my first time using javascript in web development so bare with me Currently I have made the main box that will display our team name, and all our names. I was able to use flexbox to center everything and put them in the right position. The fonts i decided on were Cascadia Code, Consolas and arial. I heard that you should use monospaced fonts so I am just going off the wikipedia article about that. I chose a nice blue and dark grey for the header tab thing and the other text. I think it looks decent so far. Next I will probably work on getting little modals to work on the bottom that will display about us pages for each of us.
Devlog #2 WINDOWS COMPLETE! I was able to get the modal to popup, drag and stack it on top of the other modals. I got font-awesome to work as emojis for the clickable buttons. I am waiting on my teammates to send me their about mes to replace the filler lorem ipsum text. I still don’t know why the border around the modal body has a very odd height, I just used a bit of padding to get the border to fit but I probably need to figure it out in order for the website to be able to be used on mobile I added box shadow and got the borders and fonts and headers to be colored and work properly The javascript took the longest because I had to rely on like 4 year old tutorials and a LOT of gemini for debugging I took the modal template from an old youtube tutorial and the rest of the javascript was mainly vibe coded except for a bit of debugging I had to do. Overall it works pretty well and the animations work great I will probably start working on overall design after this because the shadows look kinda odd under the main box and I think I want to look for better like skinnier fonts for aesthetics
Devlog #3 Contacts page complete! This took way too long for what it is lol Reused blucky from one of my previous projects I did for the starbeam hackathon (yes! he makes a reappearance) Added our student emails with a button that automatically sends you to gmail cuz I was too lazy to add three buttons that sent you to each of our emails individually I rescaled everything and so the contacts page is a little longer than the other windows The contacts page and projects page I colored with a different background color to add a little personality to each window, I plan on adding our favorite colors as the background for our about mes Im probably going to work on the projects next and try to figure out how to make it scroll downwards (probably going to use the trick I learnt fro the carousel on my other website) also I updated the javascript so then the window header does not leave the viewable screen
Devlog #4 Profiles all complete! I finished everybody’s about me with their descriptions and accent colors. I changed the highlight color for each one to make it more custom and added more font awesome emojis I added dark mode after watching a tutorial on it and tracked/inverted all my colors. I think darkmode looks pretty good for now (not perfect but highkey im too lazy to change the colors) I added sfx from taking samples from a random website and adding audio tags to my html. I got ai to fix up my javascript for the audio to work for specific buttons (original javascript for the audio feature came from a 1 min long youtube tutorial) I am going to focus on the mobile version after this because I think the website is basically complete. (I also bought a domain lols) Our offical team name is squigs now so thats kinda cool
Devlog #5 (FINAL DEVLOG) I bought my second ever domain :) I connected it to github pages so hopefully the DNS check goes through sometime soon… BUT the rest of the website is pretty much complete. For the mobile version, I was kinda too lazy to switch everything around again so I just added a little notification on the bottom telling the user that the website is made for desktop devices and will be pretty wonky on the mobile version. I switched up some colors around again to just make everything match and flow a little better. I think I really like how this website came out and hopefully it will be fully functioning! p.s: huge thanks to the big AZ for making me the backgrounds lol
Changed the text, added GIFS and resumes
Ships:
This is a portfolio website for my science research team :) We needed a portfolio website for cold emailing so we could display our skills so I decided to make it. (also be cause it is quite fun) This website was inspired by sharyap.com because I really liked the design and feeling it gave off. The website is best used with a desktop device (mobile doesn’t really work too well) and you can drag, drop, and stack the various windows together. There is a dark to light mode switch in the top left corner that inverts the color palette as well as sound effects that play when you click specific buttons. I hope you enjoy playing around with the website!...
|
1793598864.635755
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1793685264.635755
|
|
29047
|
Helios - Michaelson Interferometer by @raoul | Sta Helios - Michaelson Interferometer by @raoul | Stardance...
|
raoul
|
1
|
50.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T19:40:21Z", "hours": 50.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Michaelson Interferometer capable of detecting magnetostriction in a nickel rod! It uses light waves to measure changes in mirror distance in the order of nanometers, acting as a super-precise ruler. What’s that? A Michaelson Interferometer splits light through a beamsplitter, then recombines it at the same place to produce interference fringes. As one mirror moves, the phase shift in the recombined light moves too, so these patterns also shift around, increasing in number, and decreasing in size about the center. The photodiode system detects these changes in light intensity, and a relation between wavelength, distance change and number of signal peaks in the photodiode can be established. How did I build mine? I used 3D printing in PETG to build solid, adjustable and modular mounts. I used a rated 650nm adjustable laser light and λ/10 flatness mirrors to reduce external causes of error as much as I could. I designed a sliding rail system coupled with a micrometer for one mirror, allowing for precise wavelength measurement (‘fixed’ mirror in the magnetostriction test). I designed a solenoid system paired with a nickel rod within it which holds the other mirror, allowing magnetostriction measurement (‘fixed’ mirror when measuring laser wavelength) These features allowed me to detect signal changes from a nickel rod’s size as the current in a solenoid wrapped around it increased from 0A-10A, with most if not all external causes being ruled out. So what else could it do? Configuring the photodiode more optimally and using a higher current power supply, magnetostrictive saturation should be possible to calculate, not only for a nickel rod, but for any other metal. Thermal expansion, which causes much greater displacement than its magnetic counterpart, should also be possible to calculate for any metal using this device with no other changes to the system.", "repo": "https://github.com/rsourcer/Project-Helios", "demo": ""}]...
|
[{"post_id": 74816, "ts": "202 [{"post_id": 74816, "ts": "2026-09-28T11:29:09Z", "hours": 6.7969, "text": "✧˚⋆ DEVLOG 7: I have finally succeeded in setting up the photodiode system! It now outputs signal value ranging from 97-350, and filtering out almost all noise. This required re-programming the way in which output signal is detected, as heavy 120Hz noise was present, and rewiring until the best result (so far) was acheived. This allowed me to complete the project’s main goal: magnetostriction effects observed in a nickel rod! This is despite amplification still not being fully maximized. (theo. max: 1023) To test this, I wrapped a 25ft copper wire around the solenoid cover and connected it to a DC power supply. As current is turned up, the photodiode signal has been decreasing repeatly. (See photo - output decreases by ~1-2) In the pulse test, it is also shown to decrease instantaneously, and when the photodiode is covered, no parasitic effects from the current are present, leading me to believe that the observed effect was truly caused by fringe shift due to magnetic shrinkage caused by the solenoid. For this reason, this may very well be my last devlog! There is still room for improvement in fine-tuning the amplification system, but the full functionality of every component has been demonstrated. It however doesn’t mean I’m done with the project at all after shipping - I can try out rods with different metals and higher currents with amplified signal to get and compare ‘true’ quantitative data in the future! Check out README.md for more details!"}, {"post_id": 70900, "ts": "2026-09-19T23:58:45Z", "hours": 6.7633, "text": "✧˚⋆ DEVLOG 6: The last three weeks of my project have been subject to great stagnation - However, I now have been able to photograph fringes! (See photo 2). Unfortunately, they appear to be a mix of Michaelson fringes and lens (Newton) interference (remain when one mirror is blocked) - the latter kind is useless to measure wavelengths, so we now only want stronger Michaelson fringes, which appear more as bands or arcs of light. (noticeable now yet currently hard to image) To come to this, I’ve had to reprint the LMB and LDM to allow translation (and some rotational) alignment with screws, reworked the mirror mounting system screws (removing bolts) and reprinted the solenoid cover from Devlog 5. This has allowed my alignment to be much more precisely adjustable - it has also made it more tedious to align. To this effect, I added ruler and protractor markings for the MMM, LDM and LMB to serve as alignment guides, and since, I’ve added guides to the MMM to make sure the mirror follows more linear guides. These changes insure that I can now very finely adjust angles and mirror distances prop. to beam splitter to be equal - which is what we need! For acronyms list, and further info on how the alignment process is done, check out the project GitHub! :)"}, {"post_id": 59278, "ts": "2026-08-31T23:53:04Z", "hours": 4.2981, "text": "✧˚⋆ DEVLOG 5: Beamsplitter is here! I’ve finally started proper alignment testing by putting together the optical components into their respective mounts. However, no interferometry yet - the BSM had to be reprinted to fit the beamsplitter, and my SMB mirror mount was 4mm too low, which made me reprint a slightly taller solenoid cover.. Every time I had to print the solenoid cover, severe noodling would happen in at least one section of this component. After 4 iterations, i decided to use the least damaged one, and now, my lasers at least somewhat align to the mirrors! I’ve now made additional supports for the laser and lens allowing for slight translation to make precise alignment a much easier task. For more info and acronym list, check out the README on GitHub :)"}, {"post_id": 56257, "ts": "2026-08-27T22:58:03Z", "hours": 9.0697, "text": "✧˚⋆ DEVLOG 4: I’ve finally been able to complete, print and assemble all CAD mounts! Attached in the image below is the mounting system in the interferometer’s calibration phase. The assembly process took a disgusting amount of time, as most parts had to be re-iterated upon, either due to screw alignment, screw dimensions or linkage strength. Tolerances were a recurring issue with the components — I had to drill the mirror mounting systems in the MMM and SMB (new acronyms to be found on my GitHub btw!) which served as a wake up call on wearing proper safety equipment, multiple times.. my screen protector is still irreparably cracked from the PETG-CF shards, and my hand felt much of the same to say the least lol. Oh, and no more DVD drive laser components - I have switched to a proper (Class II) laser to conduct my experiments. However, things are looking up, and the build quality is now solid! I am waiting on the final component to arrive (beamsplitter) before assembling the final system. same time next week? :)"}, {"post_id": 50064, "ts": "2026-08-19T03:30:37Z", "hours": 8.9161, "text": "✧˚⋆ DEVLOG 3: I’ve received most of the parts, so NOW, I’ve been able to work on the real electronics and design the 3d CAD mounts - my full design is therefore almost complete! (I have a bad habit of saying that lol) One thing which was particularly tricky was the solenoid mirror mount, which went through multiple different iterations. I had to find a way to encorporate the advantage of the screw-plate mounting system and free suspended motion, and my design eventually (…) was able to accomplish this using a counterbalance! Then, while messing around with the Uno R3 kit, I also managed to get the laser diode, which I disassembled from my old laptop’s DVD drive, to be functional! It’s not collimated by its lens anymore, but it’s a step in the right direction. I’m sure i’ll be able to find a workaround someway, right? right? :’)"}, {"post_id": 45103, "ts": "2026-08-11T11:33:44Z", "hours": 8.4892, "text": "✧˚⋆ DEVLOG 2: Based off measurements from the ordered parts (which took about 3 days to document in detail in terms of every option and decision), I created a precise, 1:2 scale top down technical drawing! This was rather tedious - I only had a straight edge, pencils and 8cm triangle ruler available, as I am currently traveling.. The detailed drawing shows the interferometer in the calibration phase, so I made another sketch showing how all the components interact with one another in both phases too. Check out Devlog 1 for photodiode circuit details (they aren’t shown on the lower drawing!) :)"}, {"post_id": 39861, "ts": "2026-08-03T03:55:39Z", "hours": 5.68, "text": "✧˚⋆ DEVLOG 1: Aside from (lots…) of documentation, I created this TIA photodiode circuit in Tinkercad to mirror the one which will measure the fringe shifts in my interferometer. Safe to say, this was not all smooth sailing - the components were challenging to wire correctly (particularly the op-amp) and the range of output values was.. disheartening at times (512-513 or 0-2) but I finally got it to an amplified degree! One of the solutions was simply flipping the polarity of the photodiode lol. It now outputs values from 0-1021 depending on the inverted light intensity, which is optimal for my project as the effect of real-world noise will now be much lesser than without the amplification system. I’ll keep you guys updated! Check out my github or ask me for more info :)"}]...
|
Title: Helios - Michaelson Interferometer by @raou Title: Helios - Michaelson Interferometer by @raoul | Stardance
Devlogs:
✧˚⋆ DEVLOG 1: Aside from (lots…) of documentation, I created this TIA photodiode circuit in Tinkercad to mirror the one which will measure the fringe shifts in my interferometer. Safe to say, this was not all smooth sailing - the components were challenging to wire correctly (particularly the op-amp) and the range of output values was.. disheartening at times (512-513 or 0-2) but I finally got it to an amplified degree! One of the solutions was simply flipping the polarity of the photodiode lol. It now outputs values from 0-1021 depending on the inverted light intensity, which is optimal for my project as the effect of real-world noise will now be much lesser than without the amplification system. I’ll keep you guys updated! Check out my github or ask me for more info :)
✧˚⋆ DEVLOG 2: Based off measurements from the ordered parts (which took about 3 days to document in detail in terms of every option and decision), I created a precise, 1:2 scale top down technical drawing! This was rather tedious - I only had a straight edge, pencils and 8cm triangle ruler available, as I am currently traveling.. The detailed drawing shows the interferometer in the calibration phase, so I made another sketch showing how all the components interact with one another in both phases too. Check out Devlog 1 for photodiode circuit details (they aren’t shown on the lower drawing!) :)
✧˚⋆ DEVLOG 3: I’ve received most of the parts, so NOW, I’ve been able to work on the real electronics and design the 3d CAD mounts - my full design is therefore almost complete! (I have a bad habit of saying that lol) One thing which was particularly tricky was the solenoid mirror mount, which went through multiple different iterations. I had to find a way to encorporate the advantage of the screw-plate mounting system and free suspended motion, and my design eventually (…) was able to accomplish this using a counterbalance! Then, while messing around with the Uno R3 kit, I also managed to get the laser diode, which I disassembled from my old laptop’s DVD drive, to be functional! It’s not collimated by its lens anymore, but it’s a step in the right direction. I’m sure i’ll be able to find a workaround someway, right? right? :’)
✧˚⋆ DEVLOG 4: I’ve finally been able to complete, print and assemble all CAD mounts! Attached in the image below is the mounting system in the interferometer’s calibration phase. The assembly process took a disgusting amount of time, as most parts had to be re-iterated upon, either due to screw alignment, screw dimensions or linkage strength. Tolerances were a recurring issue with the components — I had to drill the mirror mounting systems in the MMM and SMB (new acronyms to be found on my GitHub btw!) which served as a wake up call on wearing proper safety equipment, multiple times.. my screen protector is still irreparably cracked from the PETG-CF shards, and my hand felt much of the same to say the least lol. Oh, and no more DVD drive laser components - I have switched to a proper (Class II) laser to conduct my experiments. However, things are looking up, and the build quality is now solid! I am waiting on the final component to arrive (beamsplitter) before assembling the final system. same time next week? :)
✧˚⋆ DEVLOG 5: Beamsplitter is here! I’ve finally started proper alignment testing by putting together the optical components into their respective mounts. However, no interferometry yet - the BSM had to be reprinted to fit the beamsplitter, and my SMB mirror mount was 4mm too low, which made me reprint a slightly taller solenoid cover.. Every time I had to print the solenoid cover, severe noodling would happen in at least one section of this component. After 4 iterations, i decided to use the least damaged one, and now, my lasers at least somewhat align to the mirrors! I’ve now made additional supports for the laser and lens allowing for slight translation to make precise alignment a much easier task. For more info and acronym list, check out the README on GitHub :)
✧˚⋆ DEVLOG 6: The last three weeks of my project have been subject to great stagnation - However, I now have been able to photograph fringes! (See photo 2). Unfortunately, they appear to be a mix of Michaelson fringes and lens (Newton) interference (remain when one mirror is blocked) - the latter kind is useless to measure wavelengths, so we now only want stronger Michaelson fringes, which appear more as bands or arcs of light. (noticeable now yet currently hard to image) To come to this, I’ve had to reprint the LMB and LDM to allow translation (and some rotational) alignment with screws, reworked the mirror mounting system screws (removing bolts) and reprinted the solenoid cover from Devlog 5. This has allowed my alignment to be much more precisely adjustable - it has also made it more tedious to align. To this effect, I added ruler and protractor markings for the MMM, LDM and LMB to serve as alignment guides, and since, I’ve added guides to the MMM to make sure the mirror follows more linear guides. These changes insure that I can now very finely adjust angles and mirror distances prop. to beam splitter to be equal - which is what we need! For acronyms list, and further info on how the alignment process is done, check out the project GitHub! :)
✧˚⋆ DEVLOG 7: I have finally succeeded in setting up the photodiode system! It now outputs signal value ranging from 97-350, and filtering out almost all noise. This required re-programming the way in which output signal is detected, as heavy 120Hz noise was present, and rewiring until the best result (so far) was acheived. This allowed me to complete the project’s main goal: magnetostriction effects observed in a nickel rod! This is despite amplification still not being fully maximized. (theo. max: 1023) To test this, I wrapped a 25ft copper wire around the solenoid cover and connected it to a DC power supply. As current is turned up, the photodiode signal has been decreasing repeatly. (See photo - output decreases by ~1-2) In the pulse test, it is also shown to decrease instantaneously, and when the photodiode is covered, no parasitic effects from the current are present, leading me to believe that the observed effect was truly caused by fringe shift due to magnetic shrinkage caused by the solenoid. For this reason, this may very well be my last devlog! There is still room for improvement in fine-tuning the amplification system, but the full functionality of every component has been demonstrated. It however doesn’t mean I’m done with the project at all after shipping - I can try out rods with different metals and higher currents with amplified signal to get and compare ‘true’ quantitative data in the future! Check out README.md for more details!
Ships:
I made a Michaelson Interferometer capable of detecting magnetostriction in a nickel rod! It uses light waves to measure changes in mirror distance in the order of nanometers, acting as a super-precise ruler. What’s that? A Michaelson Interferometer splits light through a beamsplitter, then recombines it at the same place to produce interference fringes. As one mirror moves, the phase shift in the recombined light moves too, so these patterns also shift around, increasing in number, and decreasing in size about the center. The photodiode system detects these changes in light intensity, and a relation between wavelength, distance change and number of signal peaks in the photodiode can be established. How did I build mine? I used 3D printing in PETG to build solid, adjustable and modular mounts. I used a rated 650nm adjustable laser light and λ/10 flatness mirrors to reduce external causes of error as much as I could. I designed a sliding rail system coupled with a micrometer for one mirror, allowing for precise wavelength measurement (‘fixed’ mirror in the magnetostriction test). I designed a solenoid system paired with a nickel rod within it which holds the other mirror, allowing magnetostriction measurement (‘fixed’ mirror when measuring laser wavelength) These features allowed me to detect signal changes from a nickel rod’s size as the current in a solenoid wrapped around it increased from 0A-10A, with most if not all external causes being ruled out. So what else could it do? Configuring the photodiode more optimally and using a higher current power supply, magnetostrictive saturation should be possible to calculate, not only for a nickel rod, but for any other metal. Thermal expansion, which causes much greater displacement than its magnetic counterpart, should also be possible to calculate for any metal using this device with no other changes to the system....
|
1793587732.0122707
|
1793674132.0122707
|
|
15194
|
My awesome macropad! by @rias | Stardance
|
rias
|
0
|
5.22
|
0
|
[]
|
[{"post_id": 7481, "ts": "2026 [{"post_id": 7481, "ts": "2026-06-12T14:12:13Z", "hours": 3.0667, "text": "ok i somehow got hackatime to categorize my time correctly, so these are the hours from the schematic and pcb designing"}, {"post_id": 7202, "ts": "2026-06-12T00:54:11Z", "hours": 1.6203, "text": "attempt to create a case so i couldnt get fusion cuz my mac is too outdated, so i used onshape instead. also ive never done cad before.. so im kinda buns. i still cant figure out to make it snap perfectly with 10mm walls… ill come back later 😔"}, {"post_id": 7151, "ts": "2026-06-11T22:50:01Z", "hours": 0.5319, "text": "schem and pcb done idk whats going on with my hackatime its not using my time from kicad, ts took more like 4 hours…"}]...
|
Title: My awesome macropad! by @rias | Stardance
Title: My awesome macropad! by @rias | Stardance
Devlogs:
schem and pcb done idk whats going on with my hackatime its not using my time from kicad, ts took more like 4 hours…
attempt to create a case so i couldnt get fusion cuz my mac is too outdated, so i used onshape instead. also ive never done cad before.. so im kinda buns. i still cant figure out to make it snap perfectly with 10mm walls… ill come back later 😔
ok i somehow got hackatime to categorize my time correctly, so these are the hours from the schematic and pcb designing...
|
1793415073.043546
|
1794019873.043546
|
|
42754
|
STREAMLINE by @Rishabh_mewada | Stardance
|
Rishabh_mewada
|
0
|
103.06
|
0
|
[]
|
[{"post_id": 74808, "ts": "202 [{"post_id": 74808, "ts": "2026-09-28T10:05:10Z", "hours": 9.5169, "text": "Body & frame In this time period the overall assembly of the frame and body and the mechanisms which will hold all the body together and will last all most 2G’s during flight and make sure that nothing get dismantled at 300km/h (unlike Boeing) and also make sure that the frame is tough enough to withstand high tension and gravitational forces and not snap under it and also making sure that everything can fit properly with leaving some room for some wiggle and in this process i had to change the battery that i aimed to use, to fit it inside drone and made a decision to not remake the drone itself again that’s all folks! can’t belive that this is my shortest devlog , geez i need to work more efficiently…. Tools used -fusion 360"}, {"post_id": 65988, "ts": "2026-09-11T14:31:05Z", "hours": 9.7989, "text": "Main body design So the wing is now designed from the NACA 0016 airfoil but there one problem , how do we know that we are getting the require drag and lift ?? , the answer is simple just put your airfoil model into simscale and use C(D) vs C(L) graph from your cfd post process result , okay now we have our data after 10 Mins of simulation , but oh its is newtons… now we will use the equation that every engineers use this formula Force(Newtons) = C(D) * 1/2 * p * V^2 * A Notations C(D) = coefficient of drag p = density of air V = velocity -A = area so after some mind soaring calculations you get 24.82 Grams of drag per wing yeppe , congratulations ! you have successfully got a low drag and zero lift wing !! apart from all of this accurate and precise modeling is done for low error model , just joining the wings to the core testing a locking mechanism making few adjustments in models and making the model aerodynamic that’s it for this devlog folks nothing more ! sources used : Simscale - CFD - Incompressible , V : 88.3 m/s"}, {"post_id": 62886, "ts": "2026-09-06T12:38:47Z", "hours": 12.19, "text": "New mounting & aero designs Well i looked at some designs of the worlds fastest fpv pod drone from youtube of world record holders in search of proper tested ideas and mounting hole positioning this helps in saving time and money while the design of the drones is not copied the core idea and the mistakes of the record holders drones are kept in mind to avoid any costly mistakes , while this method cant guarantee 100% perfection of the entire assembely or the design there can always be room for mistakes despite trying to avoid it Now for the new elements the issue with the PDB mounting holes have bought me to a conclusion to change the distance between the mounting holes and match it to the FC so a single big hole can be used for all purpose avoiding any poor mounting or adding additional weight just to support any additional unnecessary supports for the holes talking about supports the supports between the holes and the walls are now webbed with thickness of 1mm with multiple walls to make it stiff enough for high G forces , making it a better design choice for mounting and stiffness about the new addition the previous design of the wing is now changed to a proper NACA airfoil to avoid excess drag and no lift to avoid instability at high speed during maneuvering Details : Videos taken inspiration from https://youtu.be/-Iu6k9qJQ4I https://youtu.be/RoSSaSkOTTc -Airfoil details attached in images -Website - http://www.windandwet.com/windturbine/airfoil_plotter/index.php"}, {"post_id": 50304, "ts": "2026-08-19T13:51:06Z", "hours": 9.5639, "text": "Components placements , Frame & CFD for the new Drone design the placements and the frame of the components matters a lot because its helps in reducing weight and keeping it balanced through constant speed and also not concentrate all the weight on a specific point (weight distribution), to model the frame correctly i needed to be sure that the prototype Aerodynamics are correct and balanced without causing to much drag on the cone and on the wings thanks to the water droplet body and the aerofoil wings the drag was significantly less and the main points causing the drag where the points at which the air and the body would first impact and the drag caused by it was mostly negligible allowing the drone to fly at its true capacity rather than being a literal flying brick Software used fusion 360 (modeling/CAD) Simscale (CFD analysis , Incompressible fluid (air) ) Reading used speed / velocity inlet - 83.33m/s pressure outlet - 0 / constant walls of the simulation box , Slip walls settings used"}, {"post_id": 45804, "ts": "2026-08-12T14:52:25Z", "hours": 10.1839, "text": "New concept for streamline! - Due to my new simulation of the drone flaring and doing some analysis i found out that the flaring provides little to no aerodynamic advantage and instead adds up more weight to the drone , simply said the new analysis showed that a classic fpv drone wont bring up the aerodynamic advantage i am looking for instead a pod drone with a uni-body with integrated chassis would be better for speed and aerodynamics i used NASA Airfoil sim to simulate the NACA wing profile And applied specific Camber angles (0.3 Degrees) which almost eliminates most of the drag on the wing while the current stage of the drone in prototype and mockups Software’s / services used Fusion 360 Simscale NASA Airfoil Sim (student) Airfoil plotter Airfoil DAT to Spline ( or any other fusion 360 Plugin for the conversion of CSV file to spline for accurate Airfoil Profile) Although i wasted a ton of time on the classic but atleast i got to learn more complex modeling such as T-spline and Surface modeling for such surfaces . I am currently not using ansys because using ansys for small task is a waste of time and also my ansys is kind of having a crack down idk why"}, {"post_id": 38916, "ts": "2026-08-01T14:40:33Z", "hours": 51.8014, "text": "PDB , Chassis & Flaring"}]...
|
Title: STREAMLINE by @Rishabh_mewada | Stardance
Title: STREAMLINE by @Rishabh_mewada | Stardance
Devlogs:
PDB , Chassis & Flaring
New concept for streamline! - Due to my new simulation of the drone flaring and doing some analysis i found out that the flaring provides little to no aerodynamic advantage and instead adds up more weight to the drone , simply said the new analysis showed that a classic fpv drone wont bring up the aerodynamic advantage i am looking for instead a pod drone with a uni-body with integrated chassis would be better for speed and aerodynamics i used NASA Airfoil sim to simulate the NACA wing profile And applied specific Camber angles (0.3 Degrees) which almost eliminates most of the drag on the wing while the current stage of the drone in prototype and mockups Software’s / services used Fusion 360 Simscale NASA Airfoil Sim (student) Airfoil plotter Airfoil DAT to Spline ( or any other fusion 360 Plugin for the conversion of CSV file to spline for accurate Airfoil Profile) Although i wasted a ton of time on the classic but atleast i got to learn more complex modeling such as T-spline and Surface modeling for such surfaces . I am currently not using ansys because using ansys for small task is a waste of time and also my ansys is kind of having a crack down idk why
Components placements , Frame & CFD for the new Drone design the placements and the frame of the components matters a lot because its helps in reducing weight and keeping it balanced through constant speed and also not concentrate all the weight on a specific point (weight distribution), to model the frame correctly i needed to be sure that the prototype Aerodynamics are correct and balanced without causing to much drag on the cone and on the wings thanks to the water droplet body and the aerofoil wings the drag was significantly less and the main points causing the drag where the points at which the air and the body would first impact and the drag caused by it was mostly negligible allowing the drone to fly at its true capacity rather than being a literal flying brick Software used fusion 360 (modeling/CAD) Simscale (CFD analysis , Incompressible fluid (air) ) Reading used speed / velocity inlet - 83.33m/s pressure outlet - 0 / constant walls of the simulation box , Slip walls settings used
New mounting & aero designs Well i looked at some designs of the worlds fastest fpv pod drone from youtube of world record holders in search of proper tested ideas and mounting hole positioning this helps in saving time and money while the design of the drones is not copied the core idea and the mistakes of the record holders drones are kept in mind to avoid any costly mistakes , while this method cant guarantee 100% perfection of the entire assembely or the design there can always be room for mistakes despite trying to avoid it Now for the new elements the issue with the PDB mounting holes have bought me to a conclusion to change the distance between the mounting holes and match it to the FC so a single big hole can be used for all purpose avoiding any poor mounting or adding additional weight just to support any additional unnecessary supports for the holes talking about supports the supports between the holes and the walls are now webbed with thickness of 1mm with multiple walls to make it stiff enough for high G forces , making it a better design choice for mounting and stiffness about the new addition the previous design of the wing is now changed to a proper NACA airfoil to avoid excess drag and no lift to avoid instability at high speed during maneuvering Details : Videos taken inspiration from https://youtu.be/-Iu6k9qJQ4I https://youtu.be/RoSSaSkOTTc -Airfoil details attached in images -Website - http://www.windandwet.com/windturbine/airfoil_plotter/index.php
Main body design So the wing is now designed from the NACA 0016 airfoil but there one problem , how do we know that we are getting the require drag and lift ?? , the answer is simple just put your airfoil model into simscale and use C(D) vs C(L) graph from your cfd post process result , okay now we have our data after 10 Mins of simulation , but oh its is newtons… now we will use the equation that every engineers use this formula Force(Newtons) = C(D) * 1/2 * p * V^2 * A Notations C(D) = coefficient of drag p = density of air V = velocity -A = area so after some mind soaring calculations you get 24.82 Grams of drag per wing yeppe , congratulations ! you have successfully got a low drag and zero lift wing !! apart from all of this accurate and precise modeling is done for low error model , just joining the wings to the core testing a locking mechanism making few adjustments in models and making the model aerodynamic that’s it for this devlog folks nothing more ! sources used : Simscale - CFD - Incompressible , V : 88.3 m/s
Body & frame In this time period the overall assembly of the frame and body and the mechanisms which will hold all the body together and will last all most 2G’s during flight and make sure that nothing get dismantled at 300km/h (unlike Boeing) and also make sure that the frame is tough enough to withstand high tension and gravitational forces and not snap under it and also making sure that everything can fit properly with leaving some room for some wiggle and in this process i had to change the battery that i aimed to use, to fit it inside drone and made a decision to not remake the drone itself again that’s all folks! can’t belive that this is my shortest devlog , geez i need to work more efficiently…. Tools used -fusion 360...
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1793188425.7865398
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1793793225.7865398
|
|
66219
|
mini blind by @KashanZahid | Stardance
|
KashanZahid
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 74806, "ts": "202 [{"post_id": 74806, "ts": "2026-09-28T09:58:41Z", "hours": 0.2833, "text": "sep,27 s today i did some programing of voice assistant"}]...
|
Title: mini blind by @KashanZahid | Stardance
Dev Title: mini blind by @KashanZahid | Stardance
Devlogs:
sep,27 s today i did some programing of voice assistant...
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1793094876.1654541
|
1793699676.1654541
|
|
64216
|
pulsedweb by @NamasyuChallagarige | Stardance
|
NamasyuChallagarige
|
0
|
0.56
|
0
|
[]
|
[{"post_id": 74803, "ts": "202 [{"post_id": 74803, "ts": "2026-09-28T09:41:09Z", "hours": 0.5567, "text": "Pulse Web - Devlog 1Today I started working on my Pulse Web project. The idea is to make a simple website that shows NASA’s Astronomy Picture of the Day.I started by making the basic HTML structure with a title, image area, description and date picker. I also added simple CSS to make the page look better.Then I tried connecting the NASA APOD API. The old API wasn’t giving me the image properly, so I checked the new NASA API response. I found that the actual image link is given in hdurl.I tested the image URL directly in my HTML and got the NASA image to show. I also started working on making the image smaller.I haven’t set up Vite yet because Node.js and npm are not installed on my computer. My next step is to install Node.js and set up the project with Vite."}]...
|
Title: pulsedweb by @NamasyuChallagarige | Stardan Title: pulsedweb by @NamasyuChallagarige | Stardance
Devlogs:
Pulse Web - Devlog 1Today I started working on my Pulse Web project. The idea is to make a simple website that shows NASA’s Astronomy Picture of the Day.I started by making the basic HTML structure with a title, image area, description and date picker. I also added simple CSS to make the page look better.Then I tried connecting the NASA APOD API. The old API wasn’t giving me the image properly, so I checked the new NASA API response. I found that the actual image link is given in hdurl.I tested the image URL directly in my HTML and got the NASA image to show. I also started working on making the image smaller.I haven’t set up Vite yet because Node.js and npm are not installed on my computer. My next step is to install Node.js and set up the project with Vite....
|
1793058787.579874
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1793663587.579874
|
|
60918
|
Simple.AI by @InayaDuh | Stardance
|
InayaDuh
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T07:24:04Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I wanted to make an AI for a sunbeam project but realized that it was too difficult so made this instead. It is a survey which gives you suggestions on how to plan activities that you would like based on some preferences.", "repo": "https://github.com/InayaDuh/SIMP.AI", "demo": "https://inayaduh.github.io/SIMP.AI/"}]...
|
[{"post_id": 74802, "ts": "202 [{"post_id": 74802, "ts": "2026-09-28T09:39:23Z", "hours": 3.92, "text": "Finally finished my project.I will try to work on more if god wills..[note the picture isnt of my project it’s just a place holder]"}]...
|
Title: Simple.AI by @InayaDuh | Stardance
Devlogs Title: Simple.AI by @InayaDuh | Stardance
Devlogs:
Finally finished my project.I will try to work on more if god wills..[note the picture isnt of my project it’s just a place holder]
Ships:
I wanted to make an AI for a sunbeam project but realized that it was too difficult so made this instead. It is a survey which gives you suggestions on how to plan activities that you would like based on some preferences....
|
1793588220.9610224
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1793674620.9610224
|
|
46281
|
ASTRA by @BobbyLovesShrek | Stardance
|
BobbyLovesShrek
|
1
|
87.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T09:22:20Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ASTRA 3D is an interactive Solar System explorer. You can change the date and clock speed, select planets, compare distances, experiment with orbital parameters, and try simplified flights and transfers. It also includes a local notebook and an offline guide. The challenging part was connecting the orbital calculations to an interactive 3D scene while making clear what the simplified model can and cannot tell you. I’m proud that the project lets people explore these ideas hands-on and explains its limits: it isn’t a full physics simulation or a mission-planning tool. To try it, start the app with pnpm install and pnpm dev, then use the controls to change the date, select planets, measure distances, or launch an experiment.", "repo": "https://github.com/Sid95-44/ASTRA-3D", "demo": "https://sid95-44.github.io/ASTRA-3D/"}]...
|
[{"post_id": 74795, "ts": "202 [{"post_id": 74795, "ts": "2026-09-28T08:44:38Z", "hours": 11.8558, "text": "Alright guys, It might genuinely be time to ship this Goddamn I finished milestone 4 and 5 now, last minute grind Milestone 4 is where ASTRA gets more interactive. There’s more satellites, moons, spacecraft, etc. You can move around the 3d environment, so that it starts actually feeling like space simulation. In milestone 5, you can actually do stuff with those objects. You can create a mission, choose a destination, set objectives, plan the mission steps, and see everything play out in the 3D environment."}, {"post_id": 74010, "ts": "2026-09-26T14:53:28Z", "hours": 12.6856, "text": "Guys, so like I started grinding on this thing Like this has been my main centre of focus atp. I finished building milestone 3 and added some features. Milestone 3 is the Expedition phase: adding moons, spacecraft missions, live data, and guided learning and discovery tools. Basically, ASTRA grows from exploring the solar system to taking little learning trips through it. Some of the trickier parts of milestone 3 were getting planets and moons to move in a convincing way, while keeping the controls responsive; showing useful live readouts without making the screen feel overloaded; and making spacecraft trips and orbital data understandable without pretending they’re accurate enough for real mission planning. The project simplifies some of the physics, and the roadmap still calls out live data and guided discovery as future work."}, {"post_id": 73012, "ts": "2026-09-24T06:48:26Z", "hours": 13.2147, "text": "Milestone 2 is basically about taking ASTRA from a working demo to a more complete learning tool, with things like extra satellites, better mission lessons, more detailed visuals, and useful features like saving or exporting your measurements. Added ASTRA Guide, a built-in educational assistant. It can explain planets, orbital speed, orbital periods, Kepler-inspired motion, eccentricity, inclination, AU, simulation time, distances, and the model’s limits. Answers use the currently selected planet, simulation date, speed, and active distance measurement. Added suggested questions to help beginners know what to ask. Milestone 3 will probably focus on making ASTRA more advanced and useful, with deeper mission-planning lessons, more satellites, better visuals, and tools for saving or exporting your measurements."}, {"post_id": 72035, "ts": "2026-09-22T01:15:27Z", "hours": 11.0403, "text": "Devlog #6: Milestone 1 is where ASTRA stops being just a cool landing page and becomes an actual interactive Solar System. You can look around in 3D, select planets and moons, speed up or pause time, check live information, measure distances, and try simple spacecraft missions and orbit experiments. There were a few challenges along the way of building milestone 1, bugs and alot of errors. But I’ve created milestone 1, and I’m simultaenoulsy creating milestone 2."}, {"post_id": 70959, "ts": "2026-09-20T03:17:22Z", "hours": 6.7439, "text": "Devlog #5: Hello Earthlings, For Milestone 0, I upgraded the landing page into a proper interactive intro for ASTRA. It now has the orbital blueprint design, animated planet cards, scroll and pointer effects, section reveals, mobile navigation, reduced-motion support, and a clearer button that takes you into the simulation. The simulation itself stayed mostly the same for now, while I focused on making the first screen feel more polished and connected to the project’s space-science theme. As you can see, the design of the website has been improved a lot from before. I had some help from my friends at school, but I did around 65% of the work."}, {"post_id": 69171, "ts": "2026-09-16T15:01:55Z", "hours": 7.0864, "text": "So, hello It has been a long time since I made my previous devlog. I actually went from milestone 1 to making milestone 0. So milestone 0 is the landing page, that describes what ASTRA 3D is and has a scroll driven narrative system. Clicking the ‘enter observatory’ button will take the user into the main logic of this website. I’ve integrated milestone 1 and milestone 0, and I’m progressing through milestone 2. That’s it, I guess. Byeeeeeeee"}, {"post_id": 51372, "ts": "2026-08-21T00:36:22Z", "hours": 6.1872, "text": "Devlog#3-ish Hello mighty earthlings, I’m not really done with phase 3 of my project, hell, I’m not even done with phase 2 . I am currently adding moon textures and planet textures to the planets to make them look more realistic and I’m improving my UI. The thing is, there is a lot of errors and bugs, so this might be the most boring and brain-draining part yet. I think I would need another 6-7 hours to stop all errors and polish it. Until next time I guess"}, {"post_id": 50863, "ts": "2026-08-20T09:49:11Z", "hours": 10.8689, "text": "Devlog#2: Hello earthlings I have a lot of bugs and errors in phase 2 development. I can see that its a long road of fixing. But hey, atleast it’s for a good cause"}, {"post_id": 49304, "ts": "2026-08-18T01:28:06Z", "hours": 7.5714, "text": "Devlog #1: Hello Earthlings So I started with phase 1 of ASTRA-3D, which is a website that shows a lot of stuff, like 3D Solar System, info about planets, asteroid details, weather details and might have a ASTRA AI Chatbot as we progress through more updates and phases. Phase 1 is basic and basically shows the 3D solar system and you can rotate to move the camera around. Moreover, you can click on planets to display the info abt them. Thats it Thx"}]...
|
Title: ASTRA by @BobbyLovesShrek | Stardance
Devl Title: ASTRA by @BobbyLovesShrek | Stardance
Devlogs:
Devlog #1: Hello Earthlings So I started with phase 1 of ASTRA-3D, which is a website that shows a lot of stuff, like 3D Solar System, info about planets, asteroid details, weather details and might have a ASTRA AI Chatbot as we progress through more updates and phases. Phase 1 is basic and basically shows the 3D solar system and you can rotate to move the camera around. Moreover, you can click on planets to display the info abt them. Thats it Thx
Devlog#2: Hello earthlings I have a lot of bugs and errors in phase 2 development. I can see that its a long road of fixing. But hey, atleast it’s for a good cause
Devlog#3-ish Hello mighty earthlings, I’m not really done with phase 3 of my project, hell, I’m not even done with phase 2 . I am currently adding moon textures and planet textures to the planets to make them look more realistic and I’m improving my UI. The thing is, there is a lot of errors and bugs, so this might be the most boring and brain-draining part yet. I think I would need another 6-7 hours to stop all errors and polish it. Until next time I guess
So, hello It has been a long time since I made my previous devlog. I actually went from milestone 1 to making milestone 0. So milestone 0 is the landing page, that describes what ASTRA 3D is and has a scroll driven narrative system. Clicking the ‘enter observatory’ button will take the user into the main logic of this website. I’ve integrated milestone 1 and milestone 0, and I’m progressing through milestone 2. That’s it, I guess. Byeeeeeeee
Devlog #5: Hello Earthlings, For Milestone 0, I upgraded the landing page into a proper interactive intro for ASTRA. It now has the orbital blueprint design, animated planet cards, scroll and pointer effects, section reveals, mobile navigation, reduced-motion support, and a clearer button that takes you into the simulation. The simulation itself stayed mostly the same for now, while I focused on making the first screen feel more polished and connected to the project’s space-science theme. As you can see, the design of the website has been improved a lot from before. I had some help from my friends at school, but I did around 65% of the work.
Devlog #6: Milestone 1 is where ASTRA stops being just a cool landing page and becomes an actual interactive Solar System. You can look around in 3D, select planets and moons, speed up or pause time, check live information, measure distances, and try simple spacecraft missions and orbit experiments. There were a few challenges along the way of building milestone 1, bugs and alot of errors. But I’ve created milestone 1, and I’m simultaenoulsy creating milestone 2.
Milestone 2 is basically about taking ASTRA from a working demo to a more complete learning tool, with things like extra satellites, better mission lessons, more detailed visuals, and useful features like saving or exporting your measurements. Added ASTRA Guide, a built-in educational assistant. It can explain planets, orbital speed, orbital periods, Kepler-inspired motion, eccentricity, inclination, AU, simulation time, distances, and the model’s limits. Answers use the currently selected planet, simulation date, speed, and active distance measurement. Added suggested questions to help beginners know what to ask. Milestone 3 will probably focus on making ASTRA more advanced and useful, with deeper mission-planning lessons, more satellites, better visuals, and tools for saving or exporting your measurements.
Guys, so like I started grinding on this thing Like this has been my main centre of focus atp. I finished building milestone 3 and added some features. Milestone 3 is the Expedition phase: adding moons, spacecraft missions, live data, and guided learning and discovery tools. Basically, ASTRA grows from exploring the solar system to taking little learning trips through it. Some of the trickier parts of milestone 3 were getting planets and moons to move in a convincing way, while keeping the controls responsive; showing useful live readouts without making the screen feel overloaded; and making spacecraft trips and orbital data understandable without pretending they’re accurate enough for real mission planning. The project simplifies some of the physics, and the roadmap still calls out live data and guided discovery as future work.
Alright guys, It might genuinely be time to ship this Goddamn I finished milestone 4 and 5 now, last minute grind Milestone 4 is where ASTRA gets more interactive. There’s more satellites, moons, spacecraft, etc. You can move around the 3d environment, so that it starts actually feeling like space simulation. In milestone 5, you can actually do stuff with those objects. You can create a mission, choose a destination, set objectives, plan the mission steps, and see everything play out in the 3D environment.
Ships:
ASTRA 3D is an interactive Solar System explorer. You can change the date and clock speed, select planets, compare distances, experiment with orbital parameters, and try simplified flights and transfers. It also includes a local notebook and an offline guide. The challenging part was connecting the orbital calculations to an interactive 3D scene while making clear what the simplified model can and cannot tell you. I’m proud that the project lets people explore these ideas hands-on and explains its limits: it isn’t a full physics simulation or a mission-planning tool. To try it, start the app with pnpm install and pnpm dev, then use the controls to change the date, select planets, measure distances, or launch an experiment....
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1793580602.8481472
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1793667002.8481472
|
|
33038
|
Defied by @Sgattix | Stardance
|
Sgattix
|
1
|
37.62
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T16:36:14Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Defied — a full-stack monorepo featuring a Next.js 15 marketing site, NestJS API server, Fumadocs documentation, shared auth (Better Auth + Stripe, that will be later on moved to zitadel), Prisma/MariaDB, and Payload CMS — all wired with Turborepo. Challenge: Getting Better Auth to work identically across both the Next.js web app and NestJS server without duplicating config, while keeping Prisma types in sync across packages. Proud of: not using AI, insuring a high quality communication while also maintaining control over app primitives using Defied DART and Defied Prism. To test: pnpm install pnpm dev Then open http://localhost:2029 .", "repo": "https://github.com/defied-labs/website", "demo": "https://defied.sgattix.online"}]...
|
[{"post_id": 74793, "ts": "202 [{"post_id": 74793, "ts": "2026-09-28T08:30:44Z", "hours": 21.6183, "text": "Hi everyone! I’ve been making good progress on Defied lately. Here’s an update on what I’ve been working on: Backend Magic-link auth is working, and I’ve added Zitadel as auth provider for a more ecosystem-like architecture. The auth handler now supports both email magic-links and Zitadel OIDC. Health endpoints: /health , /health/db , /health/auth , and /health/mail endpoints for monitoring Email verification: SMTP integration with verifyEmailConnection() for magic-link email verification Frontend Blog management: Integrated BlockNote and Nextra to build a fully-functional blog Landing page: Designed and built, showcasing Defied’s services and values Login page: Updated with modern design and auth flow I will soon implement syntax highlighting and LaTeX in the blog editor. Stay tuned"}, {"post_id": 53036, "ts": "2026-08-23T13:00:32Z", "hours": 4.4719, "text": "Hi guys, I decided to spend these 4 hours doing something that almost no one does these days: reviewing code by hand, zero-AI. I noticed some contradictions, something that didn’t quite reflect Defied’s values and status. So here’s the final, working, bulletproof, but most importantly meaningful version of Defied’s landing page. I will soon ship it, so wish me luck!"}, {"post_id": 43218, "ts": "2026-08-08T10:55:52Z", "hours": 11.6939, "text": "Hi guys, I’ve been quite busy lately with my life outside Stardance. However I still managed to put some effort on a new project: Defied. Defied is a software company that builds advanced digital products, combining software engineering, AI and design to create reliable, elegant and accessible tools. Here’s what I did so far: Backend Built basic magic-link auth that will be later moved to a Zitadel-based auth for a more ecosystem-like architecture Frontend Designed and built landing page Designed and built login page Just as a quick note, this is Defied’s landing page and service wrapper, not a service. For Defied services, check out Defied Prism (Which I will later post here, as a multi-framework, css modules and tailwindcss component library)."}]...
|
Title: Defied by @Sgattix | Stardance
Devlogs:
Hi Title: Defied by @Sgattix | Stardance
Devlogs:
Hi guys, I’ve been quite busy lately with my life outside Stardance. However I still managed to put some effort on a new project: Defied. Defied is a software company that builds advanced digital products, combining software engineering, AI and design to create reliable, elegant and accessible tools. Here’s what I did so far: Backend Built basic magic-link auth that will be later moved to a Zitadel-based auth for a more ecosystem-like architecture Frontend Designed and built landing page Designed and built login page Just as a quick note, this is Defied’s landing page and service wrapper, not a service. For Defied services, check out Defied Prism (Which I will later post here, as a multi-framework, css modules and tailwindcss component library).
Hi guys, I decided to spend these 4 hours doing something that almost no one does these days: reviewing code by hand, zero-AI. I noticed some contradictions, something that didn’t quite reflect Defied’s values and status. So here’s the final, working, bulletproof, but most importantly meaningful version of Defied’s landing page. I will soon ship it, so wish me luck!
Hi everyone! I’ve been making good progress on Defied lately. Here’s an update on what I’ve been working on: Backend Magic-link auth is working, and I’ve added Zitadel as auth provider for a more ecosystem-like architecture. The auth handler now supports both email magic-links and Zitadel OIDC. Health endpoints: /health , /health/db , /health/auth , and /health/mail endpoints for monitoring Email verification: SMTP integration with verifyEmailConnection() for magic-link email verification Frontend Blog management: Integrated BlockNote and Nextra to build a fully-functional blog Landing page: Designed and built, showcasing Defied’s services and values Login page: Updated with modern design and auth flow I will soon implement syntax highlighting and LaTeX in the blog editor. Stay tuned
Ships:
Defied — a full-stack monorepo featuring a Next.js 15 marketing site, NestJS API server, Fumadocs documentation, shared auth (Better Auth + Stripe, that will be later on moved to zitadel), Prisma/MariaDB, and Payload CMS — all wired with Turborepo. Challenge: Getting Better Auth to work identically across both the Next.js web app and NestJS server without duplicating config, while keeping Prisma types in sync across packages. Proud of: not using AI, insuring a high quality communication while also maintaining control over app primitives using Defied DART and Defied Prism. To test: pnpm install pnpm dev Then open http://localhost:2029 ....
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1793544522.9445314
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1793630922.9445314
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66259
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os by @fraunzen07 | Stardance
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fraunzen07
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T08:38:36Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple OS running completely locally on your browser. I am currently working on other function, this is just a demo. It would be really helpful if you tell me what you think about it!", "repo": "https://github.com/neverwinter6/bobOS", "demo": "https://bob-os-lac.vercel.app/"}]...
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[{"post_id": 74792, "ts": "202 [{"post_id": 74792, "ts": "2026-09-28T08:17:13Z", "hours": 0.2667, "text": "Demo is finished!"}, {"post_id": 74469, "ts": "2026-09-27T13:29:07Z", "hours": 1.9147, "text": "Currently working on the OS layout"}]...
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Title: os by @fraunzen07 | Stardance
Devlogs:
Cur Title: os by @fraunzen07 | Stardance
Devlogs:
Currently working on the OS layout
Demo is finished!
Ships:
This is a simple OS running completely locally on your browser. I am currently working on other function, this is just a demo. It would be really helpful if you tell me what you think about it!...
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1793591802.0885792
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1793678202.0885792
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17311
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Bullet Box by @nightfall | Stardance
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nightfall
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0
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1.06
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0
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[]
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[{"post_id": 7479, "ts": "2026 [{"post_id": 7479, "ts": "2026-06-12T14:09:10Z", "hours": 1.0564, "text": "A few days I started work on Bullet Box (stylized BULLETBOX), a YSWS where you ship a Undertale-style attack using Create Your Frisk. The unique bit about Bullet Box is that you don’t get a prize for finishing it (except maybe stickers). Your attack is put into a compilation battle for anyone on the internet to play! Right now, I’ve started work on the website and making it look like Undertale dialogue. My plan is to add an example image of what the final finished battle will look like to the side, as well as a button to RSVP/submit! Right now, you can RSVP to Bullet Box here: https://rsvp.hackclub.community/bulletbox"}]...
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Title: Bullet Box by @nightfall | Stardance
Devlo Title: Bullet Box by @nightfall | Stardance
Devlogs:
A few days I started work on Bullet Box (stylized BULLETBOX), a YSWS where you ship a Undertale-style attack using Create Your Frisk. The unique bit about Bullet Box is that you don’t get a prize for finishing it (except maybe stickers). Your attack is put into a compilation battle for anyone on the internet to play! Right now, I’ve started work on the website and making it look like Undertale dialogue. My plan is to add an example image of what the final finished battle will look like to the side, as well as a button to RSVP/submit! Right now, you can RSVP to Bullet Box here: https://rsvp.hackclub.community/bulletbox...
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1793368267.818875
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1793973067.818875
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49715
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First os by @saatvik_270211 | Stardance
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saatvik_270211
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4
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16.0
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26
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T07:53:34Z", "hours": 5.0, "multiplier": 3.44, "payout": 18, "blessing": "neutral", "text": "Added new featured including Clock , Tic-Tac-Toe and character information . It was challenging to make working tic-tac-toe game have to look for different tutorials and explanation with syntax errors correction by AI .", "repo": "https://github.com/Kingplayer-eng/Web-OS", "demo": "https://kingplayer-eng.github.io/Web-OS/"}, {"ship_num": 2, "ts": "2026-09-18T10:33:48Z", "hours": 3.0, "multiplier": 1.69, "payout": 2, "blessing": "neutral", "text": "Fixed some common issues and added new feature like clock and characters . Will be adding more character in dossier .", "repo": "https://github.com/Kingplayer-eng/Web-OS", "demo": "https://kingplayer-eng.github.io/Web-OS/"}, {"ship_num": 3, "ts": "2026-09-14T09:09:31Z", "hours": 6.0, "multiplier": 1.97, "payout": 6, "blessing": "neutral", "text": "I made a working JJK styled Web Os with working api key from Nasa that chages background image. Also added Note box in top right with working buttons for 4 doman like in the anime itself . I hope you like this . If you got any suggestion feel free to tell me .", "repo": "https://github.com/Kingplayer-eng/Web-OS", "demo": "https://kingplayer-eng.github.io/Web-OS/"}, {"ship_num": 4, "ts": "2026-08-31T14:58:19Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Made a simple Web OS for JJK anime . It had great challenges from finding an idea or to get image in the web . Most user can try out without any efforts", "repo": "https://github.com/Kingplayer-eng/Web-OS", "demo": "https://kingplayer-eng.github.io/Web-OS/"}]...
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[{"post_id": 74787, "ts": "202 [{"post_id": 74787, "ts": "2026-09-28T07:46:51Z", "hours": 0.4742, "text": "Added 3 more character info in the icon ."}, {"post_id": 74291, "ts": "2026-09-27T04:11:32Z", "hours": 1.0492, "text": "Finally completed Tic-tac-toe game inside web os it was kinda difficult got so many errors making it . Have to use ai to fix errors."}, {"post_id": 73528, "ts": "2026-09-25T10:12:46Z", "hours": 0.6944, "text": "Making better icon for Tic-Tac-Toe . This is the progress till now ."}, {"post_id": 72165, "ts": "2026-09-22T10:58:43Z", "hours": 0.8167, "text": "Making tic-tac-toe game icon and game ."}, {"post_id": 70582, "ts": "2026-09-19T12:06:11Z", "hours": 1.5758, "text": "Made it good than previous one . Though it was quite challenging and got into many syntax errors."}, {"post_id": 70436, "ts": "2026-09-19T05:58:20Z", "hours": 0.6706, "text": "Trying to learn weather system . Will be going through tutorials for live weather in vs cod .Currently it’s not ."}, {"post_id": 70031, "ts": "2026-09-18T10:23:11Z", "hours": 0.6794, "text": "Completed Song require login spotify browser ."}, {"post_id": 69082, "ts": "2026-09-16T10:38:57Z", "hours": 0.5944, "text": "Adding every JJK character information . Today added Satoru Gojo . It was really confusing to code this but i fixed syntax errors by Ai."}, {"post_id": 68523, "ts": "2026-09-15T08:06:05Z", "hours": 0.8719, "text": "I added a icon to left of my WebOS will be customizing this a little better soon ."}, {"post_id": 68092, "ts": "2026-09-14T14:33:18Z", "hours": 0.4289, "text": "Added a little clock to left of Web OS."}, {"post_id": 67404, "ts": "2026-09-13T14:34:30Z", "hours": 1.7758, "text": "Learing css and making chnages in this project . I added button for welcome."}, {"post_id": 65878, "ts": "2026-09-11T09:57:10Z", "hours": 0.5578, "text": "Hi guys today i added cursed Notes allows you to write anything in that box . With Nasa API keys whenever you go back from domain it open new image ."}, {"post_id": 65292, "ts": "2026-09-10T10:17:11Z", "hours": 1.84, "text": "Hello guys Today i added NASA free API keys to web OS so every time you open it new image appear. This took so long to understand and write with several syntax errors hopefully it was correct by AI . I also added new images url with sound effects."}, {"post_id": 63628, "ts": "2026-09-07T15:37:40Z", "hours": 0.6272, "text": "Hey guys I hope you all doing well . I started my first OS project again from starting . I added new image and font size changes ."}, {"post_id": 59516, "ts": "2026-09-01T11:53:06Z", "hours": 0.3661, "text": "Added Volume control bar and fixed bugs and sounds with live weather option."}, {"post_id": 59482, "ts": "2026-09-01T10:53:11Z", "hours": 0.4989, "text": "Changed the whole layout of JJK themed Web OS"}, {"post_id": 58952, "ts": "2026-08-31T14:51:57Z", "hours": 0.25, "text": "Done creating domain expansion for sukuna , gojo and mahito."}, {"post_id": 58772, "ts": "2026-08-31T10:45:22Z", "hours": 2.0403, "text": "First time coding and making web OS . With working start button"}]...
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Title: First os by @saatvik_270211 | Stardance
De Title: First os by @saatvik_270211 | Stardance
Devlogs:
First time coding and making web OS . With working start button
Done creating domain expansion for sukuna , gojo and mahito.
Changed the whole layout of JJK themed Web OS
Added Volume control bar and fixed bugs and sounds with live weather option.
Hey guys I hope you all doing well . I started my first OS project again from starting . I added new image and font size changes .
Hello guys Today i added NASA free API keys to web OS so every time you open it new image appear. This took so long to understand and write with several syntax errors hopefully it was correct by AI . I also added new images url with sound effects.
Hi guys today i added cursed Notes allows you to write anything in that box . With Nasa API keys whenever you go back from domain it open new image .
Learing css and making chnages in this project . I added button for welcome.
Added a little clock to left of Web OS.
I added a icon to left of my WebOS will be customizing this a little better soon .
Adding every JJK character information . Today added Satoru Gojo . It was really confusing to code this but i fixed syntax errors by Ai.
Completed Song require login spotify browser .
Trying to learn weather system . Will be going through tutorials for live weather in vs cod .Currently it’s not .
Made it good than previous one . Though it was quite challenging and got into many syntax errors.
Making tic-tac-toe game icon and game .
Making better icon for Tic-Tac-Toe . This is the progress till now .
Finally completed Tic-tac-toe game inside web os it was kinda difficult got so many errors making it . Have to use ai to fix errors.
Added 3 more character info in the icon .
Ships:
I Made a simple Web OS for JJK anime . It had great challenges from finding an idea or to get image in the web . Most user can try out without any efforts
I made a working JJK styled Web Os with working api key from Nasa that chages background image. Also added Note box in top right with working buttons for 4 doman like in the anime itself . I hope you like this . If you got any suggestion feel free to tell me .
Fixed some common issues and added new feature like clock and characters . Will be adding more character in dossier .
Added new featured including Clock , Tic-Tac-Toe and character information . It was challenging to make working tic-tac-toe game have to look for different tutorials and explanation with syntax errors correction by AI ....
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1793530195.4111917
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1793616595.4111917
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62716
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SUDOKU GAME by @Yuna7 | Stardance
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Yuna7
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1
|
5.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T19:16:35Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a sudoku game which has some basic features such us guide bottom, hard/easy/medium options etc. the challenging part was that I was not much good in HTML since I was a really beginner and I want people to just enjoying playing the game(especially for those who loves math).", "repo": "https://github.com/xia-source-aflk/Sudoku-game", "demo": "https://xia-source-aflk.github.io/Sudoku-game/"}]...
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[{"post_id": 74784, "ts": "202 [{"post_id": 74784, "ts": "2026-09-28T07:39:20Z", "hours": 1.3047, "text": "it finally worksssssss!!!!!!🎉🎉last time my page completely blank. and I have many error but fix it by using chrome console. What is new since last update: added number pad with tiny counter for each number. complete the dark and light feature. timer/ mistake/easy/medium/hard features!!! this would be my last Devlog, next move is to actually ship it!!!😭🎉🤶🏻"}, {"post_id": 71301, "ts": "2026-09-20T16:25:32Z", "hours": 1.4542, "text": "-what is new this time time??? *easy, medium and hard buttons on the top. you can click and it will generate a puzzle with less or pre-filled nums depending on the difficulty * mistake counter—> it can now track your wrong entries while you play * I also added some instruction lines so if you are a new player, you can actually know the rules and how to play * (my sudoku is not complete yet and so next devlog gonna be about actually getting the num in to the grid an Done with the SUDOKU!!!)"}, {"post_id": 70511, "ts": "2026-09-19T09:34:01Z", "hours": 1.9258, "text": "title, fonts and theme vars are up. boards are not rendering yet but still got many errorssssss!!!!!!😭😭😭 just to be a typo! ughhh!!!"}]...
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Title: SUDOKU GAME by @Yuna7 | Stardance
Devlogs: Title: SUDOKU GAME by @Yuna7 | Stardance
Devlogs:
title, fonts and theme vars are up. boards are not rendering yet but still got many errorssssss!!!!!!😭😭😭 just to be a typo! ughhh!!!
-what is new this time time??? *easy, medium and hard buttons on the top. you can click and it will generate a puzzle with less or pre-filled nums depending on the difficulty * mistake counter—> it can now track your wrong entries while you play * I also added some instruction lines so if you are a new player, you can actually know the rules and how to play * (my sudoku is not complete yet and so next devlog gonna be about actually getting the num in to the grid an Done with the SUDOKU!!!)
it finally worksssssss!!!!!!🎉🎉last time my page completely blank. and I have many error but fix it by using chrome console. What is new since last update: added number pad with tiny counter for each number. complete the dark and light feature. timer/ mistake/easy/medium/hard features!!! this would be my last Devlog, next move is to actually ship it!!!😭🎉🤶🏻
Ships:
I made a sudoku game which has some basic features such us guide bottom, hard/easy/medium options etc. the challenging part was that I was not much good in HTML since I was a really beginner and I want people to just enjoying playing the game(especially for those who loves math)....
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1793591410.3548262
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1793677810.3548262
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65570
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osu!mania 4K Hackpad ! by @abieprxalt | Stardance
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abieprxalt
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0
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3.2
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0
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[]
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[{"post_id": 74781, "ts": "202 [{"post_id": 74781, "ts": "2026-09-28T07:15:19Z", "hours": 3.2031, "text": "What you’re seeing: This is my hackpad, and designed to be used for osu!mania, hence the presence of only 4 keys. PCB COMPLETE ! After three hours, I managed to fully complete the PCB of the hackpad, and is ready for production. As always, you can view the CAD & production files in the github repo Or view the Stardance project"}]...
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Title: osu!mania 4K Hackpad ! by @abieprxalt | Sta Title: osu!mania 4K Hackpad ! by @abieprxalt | Stardance
Devlogs:
What you’re seeing: This is my hackpad, and designed to be used for osu!mania, hence the presence of only 4 keys. PCB COMPLETE ! After three hours, I managed to fully complete the PCB of the hackpad, and is ready for production. As always, you can view the CAD & production files in the github repo Or view the Stardance project...
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1793087731.099095
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1793692531.099095
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64419
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askHeros by @sushant-vats | Stardance
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sushant-vats
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1
|
6.07
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T12:00:47Z", "hours": 5.0, "multiplier": 1.95, "payout": 10, "blessing": "neutral", "text": "I made a web app called askHeros ! One of the biggest challenges was finding a good API to use. A big shoutout to the people in the Hack Club Slack who told me about the Hack Club AI API, that helped me a lot. Another challenge was understanding how the , frontend and backend communicate with each other. This was actually my first time working with that, so figuring out how a request goes from the frontend to the backend and then comes back with a response was a really good learning experience. One small thing to keep in mind: askHeros might not be as fast as AI tools like GPT or Claude. It can take a few extra seconds to think and generate the response, so if it doesn’t answer immediately, just wait a few seconds! That’s pretty much it. Hope you enjoy trying it out!", "repo": "https://github.com/sushant-vats/askHeros", "demo": "https://askheros.sushant-vats.hackclub.app/"}]...
|
[{"post_id": 74776, "ts": "202 [{"post_id": 74776, "ts": "2026-09-28T06:50:40Z", "hours": 1.0703, "text": "Day 02: Made some changes in askHeros based on the suggestion from the reviewer. The main changes were: 1) Hosted askHeros on Hackclub Nest instead of render so it can run 24/7 without going to sleep. 2) Updated the README and some other improvements 3) Removed the parts of project were written using Ai and rewrote them myself. Overall, I cleaned up the project and made the changes suggested during the review"}, {"post_id": 71720, "ts": "2026-09-21T11:37:12Z", "hours": 5.2056, "text": "Day 1: Built askHeros from scratch Today I finished building my first version of askHeros end-to-end!The idea is pretty simple: you choose a superhero, ask them a question, and they explain it in their own way. I wanted each hero to actually feel different, so instead of just changing a few words in the prompt, I made a proper persona system using structured config data for each hero’s personality, voice, and teaching style.On the backend, I set up Node.js + Express and connected it to the Hack Club AI API. Then I built the frontend with a landing page, superhero selection cards, a question box, and an answer screen. I went with a dark comic-book style and gave each hero their own glow color.I also added loading and error states, entrance animations, and made the site responsive so it works on mobile too.After getting everything working locally, I deployed the app on Render and pushed the project to GitHub.Things that went wrongThe biggest challenge was honestly debugging tiny mistakes. Things like missing quotes or using the wrong variable name could completely break something, and sometimes the error wasn’t immediately obvious.I also accidentally exposed my API key while working on the project. GitHub’s secret scanning caught it before it could become a bigger problem, which was a really useful lesson. I learned why environment variables, .env files, and .gitignore are so important when building projects with APIs.Overall, this was a really fun first day. I learned way more by actually building and breaking things than I expected."}]...
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Title: askHeros by @sushant-vats | Stardance
Devl Title: askHeros by @sushant-vats | Stardance
Devlogs:
Day 1: Built askHeros from scratch Today I finished building my first version of askHeros end-to-end!The idea is pretty simple: you choose a superhero, ask them a question, and they explain it in their own way. I wanted each hero to actually feel different, so instead of just changing a few words in the prompt, I made a proper persona system using structured config data for each hero’s personality, voice, and teaching style.On the backend, I set up Node.js + Express and connected it to the Hack Club AI API. Then I built the frontend with a landing page, superhero selection cards, a question box, and an answer screen. I went with a dark comic-book style and gave each hero their own glow color.I also added loading and error states, entrance animations, and made the site responsive so it works on mobile too.After getting everything working locally, I deployed the app on Render and pushed the project to GitHub.Things that went wrongThe biggest challenge was honestly debugging tiny mistakes. Things like missing quotes or using the wrong variable name could completely break something, and sometimes the error wasn’t immediately obvious.I also accidentally exposed my API key while working on the project. GitHub’s secret scanning caught it before it could become a bigger problem, which was a really useful lesson. I learned why environment variables, .env files, and .gitignore are so important when building projects with APIs.Overall, this was a really fun first day. I learned way more by actually building and breaking things than I expected.
Day 02: Made some changes in askHeros based on the suggestion from the reviewer. The main changes were: 1) Hosted askHeros on Hackclub Nest instead of render so it can run 24/7 without going to sleep. 2) Updated the README and some other improvements 3) Removed the parts of project were written using Ai and rewrote them myself. Overall, I cleaned up the project and made the changes suggested during the review
Ships:
I made a web app called askHeros ! One of the biggest challenges was finding a good API to use. A big shoutout to the people in the Hack Club Slack who told me about the Hack Club AI API, that helped me a lot. Another challenge was understanding how the , frontend and backend communicate with each other. This was actually my first time working with that, so figuring out how a request goes from the frontend to the backend and then comes back with a response was a really good learning experience. One small thing to keep in mind: askHeros might not be as fast as AI tools like GPT or Claude. It can take a few extra seconds to think and generate the response, so if it doesn’t answer immediately, just wait a few seconds! That’s pretty much it. Hope you enjoy trying it out!...
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1793591602.9508264
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1793678002.9508264
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40905
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Cognita Study App by @cognitayohan | Stardance
|
cognitayohan
|
1
|
41.11
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T00:49:36Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cognita Study is your AI-powered study companion. You can effortlessly create flashcards, practice tests, and quizzes from your study materials using the 45+ features Cognita has. Some major features include AI Chat/Image/Video, Flashcards, Scan Image to Flashcards, AP/SAT Practice Exams, and much more! Cognita Study solves the issue where many study app require $$$ in order to actually have a meaningful amount of time studying. It also streamlines the time needed when switching tabs for assignments by providing a one for all type of product- AI chat, calculator, chem balancer, and the exam prep all in your hands on the same website.", "repo": "https://github.com/robot3-track/cognita-clean", "demo": "https://cognitastudy.me"}]...
|
[{"post_id": 74760, "ts": "202 [{"post_id": 74760, "ts": "2026-09-28T05:00:43Z", "hours": 0.5164, "text": "Cognita Study App Devlog 37 - Updated signin pathways and fixed broken APK file structures for future development. I updated the UI for the signin pathway page and also started to build the APK file for development in the application."}, {"post_id": 72966, "ts": "2026-09-24T03:58:52Z", "hours": 1.3392, "text": "Cognita Study App Devlog 36 - Continuous improvements through UI and Functionality I continued to work on the functionality of the app. Right now I changed up the CSS values, added new styling for the signin page, and also created easy-to-use search bars for decks."}, {"post_id": 70325, "ts": "2026-09-18T22:57:41Z", "hours": 1.1017, "text": "Cognita Study App Devlog 35 - Light Mode Contrasting Fix + AI Speed Enhancement During these days I continued to make adjustments to the UX and UI for light mode/dark mode contrasting. I also fixed the the loading times for AI quiz/tests- now it can generate a whole 50+ question test within a few seconds!"}, {"post_id": 68415, "ts": "2026-09-15T02:29:15Z", "hours": 1.6572, "text": "Cognita Study App Devlog 34 - App CSS Full Upgrade I have upgraded the CSS and app layout for the entire application- from the home page, login page, and deck page to courses in Cognita Academy. No more lucide react icons or cheesy emojis- rather now there are professional holders and proper formatting for optimal studying."}, {"post_id": 65768, "ts": "2026-09-11T04:04:26Z", "hours": 1.2247, "text": "Cognita Study App Devlog 33 - App style cleanup I cleaned up the style of the app and also fixed the AI features for scanning images to create notes/flashcards. Note that some people may think the signin page is AI- but it was actually manually coded by myself (I also manually edited the logo/image)."}, {"post_id": 63696, "ts": "2026-09-07T17:05:08Z", "hours": 3.4681, "text": "Cognita Study App Devlog 32 - Full application run through and update for consistency. After hours of work, I have modified and edited multiple files across the app to properly reflect the UX styling and proper formatting."}, {"post_id": 58585, "ts": "2026-08-31T01:41:44Z", "hours": 0.7367, "text": "Cognita Study App Devlog 31 - Updated UX of Spaced Repition and Advanced tools features I have continued to update the UI as well as the UX of multiple features in the app!"}, {"post_id": 54835, "ts": "2026-08-26T00:18:40Z", "hours": 0.5967, "text": "Cognita Study App Devlog 30 - Create new UI style for students Updated the UI for the app using nice flashcards styling."}, {"post_id": 51148, "ts": "2026-08-20T17:19:21Z", "hours": 0.3422, "text": "Cognita Study App Devlog 29 - Update loading page, signin page, and all other pages for new CSS styling. I also updated the CSS for other pages in the app and also updated loading time speeds."}, {"post_id": 51117, "ts": "2026-08-20T16:45:32Z", "hours": 0.7936, "text": "Cognita Study App Devlog 28 - Updated Home page, Course page, UI, font, orientation, and more! I did a full update of the CSS for the app, renamed a few features, updated pages, used new font, and changed the orientation of buttons and pages."}, {"post_id": 50797, "ts": "2026-08-20T06:02:14Z", "hours": 0.4469, "text": "Cognita Study App Devlog 27 - Redid Home UI Design and Format Updated the UI for the Home page and also removed old files that slowed down the app’s performance."}, {"post_id": 50777, "ts": "2026-08-20T04:44:17Z", "hours": 0.545, "text": "Cognita Study App Devlog 26 - Worked on CSS Manually To fix the issues with CSS formatting and dark/light mode patterns, I fixed a few CSS files including Katex, Index, and Global.css."}, {"post_id": 50663, "ts": "2026-08-19T22:52:35Z", "hours": 0.7411, "text": "Cognita Study App Devlog 25 - Added new Referrals Feature Now you can refer your friends and earn AI credits for FREE!"}, {"post_id": 50109, "ts": "2026-08-19T05:32:03Z", "hours": 0.3239, "text": "Cognita Study App Devlog 24 - Updated UI for Welcome Page I have manually updated the user interface and formatting of the welcome page to be easier to access. I also made sure to have the loader properly check the database status and not show the steps until the database is properly loaded in Firestore."}, {"post_id": 49918, "ts": "2026-08-18T21:41:29Z", "hours": 1.0469, "text": "Cognita Study App Devlog 23 - Updated AP Testing UI I decided to go back to my original AP Testing site and also update some features including mobile view while doing the AP Test environment."}, {"post_id": 49242, "ts": "2026-08-17T22:32:09Z", "hours": 0.7783, "text": "Cognita Study App Devlog 22 - Updated home page UI! I have updated the home page UI to be easier accessed and also remove previous AI dependencies. Now the app supports easy access for major tools for both desktop and mobile!"}, {"post_id": 46723, "ts": "2026-08-14T05:32:41Z", "hours": 0.5783, "text": "Cognita Study App Devlog 21 - Debug small errors in app I fixed a few errors in the app, such as not having a loader for generating images and have inaccurate saving values for all-time progress."}, {"post_id": 46699, "ts": "2026-08-14T04:21:37Z", "hours": 0.8775, "text": "Cognita Study App Devlog 20 - Updated Groq Model I received notice today that Groq’s llama-3.1-8b-instant model was getting decommissioned on the 16th- thus I changed the model to openai/gpt-oss-20b. It is the next fastest model and the new instant model that Groq is transitioning to currently."}, {"post_id": 44425, "ts": "2026-08-10T05:43:47Z", "hours": 0.5925, "text": "Cognita Study App Devlog 19 - Updated Footer UI layout and feedback button Because the original footer that I made was not very pleasing visually, I decided to reformat it so that it would be easier to access on desktop and mobile devices."}, {"post_id": 44276, "ts": "2026-08-09T22:28:46Z", "hours": 0.8817, "text": "Cogntia Study App Devlog 18 - Updated UI and loader Today I worked on the badge page UI to make it look more professional and easier to use. I also updated the loader for the home page to look more professional and cool (and to prevent lags)."}, {"post_id": 43743, "ts": "2026-08-09T05:01:05Z", "hours": 0.6697, "text": "Cognita Study App Devlog 17 - Added image generation to AI Studio After the image generation was working steadily, I added it officially to the AI studio! It can also be triggered by the AI chat. One thing to keep in mind about image generation- this is the ultimate fast generation, so it can only generate simple images locally. NO complex diagrams."}, {"post_id": 43087, "ts": "2026-08-08T05:18:37Z", "hours": 0.5531, "text": "Cogntia Study App Devlog 16 - Finally got image generation to work! It is still a work in progress…. but a big accomplishment! I managed to connect my personalized trained API with my specific Cognita prompt to the powerful Mistral API for image generation at fast speeds. Mistral API can generate images within 2 seconds at best, which is quite amazing. However, the AI needs further training as images are not very accurate/realistic. While sometimes there are still image loading error times and I am still working on CORS image handling errors- it is an improvement from before! Stay tuned for more updates!"}, {"post_id": 42946, "ts": "2026-08-07T22:41:53Z", "hours": 1.2031, "text": "Cogntia Study App Devlog 15 - Upgraded app AI features speed by 12x! Using Groq AI! Today I set Groq AI as one of the first AI models in the priority list to use due to its amazing speeds. Since it can generate 800 tokens/sec and can go 12 times faster than your regular ChatGPT, it really enhances the app! Also, not only is Groq AI fast, but it is efficeint and smart as well. I feel like this was the right direction to go to for my AI models. However, there are limits to usage of this model, so slower models such as Claude, GPT, Gemini, Cohere, and Openrouter models will be used as backup and for specialized tasks. This is why not every feature in the app would be lightning fast, but the majority should still be!"}, {"post_id": 41775, "ts": "2026-08-06T05:23:17Z", "hours": 1.1192, "text": "Cognita Study App Devlog 14 - Edited iReady Exam Prep as well as updated user logics While debugging the app, I realized that some users that were transferred over didn’t properly save on the database. With a quick fix in the code to recognize users that are added, not only users that recently logged in, I was able to save all user data. In addition, I also updated the iReady exam prep site and linked it over to my main Cognita Study site. (this is the reason why iready prep is also linked in the hackatime for this project since they are all together)."}, {"post_id": 41476, "ts": "2026-08-05T18:16:24Z", "hours": 0.9842, "text": "Cognita Study App Devlog 13 - Adding more advanced AI for special tasks Today I added NVIDIA NIM free-tier models as a backup for advanced AI usage such as the code sandbox in the app. NVIDIA runs pretty well but takes time, so it is currently used as backup rather than the first setup. NVIDIA requires proxy so I used /api/nvidia for Vercel to do it."}, {"post_id": 41148, "ts": "2026-08-05T05:30:05Z", "hours": 0.7183, "text": "Cognita Study App Devlog 12 - Fixed UI for drop down menus Originally the drop down menus had a layering issue with the search bar- I quickly fixed it by removing any transparent properties as well as fixing the order of the layering."}, {"post_id": 40544, "ts": "2026-08-04T05:20:52Z", "hours": 2.0553, "text": "Cognita Study App Devlog 11 - Add SAT Prep and add more AP Questions Today I decided to go and work on my exam prep sites. I added more bank questions for AP tests, (biology, chemistry, etc.) and I also created a whole new SAT prep site! Originally the AI had issues functioning, but after some debugging now SAT prep works fully!"}, {"post_id": 40382, "ts": "2026-08-03T21:04:18Z", "hours": 0.9772, "text": "Cognita Study App Devlog 10 - Fix AI Chat store logic While debugging and testing features, I realized that there was a Firestore error while trying to store the values of the AI chat. It was due to an undefined title if the user doesn’t make a title for the AI chat. To fix this, I made an autogenerated title (just like how other leading AI chats do) that makes Firestore “happy”. With that fixed, I continued to work and move onto a few other errors including friendship check logic."}, {"post_id": 39893, "ts": "2026-08-03T05:31:30Z", "hours": 0.6925, "text": "Cognita Study App Devlog 9 - Adding new API in the meantime While I still can’t fix the classroom error just yet, I decided to add something in the meantime. Right now, my APIs are very limited and don’t have that many backups in case of an overload. Thus, I added OpenRouter API free models as backups for features to make sure AI features don’t crash. I also updated the prompt clearly to make the AIs understand how it works."}, {"post_id": 39849, "ts": "2026-08-03T03:22:41Z", "hours": 0.7019, "text": "Cognita Study App Devlog 8 - Debugging.. Today I continued to debug on the classroom game errors- right now it still has an issue where when the host already started the game, the users in the classroom game still can’t see it. However, I am still making progress as I started formatting the Latex format for math equations in the classroom game mode."}, {"post_id": 39310, "ts": "2026-08-02T06:28:11Z", "hours": 1.9572, "text": "Cognita Study App Devlog 7 - Started to work on Classroom logic After finishing up personal deck, public decks, and user logics, I decided to move on to the classroom game feature. Basically it is kinda like blooket where you can host live game with everyone in the class. Right now it is a work in progress with some errors, but the progress is looking good so far!"}, {"post_id": 39028, "ts": "2026-08-01T18:10:56Z", "hours": 1.6681, "text": "Cognita Study App Devlog 6 - Fixed Users Issue Due to the recent firebase oauth login setup, some errors were caused by the paywalls from firebase. For some reason, when certain users signup at a certain time, the app doesn’t record them as users in the database and doesn’t save their preferences. I quickly recovered and fix the issue though, so all errors should be gone by now! I did this by building a sync button in my devdashboard to make sure to sync users’ data. The trick was setting the backup users as “admin” but then restricting what “admin” meant- because actual admins require another email verification, giving the “admin” status only bypasses the firebase walls rather than giving free admin statuses to other users. In the meantime, I also edited the firebase API key for oauth that was outdated."}, {"post_id": 38393, "ts": "2026-07-31T18:56:36Z", "hours": 0.3194, "text": "Cognita Study App Devlog 5 - Cloned New Repo for Public Viewing. Unfortunately, the original Repo of the app has old commits that include accidentally leaked API keys, so I had to create a clone of the Repo without those commits. However, this also deleted all of my past history. I added my commit history that was erased onto the README for public viewing."}, {"post_id": 38272, "ts": "2026-07-31T16:09:38Z", "hours": 0.8583, "text": "Cognita Study App Devlog 4 - Updated 404 error page as well as Documentation on security practices! In order to protect the app and list out security practices, I built a new “Documentation” page that clearly lists the app’s guidelines. I also listed the official domains of the app to protect users from fake sites. In addition, I also updated the 404 page to be more lively and fun!"}, {"post_id": 38014, "ts": "2026-07-31T04:37:39Z", "hours": 1.4875, "text": "Cognita Study App Devlog 3 - Continuing the UI update as well as updating features for usability I figured that my app was cluttered- especially my home page. So I decided to edit my home page to include only the core features up front with an easy access search bar so users can easily find things around the app. I also designed my own “ad” to place on the sign in page- it is lowkey nice looking tbh."}, {"post_id": 37434, "ts": "2026-07-30T05:09:58Z", "hours": 1.2131, "text": "Cognita Study App Devlog 2 - UI UPDATE! Cognita Study was a project I built prior to the Stardance Challenge. For Devlog 2, I have updated a few more features adding on from Devlog 1. I updated the UI for the signin page as well as the home page to ‘match’ leading study app designs (Quizlet, etc.). I also fixed some broken database logic for logins as well as Profile pictures and bios."}, {"post_id": 37349, "ts": "2026-07-30T00:19:54Z", "hours": 5.5881, "text": "Cognita Study App Devlog 1 - FULL APP UPDATE! Cognita Study was a project I built prior to the Stardance Challenge, so at that time my app originally was a simple study app capable of a few features such as flashcards view, quiz, etc before Stardance started. By now I have completely changed the UI, connected to Firebase Database for user storage, added Gamification modes, Advanced Tools for each subject, AP Exam Prep , State Test prep , and added my own Custom APIs to support all AI tools within my app. Unfortunately, that also meant around 30 hours of coding wasn’t logged from before.. Well, nevertheless, I continued to build and update my app to include these new helpful features. There are 45+ different features and counting now! I made this project to help my fellow students from my school originally, but seeing it’s success I really wanted to push my app to another scale. What was really hard for me while updating the app included debugging Firebase Database storing data framework and also connecting my app to a API-chain (where I have multiple AI models support each other). Now that I have successfully completed those changes, I just have one more error to fix for now- the loading times are too long. I believe the error is due to the problem where the app tries to load everything at once- I’ll probably just make it load things in a step flow. Finally, for the project, I really hope you guys would try it out! It has really helped me and my classmates and I’m sure it could help you all too! Live Website: https://cognitastudy.me Instagram: https://www.instagram.com/cognita.study Lmk what else I should add/update in the future!"}]...
|
Title: Cognita Study App by @cognitayohan | Starda Title: Cognita Study App by @cognitayohan | Stardance
Devlogs:
Cognita Study App Devlog 1 - FULL APP UPDATE! Cognita Study was a project I built prior to the Stardance Challenge, so at that time my app originally was a simple study app capable of a few features such as flashcards view, quiz, etc before Stardance started. By now I have completely changed the UI, connected to Firebase Database for user storage, added Gamification modes, Advanced Tools for each subject, AP Exam Prep , State Test prep , and added my own Custom APIs to support all AI tools within my app. Unfortunately, that also meant around 30 hours of coding wasn’t logged from before.. Well, nevertheless, I continued to build and update my app to include these new helpful features. There are 45+ different features and counting now! I made this project to help my fellow students from my school originally, but seeing it’s success I really wanted to push my app to another scale. What was really hard for me while updating the app included debugging Firebase Database storing data framework and also connecting my app to a API-chain (where I have multiple AI models support each other). Now that I have successfully completed those changes, I just have one more error to fix for now- the loading times are too long. I believe the error is due to the problem where the app tries to load everything at once- I’ll probably just make it load things in a step flow. Finally, for the project, I really hope you guys would try it out! It has really helped me and my classmates and I’m sure it could help you all too! Live Website: https://cognitastudy.me Instagram: https://www.instagram.com/cognita.study Lmk what else I should add/update in the future!
Cognita Study App Devlog 2 - UI UPDATE! Cognita Study was a project I built prior to the Stardance Challenge. For Devlog 2, I have updated a few more features adding on from Devlog 1. I updated the UI for the signin page as well as the home page to ‘match’ leading study app designs (Quizlet, etc.). I also fixed some broken database logic for logins as well as Profile pictures and bios.
Cognita Study App Devlog 3 - Continuing the UI update as well as updating features for usability I figured that my app was cluttered- especially my home page. So I decided to edit my home page to include only the core features up front with an easy access search bar so users can easily find things around the app. I also designed my own “ad” to place on the sign in page- it is lowkey nice looking tbh.
Cognita Study App Devlog 4 - Updated 404 error page as well as Documentation on security practices! In order to protect the app and list out security practices, I built a new “Documentation” page that clearly lists the app’s guidelines. I also listed the official domains of the app to protect users from fake sites. In addition, I also updated the 404 page to be more lively and fun!
Cognita Study App Devlog 5 - Cloned New Repo for Public Viewing. Unfortunately, the original Repo of the app has old commits that include accidentally leaked API keys, so I had to create a clone of the Repo without those commits. However, this also deleted all of my past history. I added my commit history that was erased onto the README for public viewing.
Cognita Study App Devlog 6 - Fixed Users Issue Due to the recent firebase oauth login setup, some errors were caused by the paywalls from firebase. For some reason, when certain users signup at a certain time, the app doesn’t record them as users in the database and doesn’t save their preferences. I quickly recovered and fix the issue though, so all errors should be gone by now! I did this by building a sync button in my devdashboard to make sure to sync users’ data. The trick was setting the backup users as “admin” but then restricting what “admin” meant- because actual admins require another email verification, giving the “admin” status only bypasses the firebase walls rather than giving free admin statuses to other users. In the meantime, I also edited the firebase API key for oauth that was outdated.
Cognita Study App Devlog 7 - Started to work on Classroom logic After finishing up personal deck, public decks, and user logics, I decided to move on to the classroom game feature. Basically it is kinda like blooket where you can host live game with everyone in the class. Right now it is a work in progress with some errors, but the progress is looking good so far!
Cognita Study App Devlog 8 - Debugging.. Today I continued to debug on the classroom game errors- right now it still has an issue where when the host already started the game, the users in the classroom game still can’t see it. However, I am still making progress as I started formatting the Latex format for math equations in the classroom game mode.
Cognita Study App Devlog 9 - Adding new API in the meantime While I still can’t fix the classroom error just yet, I decided to add something in the meantime. Right now, my APIs are very limited and don’t have that many backups in case of an overload. Thus, I added OpenRouter API free models as backups for features to make sure AI features don’t crash. I also updated the prompt clearly to make the AIs understand how it works.
Cognita Study App Devlog 10 - Fix AI Chat store logic While debugging and testing features, I realized that there was a Firestore error while trying to store the values of the AI chat. It was due to an undefined title if the user doesn’t make a title for the AI chat. To fix this, I made an autogenerated title (just like how other leading AI chats do) that makes Firestore “happy”. With that fixed, I continued to work and move onto a few other errors including friendship check logic.
Cognita Study App Devlog 11 - Add SAT Prep and add more AP Questions Today I decided to go and work on my exam prep sites. I added more bank questions for AP tests, (biology, chemistry, etc.) and I also created a whole new SAT prep site! Originally the AI had issues functioning, but after some debugging now SAT prep works fully!
Cognita Study App Devlog 12 - Fixed UI for drop down menus Originally the drop down menus had a layering issue with the search bar- I quickly fixed it by removing any transparent properties as well as fixing the order of the layering.
Cognita Study App Devlog 13 - Adding more advanced AI for special tasks Today I added NVIDIA NIM free-tier models as a backup for advanced AI usage such as the code sandbox in the app. NVIDIA runs pretty well but takes time, so it is currently used as backup rather than the first setup. NVIDIA requires proxy so I used /api/nvidia for Vercel to do it.
Cognita Study App Devlog 14 - Edited iReady Exam Prep as well as updated user logics While debugging the app, I realized that some users that were transferred over didn’t properly save on the database. With a quick fix in the code to recognize users that are added, not only users that recently logged in, I was able to save all user data. In addition, I also updated the iReady exam prep site and linked it over to my main Cognita Study site. (this is the reason why iready prep is also linked in the hackatime for this project since they are all together).
Cogntia Study App Devlog 15 - Upgraded app AI features speed by 12x! Using Groq AI! Today I set Groq AI as one of the first AI models in the priority list to use due to its amazing speeds. Since it can generate 800 tokens/sec and can go 12 times faster than your regular ChatGPT, it really enhances the app! Also, not only is Groq AI fast, but it is efficeint and smart as well. I feel like this was the right direction to go to for my AI models. However, there are limits to usage of this model, so slower models such as Claude, GPT, Gemini, Cohere, and Openrouter models will be used as backup and for specialized tasks. This is why not every feature in the app would be lightning fast, but the majority should still be!
Cogntia Study App Devlog 16 - Finally got image generation to work! It is still a work in progress…. but a big accomplishment! I managed to connect my personalized trained API with my specific Cognita prompt to the powerful Mistral API for image generation at fast speeds. Mistral API can generate images within 2 seconds at best, which is quite amazing. However, the AI needs further training as images are not very accurate/realistic. While sometimes there are still image loading error times and I am still working on CORS image handling errors- it is an improvement from before! Stay tuned for more updates!
Cognita Study App Devlog 17 - Added image generation to AI Studio After the image generation was working steadily, I added it officially to the AI studio! It can also be triggered by the AI chat. One thing to keep in mind about image generation- this is the ultimate fast generation, so it can only generate simple images locally. NO complex diagrams.
Cogntia Study App Devlog 18 - Updated UI and loader Today I worked on the badge page UI to make it look more professional and easier to use. I also updated the loader for the home page to look more professional and cool (and to prevent lags).
Cognita Study App Devlog 19 - Updated Footer UI layout and feedback button Because the original footer that I made was not very pleasing visually, I decided to reformat it so that it would be easier to access on desktop and mobile devices.
Cognita Study App Devlog 20 - Updated Groq Model I received notice today that Groq’s llama-3.1-8b-instant model was getting decommissioned on the 16th- thus I changed the model to openai/gpt-oss-20b. It is the next fastest model and the new instant model that Groq is transitioning to currently.
Cognita Study App Devlog 21 - Debug small errors in app I fixed a few errors in the app, such as not having a loader for generating images and have inaccurate saving values for all-time progress.
Cognita Study App Devlog 22 - Updated home page UI! I have updated the home page UI to be easier accessed and also remove previous AI dependencies. Now the app supports easy access for major tools for both desktop and mobile!
Cognita Study App Devlog 23 - Updated AP Testing UI I decided to go back to my original AP Testing site and also update some features including mobile view while doing the AP Test environment.
Cognita Study App Devlog 24 - Updated UI for Welcome Page I have manually updated the user interface and formatting of the welcome page to be easier to access. I also made sure to have the loader properly check the database status and not show the steps until the database is properly loaded in Firestore.
Cognita Study App Devlog 25 - Added new Referrals Feature Now you can refer your friends and earn AI credits for FREE!
Cognita Study App Devlog 26 - Worked on CSS Manually To fix the issues with CSS formatting and dark/light mode patterns, I fixed a few CSS files including Katex, Index, and Global.css.
Cognita Study App Devlog 27 - Redid Home UI Design and Format Updated the UI for the Home page and also removed old files that slowed down the app’s performance.
Cognita Study App Devlog 28 - Updated Home page, Course page, UI, font, orientation, and more! I did a full update of the CSS for the app, renamed a few features, updated pages, used new font, and changed the orientation of buttons and pages.
Cognita Study App Devlog 29 - Update loading page, signin page, and all other pages for new CSS styling. I also updated the CSS for other pages in the app and also updated loading time speeds.
Cognita Study App Devlog 30 - Create new UI style for students Updated the UI for the app using nice flashcards styling.
Cognita Study App Devlog 31 - Updated UX of Spaced Repition and Advanced tools features I have continued to update the UI as well as the UX of multiple features in the app!
Cognita Study App Devlog 32 - Full application run through and update for consistency. After hours of work, I have modified and edited multiple files across the app to properly reflect the UX styling and proper formatting.
Cognita Study App Devlog 33 - App style cleanup I cleaned up the style of the app and also fixed the AI features for scanning images to create notes/flashcards. Note that some people may think the signin page is AI- but it was actually manually coded by myself (I also manually edited the logo/image).
Cognita Study App Devlog 34 - App CSS Full Upgrade I have upgraded the CSS and app layout for the entire application- from the home page, login page, and deck page to courses in Cognita Academy. No more lucide react icons or cheesy emojis- rather now there are professional holders and proper formatting for optimal studying.
Cognita Study App Devlog 35 - Light Mode Contrasting Fix + AI Speed Enhancement During these days I continued to make adjustments to the UX and UI for light mode/dark mode contrasting. I also fixed the the loading times for AI quiz/tests- now it can generate a whole 50+ question test within a few seconds!
Cognita Study App Devlog 36 - Continuous improvements through UI and Functionality I continued to work on the functionality of the app. Right now I changed up the CSS values, added new styling for the signin page, and also created easy-to-use search bars for decks.
Cognita Study App Devlog 37 - Updated signin pathways and fixed broken APK file structures for future development. I updated the UI for the signin pathway page and also started to build the APK file for development in the application.
Ships:
Cognita Study is your AI-powered study companion. You can effortlessly create flashcards, practice tests, and quizzes from your study materials using the 45+ features Cognita has. Some major features include AI Chat/Image/Video, Flashcards, Scan Image to Flashcards, AP/SAT Practice Exams, and much more! Cognita Study solves the issue where many study app require $$$ in order to actually have a meaningful amount of time studying. It also streamlines the time needed when switching tabs for assignments by providing a one for all type of product- AI chat, calculator, chem balancer, and the exam prep all in your hands on the same website....
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1793605811.8485677
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1793692211.8485677
|
|
66432
|
RamWatcher by @AbhiRamS | Stardance
|
AbhiRamS
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T04:32:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I had to spend a lot of time researching this. I made a program that watches your ram limit and deletes the programs that are taking up the most ram. If it’s not sure, it’ll ask you about it. Look at ram_watcher_log.txt to see your history.", "repo": "https://github.com/abhiramsuravajjala/RamWatcher", "demo": "https://abhiramsuravajjala.github.io/RamWatcher/"}]...
|
[{"post_id": 74754, "ts": "202 [{"post_id": 74754, "ts": "2026-09-28T04:29:46Z", "hours": 0.2914, "text": "Fixed annoying popups"}]...
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Title: RamWatcher by @AbhiRamS | Stardance
Devlog Title: RamWatcher by @AbhiRamS | Stardance
Devlogs:
Fixed annoying popups
Ships:
I had to spend a lot of time researching this. I made a program that watches your ram limit and deletes the programs that are taking up the most ram. If it’s not sure, it’ll ask you about it. Look at ram_watcher_log.txt to see your history....
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1793591828.8558178
|
1793678228.8558178
|
|
66404
|
DecayingOS by @decaydelirium | Stardance
|
decaydelirium
|
0
|
0.28
|
0
|
[]
|
[{"post_id": 74750, "ts": "202 [{"post_id": 74750, "ts": "2026-09-28T04:21:21Z", "hours": 0.2844, "text": "Adding more content! Hey everyone, my name is Decaying, and I recently decided to explore HTML and CSS through this WebOS challenge before it closes! Although I can’t add an interactive loading/scroll down feature, I decided to make the user do it theirself, lol I also added a FAQ section, but I’m still building on that. That’s all for now, thanks!"}]...
|
Title: DecayingOS by @decaydelirium | Stardance
D Title: DecayingOS by @decaydelirium | Stardance
Devlogs:
Adding more content! Hey everyone, my name is Decaying, and I recently decided to explore HTML and CSS through this WebOS challenge before it closes! Although I can’t add an interactive loading/scroll down feature, I decided to make the user do it theirself, lol I also added a FAQ section, but I’m still building on that. That’s all for now, thanks!...
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1793098316.220704
|
1793703116.220704
|
|
17308
|
Deep space salvage by @xanderv7777 | Stardance
|
xanderv7777
|
0
|
6.84
|
0
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[]
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[{"post_id": 7475, "ts": "2026 [{"post_id": 7475, "ts": "2026-06-12T13:58:25Z", "hours": 6.8394, "text": "I am working on the main parts of the game.So far I have reached the start menu(no settings yet just a start page).I have a menu where you can sell your scrap. Interactive buttons when hover.Scrap with modifications and randomized size and spawning.I also have a player with grabber to collect the scrap to sell.Right now I am working on a drone to start automation."}]...
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Title: Deep space salvage by @xanderv7777 | Starda Title: Deep space salvage by @xanderv7777 | Stardance
Devlogs:
I am working on the main parts of the game.So far I have reached the start menu(no settings yet just a start page).I have a menu where you can sell your scrap. Interactive buttons when hover.Scrap with modifications and randomized size and spawning.I also have a player with grabber to collect the scrap to sell.Right now I am working on a drone to start automation....
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1793379136.442775
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1793983936.442775
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25078
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MarvelOS by @KoushikT | Stardance
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KoushikT
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0
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6.37
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0
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[]
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[{"post_id": 74749, "ts": "202 [{"post_id": 74749, "ts": "2026-09-28T04:16:49Z", "hours": 1.3333, "text": "Rewriting a lot so it fits its font from the comics and movies. Adding a lot of different news on the news scroller so it references the comics more. renaming it Stan’s OS. Only real MARVEL fans know who Stan is. Didn’t watch Encore yet, so it won’t touch that. Adding color. Making it more life-like in way. tHE PICTURE under is not a finish product, or the final news, and not a scroller yet. But it is just a prototype version of what the news scroller will say!"}, {"post_id": 53549, "ts": "2026-08-24T04:33:48Z", "hours": 2.935, "text": "I completely rewrote everything. I didn’t like that is was going to be a bland, boring OS. So, I added some spice to it, I added MARVEL to it. I want it to be Marvel themed, since I love Marvel. My favorite character is Spider-Man by the way. But ya, I don’t want a boring OS, I want a Marvel OS. Do not worry it is not even close to being over yet."}, {"post_id": 16459, "ts": "2026-06-26T19:48:19Z", "hours": 0.6667, "text": "Trying to add MrBunny AI, an AI assistant I made, get added to this OS. Try it on: https://mrbunnyai-v2.streamlit.app/"}, {"post_id": 16398, "ts": "2026-06-26T17:59:59Z", "hours": 1.4333, "text": "Working on App-Specific Content"}]...
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Title: MarvelOS by @KoushikT | Stardance
Devlogs: Title: MarvelOS by @KoushikT | Stardance
Devlogs:
Working on App-Specific Content
Trying to add MrBunny AI, an AI assistant I made, get added to this OS. Try it on: https://mrbunnyai-v2.streamlit.app/
I completely rewrote everything. I didn’t like that is was going to be a bland, boring OS. So, I added some spice to it, I added MARVEL to it. I want it to be Marvel themed, since I love Marvel. My favorite character is Spider-Man by the way. But ya, I don’t want a boring OS, I want a Marvel OS. Do not worry it is not even close to being over yet.
Rewriting a lot so it fits its font from the comics and movies. Adding a lot of different news on the news scroller so it references the comics more. renaming it Stan’s OS. Only real MARVEL fans know who Stan is. Didn’t watch Encore yet, so it won’t touch that. Adding color. Making it more life-like in way. tHE PICTURE under is not a finish product, or the final news, and not a scroller yet. But it is just a prototype version of what the news scroller will say!...
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1793289293.514428
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1793894093.514428
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5061
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Novara - Learning Website by @Cassetu | Stardance
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Cassetu
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3
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68.14
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325
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T03:00:54Z", "hours": 19.0, "multiplier": 12.44, "payout": 121, "blessing": "neutral", "text": "Novara v1.04.67 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Our Goal: Build a library of curriculums so users can get the same learning opportunities of school, with more ways to learn than reading and note-taking, and at no cost to the users. (Verbatim from homepage) ##New Features from Previous Ship include: NEW UI: Earlier versions were apparently too “ai” so I created a new version that hopefully doesn’t look like ai. Since if people think that any part of the website is ai, the website in the whole is low quality rubbish, which Novara is NOT and will NOT allow itself to be. Inline css has been replaced with classes and seperate css files. Those css files are soon to be further seperated into smaller css files to make css navigation easier. Enhanced Privacy Policy: Now includes direct links allowing users to do self-study as well as a profit section. New Syllabus Flow: Now uses a sidebar with the section names and # of lessons. Clicking on the section opens up the lesson on the right side workspace. Mayor Bob: THE MASCOT TO GUIDE ALL!! He hopefully has more character. (I feel like hes better now but idk) Paced Mode!!!: Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Because it matches the real school format of teaching, and i feel like the information will be better retained by ppl if its taught over several days instead of all being shoved down ur throught. AI Courses: ALL GONE!! Looking for proffesionals in single subjects to assist in new proper course creation. Ai work will never replace us!! URL Routing: You can share links and bookmark pages and since its all the same html file, it wouldn’t work, but now it does bc we have the “?=###” things that work now. ##Difficulties: Forever the bane of my existence, the typos an missing semicolons or braces. Also working through the css to ensure that the content is structured how i like it. Also did a fix where my previous thing would break if a course file was missing when the catalog json had it listed, now it just skips over it. The bonus question was fiting weirdly so i js removed it entirely. At some point i made the dialogue boxes have the typing animation, but i forgot about new lines and whitespaces also have to be considered in that logic, so at some point the dialogue would just trail off the end of the text box lol, without any spaces or new lines. Css bugs also. I js realized i also forgot to style the scrollbars, but ill work on that later. side note: i figured out how to sign my commits using a SHA encryption service so every commit will say “Verified” (ONLY REMAINS ONE AI COURSE THAT IS NOW PROPERLY ATTRIBUTED IN ITS DETAILS MENU, THE AI DISCLAIMER IS DISCONTINUED) README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register, u can trust Novara, and if you don’t, read the Privacy Policy!)", "repo": "https://github.com/Cassetu/Novara", "demo": "https://github.com/Cassetu/Novara#website-usage"}, {"ship_num": 2, "ts": "2026-07-28T04:01:17Z", "hours": 11.0, "multiplier": 9.98, "payout": 105, "blessing": "neutral", "text": "Novara v1.03.97 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. New Features from Previous Ship include: Architecture Simulation: A new lesson type where the user can design an simple floor plan, complete with an accurate scale, rectangle tool, and eraser. Privacy Policy: Users can understand how their data is stored within Novara, and feel safer using the relativly unknown website. New Lesson Flow: Topbar no longer uses Opacity, and instead has a back button neatly placed at the top instead of the usual navigation buttons. Alerts: Almost all of the alerts have been moved to custom inline boxes to be more user intuitive and welcoming. I think i missed a few somewhere here and there tho. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. (I’m working on finding people, hopefully soon) To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)", "repo": "https://github.com/Cassetu/Novara", "demo": "https://github.com/Cassetu/Novara#website-usage"}, {"ship_num": 3, "ts": "2026-06-18T15:21:19Z", "hours": 7.0, "multiplier": 14.37, "payout": 99, "blessing": "neutral", "text": "Novara v1.03.56 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Features include: Focused Learning : Enrollment is limited to a maximum of 3 curriculums at a time to encourage focus and prevent overwhelm. Structured Content : Curriculums contain courses, and courses contain modular lessons. Knowledge Checks : Built-in quizzes to test your knowledge at the end of courses. Progress Tracking : Visual indicators to show completed lessons and remaining coursework. The main architecture is designed using HTML, CSS and JS. Designed to be modular, so adding another course/curriculum is easily done by writing one single json data file. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)", "repo": "https://github.com/Cassetu/Novara", "demo": "https://github.com/Cassetu/Novara#website-usage"}]...
|
[{"post_id": 74744, "ts": "202 [{"post_id": 74744, "ts": "2026-09-28T03:47:35Z", "hours": 8.6992, "text": "v1.05.77 Site is becoming more usable!! Changes: Has a working branch vs a master branch, so in progress updates will not effect the current version on the web. made image label block logic cleared old logic for renderers did a whole lot of SEO things fix sw.js with real file paths (not the ancient ones) more styling in css node.js to automatically create html things for web crawlers ( auto-generate-curriculum-pages ) update homepage to look wayyy better fully rebuilt practice/exam system for block-based lessons logical fallicies notes lesson end screen with nature Problems Encountered: Incorrect formatting (always happens when u type fast) Bad css Difficult logic with complicated storage format (e.g., looking through .sections, .lessons, etc) check out the latest build: novaraedu.org"}, {"post_id": 70975, "ts": "2026-09-20T04:33:45Z", "hours": 7.0331, "text": "v1.05.26 Site is still somewhat unusable currently Changes: fixed getAllQuestionsForEntry build render functions for all the different block types: renderSubmitBlock , renderMultipleChoiceBLock , etc purged a few bugs yayy moved the workspace thing so it has a new sidebar and is familiar to the course syllabus view. did a whole buncha formatting troubleshooting bought a domain!!!! go to novaraedu.org . which means you can find it on search enginges now (i think)"}, {"post_id": 58235, "ts": "2026-08-30T16:19:55Z", "hours": 2.3939, "text": "v1.04.98 Site is still unusable currently *Continuing the data refactoring, I fixed some of the references in openSyllabus. I also completly removed the faulty references to isBundle() , i accidentaly messed up the case of loadIndex to LoadIndex but luckily a simple glance at the console pinpointed it for me :D (Thank god for descriptive error messages) Added the hackatime lapse links to the notes (since i want to use nice formatting without ai accusations i lowkey need to do that) Started doing notes on “The Science of Logical Reasoning specifically for: Jerome Bruner Theory of Cognitive Development.” Its for building good curriculums and proper teaching, they have this cool thing called a “spiral curriculum” that you should search up. (I’m also trying out a recording timelapse system, that should be better than lapse since lapse only takes like a picture every minute and stiches it together, this takes a picture every second and then compresses it) the video is only of v1.04.97 -> v1.04.98 editing portion Thanks for your support! :D"}, {"post_id": 51423, "ts": "2026-08-21T03:48:03Z", "hours": 3.8747, "text": "v1.04.91 Celebrating my 250th commit!! :D fully deleted the curriculum tool since its frustrating and too hard rn and i’m going to do it later after i do my data refactor removed the ai detector thing, the link still works for now, but I don’t think i want to use it because its too unreliable, and is too much of a project in its own right than a small tool I’m doing a major refactor of my data structure. Previously, my curriculum information all sat in one MASSIVE json. but now i have a complex folder network. Each curriculum will have an index.json file, so the catalog.json routes to the index.json that leads into the courses, then to the sections, and down to the individual lessons. Its kinda like a phonebook… i think. Every lesson will be its own json with its own list of “blocks” that are pieces that i can take apart or put together to make lessons unique! Kinda like its own mini programming language lol. Currently the site is unusable since the course.js isn’t fully complete to understand the new data structure. :P"}, {"post_id": 49323, "ts": "2026-08-18T02:26:42Z", "hours": 2.2892, "text": "v1.04.76 Taking a break from psychology notes to do some coding again. began working on a curriculum tool so educators can easily build em without having to work through the complicated json structure. its a bit hard since i want to export a zip, and im not entirely sure how that would work, and also i need to double check how my course.js processes the json so i can get exactly all the information to put into it. ai detector thing. examines github repositories and find all comments and flags exessive amounts, or exessive explanations in them (classic ai fingerprints) as well as flagging verbose function names and shows the time it would take to make the project at 70 wpm and detects inconsistencies in commit times (eg 1000 new code typed after 2 minutes of another commit that would be flagged) then gives a % of confidence. 0-30% is prob human, 30-50% is mixed unsure, 50-100% is definetly full ai. Before you accuse someone, make sure to do througouh like questioning and interviews and such because this tool is imperfect. This way i can easily identify projects that have disgenuine work and report them to stardance to take care of. ( https://cassetu.github.io/Novara/html/aisubTool.html ) I got gemini to help reformat the code since it was a bit of a mess, dw i had a full disclaimer. (ai vibe coders take notes.) It was a big challenge getting the github token to work, but it functions now and doesn’t steal your information!! :D also i ran my own project through it once, it was clear, and then i ran it again after commiting it, and now it thinks my project is ai, because the code scans for these specific traces, that are present in the code itself, meaning that if it scans itself, it will find everything its looking for. T - T (false positive in the first image) leave a comment to help! thx!"}, {"post_id": 47623, "ts": "2026-08-15T17:08:58Z", "hours": 2.7478, "text": "v1.04.74 EVEN MORE PSYCHOLOGY Covered more things for my next course: “Attachment, Love & Social Dynamics” John Bowlby’s Attachment Theory Internal Working Model (IWM) Adult Attachment Styles (Secure vs. Insecure) (Look at the image) Sternberg’s Triangular Theory of Love Social Exchange Theory (SET) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#attachment-love--social-dynamics Timelapse: https://lapse.hackclub.com/timelapse/PppFJPZGUgEp https://lapse.hackclub.com/timelapse/YqlfYCCx08j7"}, {"post_id": 46561, "ts": "2026-08-13T21:40:14Z", "hours": 2.5925, "text": "v1.04.72 More psychology hooray Covered more things for my next course: “Stage Models & Communication” Knapp’s Relationship Model Social Penetration Theory Evolutionary Explanation for Physical Attractiveness Johari Window Uncertainty Reduction Theory (URT) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#stage-models--communication Timelapse: https://lapse.hackclub.com/timelapse/1LwshB7x8AEr https://lapse.hackclub.com/timelapse/ir_E9ROtKHUr I can actually use nice formatting without getting ai accusations cuz i got timelapses lol"}, {"post_id": 45862, "ts": "2026-08-12T16:18:00Z", "hours": 1.5094, "text": "v1.04.69 Yes, i really am studying “The Science of Relationships” to create a curriculum on it. I researched on the Halo Effect, Mere Exposure Effect, Propinquity Effect, and Social Exchange Theory. These are for the first course in the curriculum: Human Attraction & Opportunity. Read the notes: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md And Timelapse: https://lapse.hackclub.com/timelapse/cPdZpEF6u5YJ"}, {"post_id": 44035, "ts": "2026-08-09T15:21:36Z", "hours": 3.5253, "text": "v1.04.66 to v1.04.67 | 8-8-26 Moved the return button, description link, and progress bar into the syllabus sidebar instead of a separate meta block up top. Added a course description modal you can open from the sidebar. Reworked the syllabus layout to fill the viewport height properly, cleaned up border and shadow inconsistencies, and shrunk the details modal width. v1.04.65 | 8-8-26 Big CSS pass across course.css , landing.css , and style.css . Reworked the syllabus sidebar to include a course title, progress bar, and a dedicated test button styled with the accent color. v1.04.63 to v1.04.64 | 8-8-26 Removed the old Godot scene renderer, its CSS, and the leftover import in course.js . Not used anymore. (It was made with ai help) v1.04.62 | 8-7-26 Added a line to the landing page footer noting no generative AI was used in building the site. (just need to remove the last ai curriculum.) v1.04.61 | 8-6-26 Cleaned up mainpage CSS spacing and rewrote the landing copy. Turned the trust badge area into a short blurb on why Novara exists, moved the Hackatime badge inline with the time spent text, and added a dedicated trust button linking to the privacy page. Thanks for reading this! Have a good day yall!"}, {"post_id": 42986, "ts": "2026-08-08T00:16:05Z", "hours": 4.3114, "text": "v1.04.56 to v1.04.60 | 8-6-26 Rebuilt the public course catalog page and gave the about page its own CSS file instead of riding on landing styles, plus a new brand lockup (logo + NOVARA wordmark) in the nav headers across pages. Added a goals section to the about page. Added a “don’t trust us, go check yourself” section and a profit disclaimer to the privacy policy. Swapped “we” language for “I” across the README and privacy policy since it’s a solo project and someone got confused. Small homepage copy tweak too, swapped the trust blurb for a direction to the privacy policy and added a “Time Spent” label above the hackatime badge. v1.04.44 to v1.04.55 | 8-5-26 Kept moving inline styles into real CSS classes across course.js (loading states, lesson complete screens, onboarding highlight, dialogue boxes, 404 page). Pulled the privacy policy’s inline style block out into its own privacy.css file. Rebuilt the homepage hero into a two column layout with trust info on one side and quick action buttons on the other, replacing the old split image hero. Changed the footer message, revised the README copy, swapped a few README screenshots, and bumped the hackatime badge color. Now that the inline is gone, it will be easier to adjust the ui. v1.04.36 to v1.04.43 | 8-4-26 Kept clearing inline CSS out of course.js , this round hitting the explorer cards, syllabus sidebar, section buttons, and the course details modal. Added a null check so progress calculation doesn’t break when a course file is missing. Fixed a syntax typo (stray brace) in the syllabus section click handler. Removed the old Godot core AI generated course from the catalog. Added a small watermark comment to files generated by the theme tool, and created a dialog-btn-container class to clean up some remaining inline button styling. I also figured out how to sign my commits using a SHA encryption service so every commit will say “Verified”"}, {"post_id": 41050, "ts": "2026-08-05T00:21:07Z", "hours": 1.8708, "text": "I’ve been testing out some different ui’s, since yall keep saying mine is AI, which I’ll have you know, is not, its called modern. (i have screenshot of testing out an like windows 98 kinda retro ish ui idk what its called.) I do want to know this though, What does a NOT AI ui look like? If my project looks like AI, people will not be keen to trusting my courses, much less learning about them. If you have any ideas, PLEASE WRITE A COMMENT!! :D (Also on progress with Novara: v1.04.29, fix for course.js v1.04.30, adjust length for the standard practice since if you only do one lesson, and then try to do the practice, you’ll answer 30 questions about that one lesson, mostly repeating the same questions. v1.04.31, new mastery icon cuz i forgot to do it earlier v1.04.32, better cover progress with padlock v1.04.33, remove bonus questions, since they kinda fit weirdly and dont really help even if the science is behind it v1.04.33, give Mayor Bob more character cuz he sounds like a robot. v1.04.34, move style.css into css/style.css v1.04.35, new layout for lessons and sections view.)"}, {"post_id": 39205, "ts": "2026-08-02T00:29:05Z", "hours": 4.7878, "text": "v1.04.27 to v1.04.28 | 8-1-26 Merged the practice hub into one combined view across all enrolled curriculums instead of a separate card per course, so standard and survival practice now pull questions from everything you’re enrolled in at once. Added a countdown banner showing when paced mode lessons renew, and cleaned up the settings label wording twice. (cuz i didn’t like how it sounded) v1.04.24 to v1.04.26 | 8-1-26 Paced mode is now fully wired in. Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Also fixed the dialogue box to support multiline text properly and fixed the onboarding highlight so it targets dropdown menus correctly instead of the wrong element. (check image to see how it failed lol) v1.04.19 to v1.04.23 | 8-1-26 Added the paced mode toggle itself (1 lesson a day). Onboarding got swapped from static tooltip cards over to the new dialogue box system, then the dialogue box was made to type itself out letter by letter instead of dumping all the text at once. Along the way: fixed onboarding skipping missing elements, handled rapid clicking through steps, fixed a broken const reference, and fixed reset behavior when onboarding reopens. v1.04.17 to v1.04.18 | 7-31-26 Deleted a pile of AI-generated lesson bundles that were just cluttering the catalog (architecture, conlang-mythology, html-mastery), keeping only a couple test lessons around. Added question pooling so a lesson can define a questionCount and pull a random shuffled slice instead of showing every question every time. v1.04.14 to v1.04.16 | 7-30-26 Rebuilt the about page into proper sectioned content instead of one big hero block, swapped in a new header image, fixed a dumb black border bug on the landing page from a leftover CSS class, and moved the difficulty badge over next to the details button. If you read all this, consider reposting so I can get more attention, thanks!! :D"}, {"post_id": 37956, "ts": "2026-07-31T00:31:16Z", "hours": 4.8406, "text": "v1.04.11 to v1.04.13 | 7-29-26 New course card layout with a proper title/kicker header block and reworked filter buttons, ditching the old boxed style for underline tabs cuz its more dense. Added an orange accent color filled progress bar for anything not enrolled yet. Added a dev time badge to the hero using Hackatime in the main thing. Ripped out the entire theme system, one look only now cuz its better. v1.04.09 to v1.04.10 | 7-29-26 Full hero section overhaul. New copy, new photo instead of the old doorway SVG, new grid layout instead of flexbox, added a soft noise texture to the landing background. (tryina copy like concrete) Fixed a wrong journal link pointing at the wrong repo path. v1.04.06 to v1.04.08 | 7-29-26 Pulled a markdown course entry out of the catalog for good, both the JSON data and the catalog listing. (its not good) Small dropdown structure fix in the topbar CSS. v1.04.04 to v1.04.05 | 7-29-26 Added a course details overlay with author, published/updated dates, and sources. Fixed a typo where the close button ID didn’t match, so the overlay wouldn’t close. (SLOPPY CODDEE FREE MEE FROM ITT AAAAAA) v1.04.03 | 7-29-26 Added URL routing for logged out users. Course catalog and sign in views now update the URL with pushState and respond correctly on refresh, instead of only working for logged in users. Same stuf. v1.03.98 to v1.04.02 | 7-28-26 Reorganized assets into an img subfolder and added minibit sprites. Built a reusable dialogue box component with a typewriter-style next button flow, wired it into the landing page as a mayor NPC introduction, then cleaned up its sizing and added a completion message. Updated INFO.txt to match the actual lesson type naming convention and added entries for architectureSim and cookingSim . Looking for coding profesionalls to help build a curriculum, email me or create an issue on my github!"}, {"post_id": 36128, "ts": "2026-07-28T00:34:46Z", "hours": 7.4111, "text": "Novara Devlog: Architecture Sim Notice, the sim is very sloppy and is most definetly gonna be subject to more additions later. v1.03.97 | 7-25-26 Reworked drawDimension so tick marks always offset perpendicular to the wall, instead of one shared calc for both axes. Room labels now use two separate font scales instead of one. (definetly subject to change) Started tracking a global bounding box so each room draws its own outer footprint dimensions, not just per wall. v1.03.96 | 7-9-26 Added a Rectangle tool (R key) next to the draw tool, so you can drag out four walls at once. Split drawMeasuredLine into drawWall (just the line) and drawDimension (offset line, ticks, label). Added a live HUD showing length and angle in draw mode, or width and height in rect mode, while dragging. v1.03.95 | 7-8-26 Built a real toolbar with pen and eraser buttons with my new assets. Eraser uses point to line distance to find and remove walls. Added a confirm modal before doing the full clearing canvas, and replaced the old gradient fade label background with a plain rect. v1.03.90 to v1.03.94 | 7-7-26 Rewrote room detection as extractRooms using a proper planar graph traversal: build an adjacency list, sort each node’s neighbors by angle, then walk faces with the right hand rule to pull out every enclosed room as its own polygon. This finally supports multiple separate rooms on one canvas. Also fixed a null vs empty array bug, scaled room labels by area, reorganized brand assets, and added eraser, house, and trash icons. (from: https://game-icons.net ) v1.03.87 to v1.03.89 | 7-5-26 First pass at room detection using an adjacency graph, assuming a single closed loop. Fixed several bugs in the adjacency keys and neighbor tracking, added shoelace formula area calculation, and split wall segments at T-intersections so room boundaries follow them correctly. (everything boils down to math and calculations) v1.03.84 to v1.03.86 | 7-3-26 to 7-4-26 Pulled measurement drawing into its own function so every wall, not just the active drag, shows its length. (very crucial) Bumped the grid scale for easier snapping and more detail when i later add features such as chairs and tables that you can drag in. Added a gradient fade behind dimension labels, then small tick marks at each wall end. (visual aids) v1.03.82 to v1.03.83 | 7-1-26 to 7-2-26 Wired the sim into the real course system. added a lesson entry so i can properly test it now, imported the renderer into course.js , and fixed leftover syntax typos. (my work has been a bit sloppy recently) Built the actual studio layout with a brief panel and drafting canvas, then added the mouse listeners for drawing walls, with Shift locking to cardinal directions for more percise drawing. v1.03.79 to v1.03.81 | 6-30-26 Scaffolded the drafting canvas: pixels to feet scale, snap to grid, and the first working render loop with simple grid and stuf. Fixed a small topbar CSS bug where button heights jumped on hover. If you read all this, thanks :D"}, {"post_id": 17391, "ts": "2026-06-28T04:45:21Z", "hours": 1.51, "text": "v1.03.78 | 6-27-26 Refactored how navigation flows when a user enters an active lesson block. Previously, I had the topbar fade down to opacity: 0.5 via a body class state, and a separate, clunky #lesson-back-btn floating fixed at the top-left of the viewport. It wasn’t great, and I thought i could do way better. So instead i cleaned it up, removed the fade, and pretty much “hijacked” the main elements. The standard topbar elements were set to display:none; with the user profile button getting set to half opacity and non-clickable. changed existing #nav-explorer slot by transforming its text to ← Return and changing its weight. also changed the if (!confirm()) basic alert for my better error alert box. duplicated the old alert box and made another for this one, fit with a cancel button and all. The main obstacle was handling the application’s default click-routing initialization handlers. Simply changing the .onclick property didn’t work because hidden layout listeners attached via .addEventListener() were catching the event bubbles and dumping the user back to the main curriculum selector immediately anyway. (because remember were hijacking the explore btn) Fixed it by utilizing Event Capturing: topNavBtn.addEventListener(\"click\", window.activeTopbarGate, true); by passing true, the browser catches the user’s click at the absolute top of the DOM tree before the default routers can see it. Inside the wrapper, i ran e.stopPropagation() to stalls the execution chain while the custom gate logic processes. standard browser alerts freeze javascript synchronously, but custom DOM boxes are asynchronous so a normal return gate wouldn’t cut it. i solved it by wrapping all my navigation cleanup loops inside a functional callback and passing it straight into the dialog box. hit OK, the callback fires and drops you out of the lesson; hit cancel, it just clears the overlay div out of the DOM tree so you can keep working. its like weaving a thread in a spiderweb (T - T) also wut u guys feel about the better formatting lemme know, i don’t want it to sound like i just copy pasted chatgpt but i want to explain it better so im a bit conflicted"}, {"post_id": 12602, "ts": "2026-06-20T16:18:52Z", "hours": 1.6108, "text": "v1.03.65 | 6-20-26 Refactored URL routing logic so it sits in one function routeFromURL making it easier to reuse. Before I just had the code duplicated in two places as a quick implementation, and also the back/forward buttons didn’t do anything because there wasn’t a popstate listener yet. Now i have window.addEventListener(\"popstate\", routeFromURL) to fix that issue. Added a Privacy Policy page matching the Journal Layout, now users can trust Novara (little more than before at least) to keep their information safe when they sign in. Started a test cooking curriculum, using the cookingSim and HeatControl additions. Also added an Abstract0, Abstract1, Abstract2 assets to be used later. Abstract2 already implemented into an 404 page and the practice panel when the user isn’t enrolled in any curriculums. fetchCourseData now wraps its fetch in a try/catch and calls show404() on failure."}, {"post_id": 10280, "ts": "2026-06-16T22:26:00Z", "hours": 2.0617, "text": "v1.03.55 | 6-16-26 I added a new lesson type, “cookingSim”, it currently only has one simulation “heatControl”. Its a simple minigame for monitoring heat. Later I will have several cooking simulations, and use them in a cooking curriculum. The reason for creating special simulations, is because cooking is a visual and hands on thing, you can’t learn to cook by simply reading and answering questions about it. I’m also working on wiring together a way for the url to reflect the current view, that way you can bookmark specific courses or share specific curriculums. The main focus of it is: history.pushState() and window.addEventListener(\"popstate\") . Another important part is this: const params = new URLSearchParams(window.location.search); const view = params.get(“view”); const id = params.get(“id”); so on page load, you can get the right viewport, eg: ?view=syllabus&id=js-course , would show \"syllabus\" and \"js-course\". Since its on page load the code is primarly residing in window.firebaseAuth.onAuthStateChanged since that part automatically signs in the user and skips over the authentication and homepage process if the user has signed in before."}, {"post_id": 8237, "ts": "2026-06-13T18:17:39Z", "hours": 2.1694, "text": "Added a custom theme tool, automatically generates the code so users can easily build a unique & polished ui. Easy access in topbar for signed in users and non-signed in users. Test it out here: https://cassetu.github.io/Novara/html/themeTool.html (STOP CONSOLTING AI FOR THEMES: Too generic Awful “Extreme Glassy Gloss” style Always weirdly rounded corners )"}, {"post_id": 7187, "ts": "2026-06-12T00:15:17Z", "hours": 0.3694, "text": "fixed some bugs as the focus for today (v1.03.37) error overlays were stacking in the DOM, so i made a showError() function instead of copy pasting the same code everywhere also fixed activeCourseRef being stale after practice sessions, was sending users to the wrong place"}, {"post_id": 6562, "ts": "2026-06-11T00:48:52Z", "hours": 1.0597, "text": "Onboarding, 4 cards, teaches user to enroll in curriculums, and navigate the topbar"}, {"post_id": 5754, "ts": "2026-06-09T17:33:47Z", "hours": 0.5056, "text": "Added README.md (And related images) https://github.com/Cassetu/Novara/blob/master/README.md"}, {"post_id": 5716, "ts": "2026-06-09T16:44:04Z", "hours": 0.7136, "text": "Novara is actually a project of mine that I’ve been working on for a while. (Since May 6th) I just got back into it and added an inline alert box, since the native alert box is shown to be less intuitive and more hostile to users. Most Devlogs here will be some form of iteration of my onsite Journal, but more in depth, and more focused."}]...
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Title: Novara - Learning Website by @Cassetu | Sta Title: Novara - Learning Website by @Cassetu | Stardance
Devlogs:
Novara is actually a project of mine that I’ve been working on for a while. (Since May 6th) I just got back into it and added an inline alert box, since the native alert box is shown to be less intuitive and more hostile to users. Most Devlogs here will be some form of iteration of my onsite Journal, but more in depth, and more focused.
Added README.md (And related images) https://github.com/Cassetu/Novara/blob/master/README.md
Onboarding, 4 cards, teaches user to enroll in curriculums, and navigate the topbar
fixed some bugs as the focus for today (v1.03.37) error overlays were stacking in the DOM, so i made a showError() function instead of copy pasting the same code everywhere also fixed activeCourseRef being stale after practice sessions, was sending users to the wrong place
Added a custom theme tool, automatically generates the code so users can easily build a unique & polished ui. Easy access in topbar for signed in users and non-signed in users. Test it out here: https://cassetu.github.io/Novara/html/themeTool.html (STOP CONSOLTING AI FOR THEMES: Too generic Awful “Extreme Glassy Gloss” style Always weirdly rounded corners )
v1.03.55 | 6-16-26 I added a new lesson type, “cookingSim”, it currently only has one simulation “heatControl”. Its a simple minigame for monitoring heat. Later I will have several cooking simulations, and use them in a cooking curriculum. The reason for creating special simulations, is because cooking is a visual and hands on thing, you can’t learn to cook by simply reading and answering questions about it. I’m also working on wiring together a way for the url to reflect the current view, that way you can bookmark specific courses or share specific curriculums. The main focus of it is: history.pushState() and window.addEventListener("popstate") . Another important part is this: const params = new URLSearchParams(window.location.search); const view = params.get(“view”); const id = params.get(“id”); so on page load, you can get the right viewport, eg: ?view=syllabus&id=js-course , would show "syllabus" and "js-course". Since its on page load the code is primarly residing in window.firebaseAuth.onAuthStateChanged since that part automatically signs in the user and skips over the authentication and homepage process if the user has signed in before.
v1.03.65 | 6-20-26 Refactored URL routing logic so it sits in one function routeFromURL making it easier to reuse. Before I just had the code duplicated in two places as a quick implementation, and also the back/forward buttons didn’t do anything because there wasn’t a popstate listener yet. Now i have window.addEventListener("popstate", routeFromURL) to fix that issue. Added a Privacy Policy page matching the Journal Layout, now users can trust Novara (little more than before at least) to keep their information safe when they sign in. Started a test cooking curriculum, using the cookingSim and HeatControl additions. Also added an Abstract0, Abstract1, Abstract2 assets to be used later. Abstract2 already implemented into an 404 page and the practice panel when the user isn’t enrolled in any curriculums. fetchCourseData now wraps its fetch in a try/catch and calls show404() on failure.
v1.03.78 | 6-27-26 Refactored how navigation flows when a user enters an active lesson block. Previously, I had the topbar fade down to opacity: 0.5 via a body class state, and a separate, clunky #lesson-back-btn floating fixed at the top-left of the viewport. It wasn’t great, and I thought i could do way better. So instead i cleaned it up, removed the fade, and pretty much “hijacked” the main elements. The standard topbar elements were set to display:none; with the user profile button getting set to half opacity and non-clickable. changed existing #nav-explorer slot by transforming its text to ← Return and changing its weight. also changed the if (!confirm()) basic alert for my better error alert box. duplicated the old alert box and made another for this one, fit with a cancel button and all. The main obstacle was handling the application’s default click-routing initialization handlers. Simply changing the .onclick property didn’t work because hidden layout listeners attached via .addEventListener() were catching the event bubbles and dumping the user back to the main curriculum selector immediately anyway. (because remember were hijacking the explore btn) Fixed it by utilizing Event Capturing: topNavBtn.addEventListener("click", window.activeTopbarGate, true); by passing true, the browser catches the user’s click at the absolute top of the DOM tree before the default routers can see it. Inside the wrapper, i ran e.stopPropagation() to stalls the execution chain while the custom gate logic processes. standard browser alerts freeze javascript synchronously, but custom DOM boxes are asynchronous so a normal return gate wouldn’t cut it. i solved it by wrapping all my navigation cleanup loops inside a functional callback and passing it straight into the dialog box. hit OK, the callback fires and drops you out of the lesson; hit cancel, it just clears the overlay div out of the DOM tree so you can keep working. its like weaving a thread in a spiderweb (T - T) also wut u guys feel about the better formatting lemme know, i don’t want it to sound like i just copy pasted chatgpt but i want to explain it better so im a bit conflicted
Novara Devlog: Architecture Sim Notice, the sim is very sloppy and is most definetly gonna be subject to more additions later. v1.03.97 | 7-25-26 Reworked drawDimension so tick marks always offset perpendicular to the wall, instead of one shared calc for both axes. Room labels now use two separate font scales instead of one. (definetly subject to change) Started tracking a global bounding box so each room draws its own outer footprint dimensions, not just per wall. v1.03.96 | 7-9-26 Added a Rectangle tool (R key) next to the draw tool, so you can drag out four walls at once. Split drawMeasuredLine into drawWall (just the line) and drawDimension (offset line, ticks, label). Added a live HUD showing length and angle in draw mode, or width and height in rect mode, while dragging. v1.03.95 | 7-8-26 Built a real toolbar with pen and eraser buttons with my new assets. Eraser uses point to line distance to find and remove walls. Added a confirm modal before doing the full clearing canvas, and replaced the old gradient fade label background with a plain rect. v1.03.90 to v1.03.94 | 7-7-26 Rewrote room detection as extractRooms using a proper planar graph traversal: build an adjacency list, sort each node’s neighbors by angle, then walk faces with the right hand rule to pull out every enclosed room as its own polygon. This finally supports multiple separate rooms on one canvas. Also fixed a null vs empty array bug, scaled room labels by area, reorganized brand assets, and added eraser, house, and trash icons. (from: https://game-icons.net ) v1.03.87 to v1.03.89 | 7-5-26 First pass at room detection using an adjacency graph, assuming a single closed loop. Fixed several bugs in the adjacency keys and neighbor tracking, added shoelace formula area calculation, and split wall segments at T-intersections so room boundaries follow them correctly. (everything boils down to math and calculations) v1.03.84 to v1.03.86 | 7-3-26 to 7-4-26 Pulled measurement drawing into its own function so every wall, not just the active drag, shows its length. (very crucial) Bumped the grid scale for easier snapping and more detail when i later add features such as chairs and tables that you can drag in. Added a gradient fade behind dimension labels, then small tick marks at each wall end. (visual aids) v1.03.82 to v1.03.83 | 7-1-26 to 7-2-26 Wired the sim into the real course system. added a lesson entry so i can properly test it now, imported the renderer into course.js , and fixed leftover syntax typos. (my work has been a bit sloppy recently) Built the actual studio layout with a brief panel and drafting canvas, then added the mouse listeners for drawing walls, with Shift locking to cardinal directions for more percise drawing. v1.03.79 to v1.03.81 | 6-30-26 Scaffolded the drafting canvas: pixels to feet scale, snap to grid, and the first working render loop with simple grid and stuf. Fixed a small topbar CSS bug where button heights jumped on hover. If you read all this, thanks :D
v1.04.11 to v1.04.13 | 7-29-26 New course card layout with a proper title/kicker header block and reworked filter buttons, ditching the old boxed style for underline tabs cuz its more dense. Added an orange accent color filled progress bar for anything not enrolled yet. Added a dev time badge to the hero using Hackatime in the main thing. Ripped out the entire theme system, one look only now cuz its better. v1.04.09 to v1.04.10 | 7-29-26 Full hero section overhaul. New copy, new photo instead of the old doorway SVG, new grid layout instead of flexbox, added a soft noise texture to the landing background. (tryina copy like concrete) Fixed a wrong journal link pointing at the wrong repo path. v1.04.06 to v1.04.08 | 7-29-26 Pulled a markdown course entry out of the catalog for good, both the JSON data and the catalog listing. (its not good) Small dropdown structure fix in the topbar CSS. v1.04.04 to v1.04.05 | 7-29-26 Added a course details overlay with author, published/updated dates, and sources. Fixed a typo where the close button ID didn’t match, so the overlay wouldn’t close. (SLOPPY CODDEE FREE MEE FROM ITT AAAAAA) v1.04.03 | 7-29-26 Added URL routing for logged out users. Course catalog and sign in views now update the URL with pushState and respond correctly on refresh, instead of only working for logged in users. Same stuf. v1.03.98 to v1.04.02 | 7-28-26 Reorganized assets into an img subfolder and added minibit sprites. Built a reusable dialogue box component with a typewriter-style next button flow, wired it into the landing page as a mayor NPC introduction, then cleaned up its sizing and added a completion message. Updated INFO.txt to match the actual lesson type naming convention and added entries for architectureSim and cookingSim . Looking for coding profesionalls to help build a curriculum, email me or create an issue on my github!
v1.04.27 to v1.04.28 | 8-1-26 Merged the practice hub into one combined view across all enrolled curriculums instead of a separate card per course, so standard and survival practice now pull questions from everything you’re enrolled in at once. Added a countdown banner showing when paced mode lessons renew, and cleaned up the settings label wording twice. (cuz i didn’t like how it sounded) v1.04.24 to v1.04.26 | 8-1-26 Paced mode is now fully wired in. Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Also fixed the dialogue box to support multiline text properly and fixed the onboarding highlight so it targets dropdown menus correctly instead of the wrong element. (check image to see how it failed lol) v1.04.19 to v1.04.23 | 8-1-26 Added the paced mode toggle itself (1 lesson a day). Onboarding got swapped from static tooltip cards over to the new dialogue box system, then the dialogue box was made to type itself out letter by letter instead of dumping all the text at once. Along the way: fixed onboarding skipping missing elements, handled rapid clicking through steps, fixed a broken const reference, and fixed reset behavior when onboarding reopens. v1.04.17 to v1.04.18 | 7-31-26 Deleted a pile of AI-generated lesson bundles that were just cluttering the catalog (architecture, conlang-mythology, html-mastery), keeping only a couple test lessons around. Added question pooling so a lesson can define a questionCount and pull a random shuffled slice instead of showing every question every time. v1.04.14 to v1.04.16 | 7-30-26 Rebuilt the about page into proper sectioned content instead of one big hero block, swapped in a new header image, fixed a dumb black border bug on the landing page from a leftover CSS class, and moved the difficulty badge over next to the details button. If you read all this, consider reposting so I can get more attention, thanks!! :D
I’ve been testing out some different ui’s, since yall keep saying mine is AI, which I’ll have you know, is not, its called modern. (i have screenshot of testing out an like windows 98 kinda retro ish ui idk what its called.) I do want to know this though, What does a NOT AI ui look like? If my project looks like AI, people will not be keen to trusting my courses, much less learning about them. If you have any ideas, PLEASE WRITE A COMMENT!! :D (Also on progress with Novara: v1.04.29, fix for course.js v1.04.30, adjust length for the standard practice since if you only do one lesson, and then try to do the practice, you’ll answer 30 questions about that one lesson, mostly repeating the same questions. v1.04.31, new mastery icon cuz i forgot to do it earlier v1.04.32, better cover progress with padlock v1.04.33, remove bonus questions, since they kinda fit weirdly and dont really help even if the science is behind it v1.04.33, give Mayor Bob more character cuz he sounds like a robot. v1.04.34, move style.css into css/style.css v1.04.35, new layout for lessons and sections view.)
v1.04.56 to v1.04.60 | 8-6-26 Rebuilt the public course catalog page and gave the about page its own CSS file instead of riding on landing styles, plus a new brand lockup (logo + NOVARA wordmark) in the nav headers across pages. Added a goals section to the about page. Added a “don’t trust us, go check yourself” section and a profit disclaimer to the privacy policy. Swapped “we” language for “I” across the README and privacy policy since it’s a solo project and someone got confused. Small homepage copy tweak too, swapped the trust blurb for a direction to the privacy policy and added a “Time Spent” label above the hackatime badge. v1.04.44 to v1.04.55 | 8-5-26 Kept moving inline styles into real CSS classes across course.js (loading states, lesson complete screens, onboarding highlight, dialogue boxes, 404 page). Pulled the privacy policy’s inline style block out into its own privacy.css file. Rebuilt the homepage hero into a two column layout with trust info on one side and quick action buttons on the other, replacing the old split image hero. Changed the footer message, revised the README copy, swapped a few README screenshots, and bumped the hackatime badge color. Now that the inline is gone, it will be easier to adjust the ui. v1.04.36 to v1.04.43 | 8-4-26 Kept clearing inline CSS out of course.js , this round hitting the explorer cards, syllabus sidebar, section buttons, and the course details modal. Added a null check so progress calculation doesn’t break when a course file is missing. Fixed a syntax typo (stray brace) in the syllabus section click handler. Removed the old Godot core AI generated course from the catalog. Added a small watermark comment to files generated by the theme tool, and created a dialog-btn-container class to clean up some remaining inline button styling. I also figured out how to sign my commits using a SHA encryption service so every commit will say “Verified”
v1.04.66 to v1.04.67 | 8-8-26 Moved the return button, description link, and progress bar into the syllabus sidebar instead of a separate meta block up top. Added a course description modal you can open from the sidebar. Reworked the syllabus layout to fill the viewport height properly, cleaned up border and shadow inconsistencies, and shrunk the details modal width. v1.04.65 | 8-8-26 Big CSS pass across course.css , landing.css , and style.css . Reworked the syllabus sidebar to include a course title, progress bar, and a dedicated test button styled with the accent color. v1.04.63 to v1.04.64 | 8-8-26 Removed the old Godot scene renderer, its CSS, and the leftover import in course.js . Not used anymore. (It was made with ai help) v1.04.62 | 8-7-26 Added a line to the landing page footer noting no generative AI was used in building the site. (just need to remove the last ai curriculum.) v1.04.61 | 8-6-26 Cleaned up mainpage CSS spacing and rewrote the landing copy. Turned the trust badge area into a short blurb on why Novara exists, moved the Hackatime badge inline with the time spent text, and added a dedicated trust button linking to the privacy page. Thanks for reading this! Have a good day yall!
v1.04.69 Yes, i really am studying “The Science of Relationships” to create a curriculum on it. I researched on the Halo Effect, Mere Exposure Effect, Propinquity Effect, and Social Exchange Theory. These are for the first course in the curriculum: Human Attraction & Opportunity. Read the notes: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md And Timelapse: https://lapse.hackclub.com/timelapse/cPdZpEF6u5YJ
v1.04.72 More psychology hooray Covered more things for my next course: “Stage Models & Communication” Knapp’s Relationship Model Social Penetration Theory Evolutionary Explanation for Physical Attractiveness Johari Window Uncertainty Reduction Theory (URT) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#stage-models--communication Timelapse: https://lapse.hackclub.com/timelapse/1LwshB7x8AEr https://lapse.hackclub.com/timelapse/ir_E9ROtKHUr I can actually use nice formatting without getting ai accusations cuz i got timelapses lol
v1.04.74 EVEN MORE PSYCHOLOGY Covered more things for my next course: “Attachment, Love & Social Dynamics” John Bowlby’s Attachment Theory Internal Working Model (IWM) Adult Attachment Styles (Secure vs. Insecure) (Look at the image) Sternberg’s Triangular Theory of Love Social Exchange Theory (SET) Read the notes!: https://github.com/Cassetu/Novara/blob/master/journal/relationship/notesTheScienceOfRelationships.md#attachment-love--social-dynamics Timelapse: https://lapse.hackclub.com/timelapse/PppFJPZGUgEp https://lapse.hackclub.com/timelapse/YqlfYCCx08j7
v1.04.76 Taking a break from psychology notes to do some coding again. began working on a curriculum tool so educators can easily build em without having to work through the complicated json structure. its a bit hard since i want to export a zip, and im not entirely sure how that would work, and also i need to double check how my course.js processes the json so i can get exactly all the information to put into it. ai detector thing. examines github repositories and find all comments and flags exessive amounts, or exessive explanations in them (classic ai fingerprints) as well as flagging verbose function names and shows the time it would take to make the project at 70 wpm and detects inconsistencies in commit times (eg 1000 new code typed after 2 minutes of another commit that would be flagged) then gives a % of confidence. 0-30% is prob human, 30-50% is mixed unsure, 50-100% is definetly full ai. Before you accuse someone, make sure to do througouh like questioning and interviews and such because this tool is imperfect. This way i can easily identify projects that have disgenuine work and report them to stardance to take care of. ( https://cassetu.github.io/Novara/html/aisubTool.html ) I got gemini to help reformat the code since it was a bit of a mess, dw i had a full disclaimer. (ai vibe coders take notes.) It was a big challenge getting the github token to work, but it functions now and doesn’t steal your information!! :D also i ran my own project through it once, it was clear, and then i ran it again after commiting it, and now it thinks my project is ai, because the code scans for these specific traces, that are present in the code itself, meaning that if it scans itself, it will find everything its looking for. T - T (false positive in the first image) leave a comment to help! thx!
v1.04.91 Celebrating my 250th commit!! :D fully deleted the curriculum tool since its frustrating and too hard rn and i’m going to do it later after i do my data refactor removed the ai detector thing, the link still works for now, but I don’t think i want to use it because its too unreliable, and is too much of a project in its own right than a small tool I’m doing a major refactor of my data structure. Previously, my curriculum information all sat in one MASSIVE json. but now i have a complex folder network. Each curriculum will have an index.json file, so the catalog.json routes to the index.json that leads into the courses, then to the sections, and down to the individual lessons. Its kinda like a phonebook… i think. Every lesson will be its own json with its own list of “blocks” that are pieces that i can take apart or put together to make lessons unique! Kinda like its own mini programming language lol. Currently the site is unusable since the course.js isn’t fully complete to understand the new data structure. :P
v1.04.98 Site is still unusable currently *Continuing the data refactoring, I fixed some of the references in openSyllabus. I also completly removed the faulty references to isBundle() , i accidentaly messed up the case of loadIndex to LoadIndex but luckily a simple glance at the console pinpointed it for me :D (Thank god for descriptive error messages) Added the hackatime lapse links to the notes (since i want to use nice formatting without ai accusations i lowkey need to do that) Started doing notes on “The Science of Logical Reasoning specifically for: Jerome Bruner Theory of Cognitive Development.” Its for building good curriculums and proper teaching, they have this cool thing called a “spiral curriculum” that you should search up. (I’m also trying out a recording timelapse system, that should be better than lapse since lapse only takes like a picture every minute and stiches it together, this takes a picture every second and then compresses it) the video is only of v1.04.97 -> v1.04.98 editing portion Thanks for your support! :D
v1.05.26 Site is still somewhat unusable currently Changes: fixed getAllQuestionsForEntry build render functions for all the different block types: renderSubmitBlock , renderMultipleChoiceBLock , etc purged a few bugs yayy moved the workspace thing so it has a new sidebar and is familiar to the course syllabus view. did a whole buncha formatting troubleshooting bought a domain!!!! go to novaraedu.org . which means you can find it on search enginges now (i think)
v1.05.77 Site is becoming more usable!! Changes: Has a working branch vs a master branch, so in progress updates will not effect the current version on the web. made image label block logic cleared old logic for renderers did a whole lot of SEO things fix sw.js with real file paths (not the ancient ones) more styling in css node.js to automatically create html things for web crawlers ( auto-generate-curriculum-pages ) update homepage to look wayyy better fully rebuilt practice/exam system for block-based lessons logical fallicies notes lesson end screen with nature Problems Encountered: Incorrect formatting (always happens when u type fast) Bad css Difficult logic with complicated storage format (e.g., looking through .sections, .lessons, etc) check out the latest build: novaraedu.org
Ships:
Novara v1.03.56 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Features include: Focused Learning : Enrollment is limited to a maximum of 3 curriculums at a time to encourage focus and prevent overwhelm. Structured Content : Curriculums contain courses, and courses contain modular lessons. Knowledge Checks : Built-in quizzes to test your knowledge at the end of courses. Progress Tracking : Visual indicators to show completed lessons and remaining coursework. The main architecture is designed using HTML, CSS and JS. Designed to be modular, so adding another course/curriculum is easily done by writing one single json data file. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)
Novara v1.03.97 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. New Features from Previous Ship include: Architecture Simulation: A new lesson type where the user can design an simple floor plan, complete with an accurate scale, rectangle tool, and eraser. Privacy Policy: Users can understand how their data is stored within Novara, and feel safer using the relativly unknown website. New Lesson Flow: Topbar no longer uses Opacity, and instead has a back button neatly placed at the top instead of the usual navigation buttons. Alerts: Almost all of the alerts have been moved to custom inline boxes to be more user intuitive and welcoming. I think i missed a few somewhere here and there tho. AI USAGE DISCLAIMER AI is used in the generation of our courses. We have not yet received assistance from subject-matter experts in developing our curricula. (I’m working on finding people, hopefully soon) To maintain quality, the AI is guided by strict instructions designed to reduce low-quality content (“slop lessons”) and encourage materials that engage students in critical thinking and active learning. Despite these safeguards, mistakes and errors may still occur. If you find an issue, please report it by emailing: [email protected] (Responses take 3-5 business days). Thank you for helping us improve. README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register)
Novara v1.04.67 Novara is a free learning website, It has multiple courses with varying lesson types, so information is presented and tested in many ways. Our Goal: Build a library of curriculums so users can get the same learning opportunities of school, with more ways to learn than reading and note-taking, and at no cost to the users. (Verbatim from homepage) ##New Features from Previous Ship include: NEW UI: Earlier versions were apparently too “ai” so I created a new version that hopefully doesn’t look like ai. Since if people think that any part of the website is ai, the website in the whole is low quality rubbish, which Novara is NOT and will NOT allow itself to be. Inline css has been replaced with classes and seperate css files. Those css files are soon to be further seperated into smaller css files to make css navigation easier. Enhanced Privacy Policy: Now includes direct links allowing users to do self-study as well as a profit section. New Syllabus Flow: Now uses a sidebar with the section names and # of lessons. Clicking on the section opens up the lesson on the right side workspace. Mayor Bob: THE MASCOT TO GUIDE ALL!! He hopefully has more character. (I feel like hes better now but idk) Paced Mode!!!: Lessons lock until you reach the current day’s target, missing a day triggers a review quiz scaled to how long you were gone, and every 7 completed lessons triggers a module exam gate (80% to pass, locks further progress until you clear it). Because it matches the real school format of teaching, and i feel like the information will be better retained by ppl if its taught over several days instead of all being shoved down ur throught. AI Courses: ALL GONE!! Looking for proffesionals in single subjects to assist in new proper course creation. Ai work will never replace us!! URL Routing: You can share links and bookmark pages and since its all the same html file, it wouldn’t work, but now it does bc we have the “?=###” things that work now. ##Difficulties: Forever the bane of my existence, the typos an missing semicolons or braces. Also working through the css to ensure that the content is structured how i like it. Also did a fix where my previous thing would break if a course file was missing when the catalog json had it listed, now it just skips over it. The bonus question was fiting weirdly so i js removed it entirely. At some point i made the dialogue boxes have the typing animation, but i forgot about new lines and whitespaces also have to be considered in that logic, so at some point the dialogue would just trail off the end of the text box lol, without any spaces or new lines. Css bugs also. I js realized i also forgot to style the scrollbars, but ill work on that later. side note: i figured out how to sign my commits using a SHA encryption service so every commit will say “Verified” (ONLY REMAINS ONE AI COURSE THAT IS NOW PROPERLY ATTRIBUTED IN ITS DETAILS MENU, THE AI DISCLAIMER IS DISCONTINUED) README + More Details here: https://github.com/Cassetu/Novara#table-of-contents PRIVACY POLICY: https://cassetu.github.io/Novara/html/privacy.html TRY IT HERE!: https://cassetu.github.io/Novara/index.html (To access full content you must sign in/register, u can trust Novara, and if you don’t, read the Privacy Policy!)...
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1793609409.4202442
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1793695809.4202442
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57447
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Panda Connector by @itsaperson | Stardance
|
itsaperson
|
0
|
3.03
|
0
|
[]
|
[{"post_id": 74740, "ts": "202 [{"post_id": 74740, "ts": "2026-09-28T03:15:05Z", "hours": 1.6508, "text": "DESIGNING THE CASE After I got the pcb ready and ordered, went on onshape to design the case. But quickly ran into a problem. The panda was an organic shape, so I didn’t know how to get the outlines! Tried using the “use” tool but unfortunately my laptop crashed to many times, so I then gruesomely used the spline tool to manually trace out the panda shape. But in the end, did get the case done, along with some CAD trauma I’ll never forget"}, {"post_id": 74395, "ts": "2026-09-27T09:59:10Z", "hours": 1.0181, "text": "Panda takeover! After my project got rejected, I had a good look on easyeda, and thought that the pcb looked… plain. What’s the point of making a custom pcb if it’s gonna look that boring? So I decided to make it panda themed, and hence call this project panda connector! Had to rewire everything tho which was kinda annoying, but in the end, it was so worth it! Also decided to have a coloured silkscreen (sry hcb but the coloured silkscreen panda just looks so nice!)"}, {"post_id": 60147, "ts": "2026-09-02T10:18:43Z", "hours": 0.3567, "text": "I originally was planning to ship this to macondo, as I was following the macondo tutorial, but unfortunatly it ended, so I’m submitting it to stardance. I followed through the macondo tutorial for the usb hub, working for many hours on EasyEDA, but I didn’t know that lapse existed, so that’s like 5 hours gone to waste. This was my very first project with anything related to pcb, so I was kinda new to the concept. But I got it done, and now I’m up to the ordering stage!"}]...
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Title: Panda Connector by @itsaperson | Stardance
Title: Panda Connector by @itsaperson | Stardance
Devlogs:
I originally was planning to ship this to macondo, as I was following the macondo tutorial, but unfortunatly it ended, so I’m submitting it to stardance. I followed through the macondo tutorial for the usb hub, working for many hours on EasyEDA, but I didn’t know that lapse existed, so that’s like 5 hours gone to waste. This was my very first project with anything related to pcb, so I was kinda new to the concept. But I got it done, and now I’m up to the ordering stage!
Panda takeover! After my project got rejected, I had a good look on easyeda, and thought that the pcb looked… plain. What’s the point of making a custom pcb if it’s gonna look that boring? So I decided to make it panda themed, and hence call this project panda connector! Had to rewire everything tho which was kinda annoying, but in the end, it was so worth it! Also decided to have a coloured silkscreen (sry hcb but the coloured silkscreen panda just looks so nice!)
DESIGNING THE CASE After I got the pcb ready and ordered, went on onshape to design the case. But quickly ran into a problem. The panda was an organic shape, so I didn’t know how to get the outlines! Tried using the “use” tool but unfortunately my laptop crashed to many times, so I then gruesomely used the spline tool to manually trace out the panda shape. But in the end, did get the case done, along with some CAD trauma I’ll never forget...
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1793440146.4354978
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1794044946.4354978
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17267
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Skyx rocket engine by @shivamgupta_official13 | St Skyx rocket engine by @shivamgupta_official13 | Stardance...
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shivamgupta_official13
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0
|
0.71
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0
|
[]
|
[{"post_id": 7474, "ts": "2026 [{"post_id": 7474, "ts": "2026-06-12T13:56:02Z", "hours": 0.7094, "text": "I was working on my sky x rocket eninge and for now I have just made the core base with the perfect width and the hole inside and then nozzle needed it might not look like an much progress for now but I would do the main work in the next devlog and you could see the actual thing what I was trying to do with this project and with blender"}]...
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Title: Skyx rocket engine by @shivamgupta_official Title: Skyx rocket engine by @shivamgupta_official13 | Stardance
Devlogs:
I was working on my sky x rocket eninge and for now I have just made the core base with the perfect width and the hole inside and then nozzle needed it might not look like an much progress for now but I would do the main work in the next devlog and you could see the actual thing what I was trying to do with this project and with blender...
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1793483252.8177197
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1794088052.8177197
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66424
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JSONEditor by @Jwo | Stardance
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Jwo
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0
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1.68
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0
|
[]
|
[{"post_id": 74731, "ts": "202 [{"post_id": 74731, "ts": "2026-09-28T02:43:57Z", "hours": 1.6767, "text": "A small, browser-based JSON formatter built with HTML, CSS, and JavaScript. I made this project to keep working with JSON simple: paste your JSON, click Format JSON, and get a clean, readable version. It also shows a clear error message when the JSON is not valid."}]...
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Title: JSONEditor by @Jwo | Stardance
Devlogs:
A Title: JSONEditor by @Jwo | Stardance
Devlogs:
A small, browser-based JSON formatter built with HTML, CSS, and JavaScript. I made this project to keep working with JSON simple: paste your JSON, click Format JSON, and get a clean, readable version. It also shows a clear error message when the JSON is not valid....
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1793098346.5003018
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1793703146.5003018
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14161
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My very own WebOS by @hayun080805 | Stardance
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hayun080805
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0
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2.55
|
0
|
[]
|
[{"post_id": 7473, "ts": "2026 [{"post_id": 7473, "ts": "2026-06-12T13:54:00Z", "hours": 1.2194, "text": "Now, I can move WINDOW! 이제 welcome창을 움직일 수 있어요"}, {"post_id": 6195, "ts": "2026-06-10T12:27:51Z", "hours": 0.9242, "text": "addition : top bar and bottom bar. and GIF and clock. 상, 하단 바 빛 GIF 이미지 추가. 현재 시간에 연동되는 시계 추가"}, {"post_id": 6101, "ts": "2026-06-10T08:12:19Z", "hours": 0.4022, "text": "나의 첫번째 웹 사이트의 기초가 만들어졌어요! my first website."}]...
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Title: My very own WebOS by @hayun080805 | Stardan Title: My very own WebOS by @hayun080805 | Stardance
Devlogs:
나의 첫번째 웹 사이트의 기초가 만들어졌어요! my first website.
addition : top bar and bottom bar. and GIF and clock. 상, 하단 바 빛 GIF 이미지 추가. 현재 시간에 연동되는 시계 추가
Now, I can move WINDOW! 이제 welcome창을 움직일 수 있어요...
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1793440271.9707494
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1794045071.9707494
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63327
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yes by @rosie123 | Stardance
|
rosie123
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:24:11Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "im a beginner so i dont know a lot but i tried my best(:", "repo": "https://github.com/1raselle/boba/commit/4ca04855baa39c12c16a645339e917af25965142#diff-0eb547304658805aad788d320f10bf1f292797b5e6d745a3bf617584da017051", "demo": "https://ideal-disco-p7w6gvr695573rqvg-5501.app.github.dev/"}]...
|
[{"post_id": 74724, "ts": "202 [{"post_id": 74724, "ts": "2026-09-28T02:19:40Z", "hours": 0.3281, "text": "a site abt how boba is made!!!"}, {"post_id": 74716, "ts": "2026-09-28T01:44:32Z", "hours": 1.1403, "text": "a site abt how boba is made!!!"}]...
|
Title: yes by @rosie123 | Stardance
Devlogs:
a si Title: yes by @rosie123 | Stardance
Devlogs:
a site abt how boba is made!!!
a site abt how boba is made!!!
Ships:
im a beginner so i dont know a lot but i tried my best(:...
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1793591483.9892223
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1793677883.9892223
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29073
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MR. ELECTRIC! by @Nicholas-Reyne | Stardance
|
Nicholas-Reyne
|
2
|
35.0
|
403
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:17:38Z", "hours": 9.0, "multiplier": 6.27, "payout": 55, "blessing": "neutral", "text": "I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}, {"ship_num": 2, "ts": "2026-08-29T02:34:50Z", "hours": 26.0, "multiplier": 14.95, "payout": 348, "blessing": "neutral", "text": "I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}]...
|
[{"post_id": 74721, "ts": "202 [{"post_id": 74721, "ts": "2026-09-28T02:15:44Z", "hours": 4.9092, "text": "Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!"}, {"post_id": 68954, "ts": "2026-09-16T03:25:31Z", "hours": 3.9431, "text": "Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!"}, {"post_id": 56994, "ts": "2026-08-29T01:55:13Z", "hours": 4.7481, "text": "Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!"}, {"post_id": 53475, "ts": "2026-08-24T01:20:19Z", "hours": 13.0117, "text": "It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style."}, {"post_id": 34082, "ts": "2026-07-24T15:36:43Z", "hours": 8.5542, "text": "This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength."}]...
|
Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardanc Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardance
Devlogs:
This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength.
It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style.
Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!
Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!
Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!
Ships:
I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!
I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!...
|
1793613234.6734734
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1793699634.6734734
|
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57085
|
expenditureAI by @ahnafiscool | Stardance
|
ahnafiscool
|
2
|
14.0
|
78
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T12:13:39Z", "hours": 8.0, "multiplier": 4.22, "payout": 35, "blessing": "neutral", "text": "This ship is to account for the few hours I could not log into the previous ship after some changes were requested. I almost forgot about cuz I was working on other YSWSs and stardance is coming to an end too. The major changes I made were updating of the service page with globes and a few redesigns + Added a new homepage/landing page.", "repo": "https://github.com/AhnafPro/ExpenditureAI/", "demo": "https://expenditureai.wasmer.app/"}, {"ship_num": 2, "ts": "2026-09-16T18:31:36Z", "hours": 6.0, "multiplier": 7.37, "payout": 43, "blessing": "neutral", "text": "A simple yet unique project idea that came in my mind at the start of this month has finally reached it’s first milestone. Here it is the first ship and the first beta preview of the project… The challenging part was creating the logic and the algorithm, at first I thought of using some AI api but then I realized that most of the credit would go to the AI not me so I came up with such a plan. The fun part was actually designing the UI of the website because It was cool to experiment with countless design and I’m glad of how it looks now. I’ve tried my best to keep the documentation and presentation side well so that each devlog, readme etc. were easy to understand by a glance. PLEASE 🙏 keep in mind that this project is still in development and for sure lacks options under “active expenses” as it just to give a peek on what I made. So please, do not rate the project negatively saying that there were less options, or outputs were not from real AI etc… Thank You!", "repo": "https://github.com/AhnafPro/ExpenditureAI/", "demo": "https://expenditureai.wasmer.app/"}]...
|
[{"post_id": 74720, "ts": "202 [{"post_id": 74720, "ts": "2026-09-28T02:13:38Z", "hours": 8.3244, "text": "We are almost dead end of the stardance and I hope this is gonna be my last devlog. Last time I had to make changes since AI use went over 30%, so I had to either add new features or rewrite the codes myself. Here are the changes: Added: New landing page (made purely out of HTML/CSS) Custom globe model with major regions marked (Made in sculptGL and textured in Paint3D, used google’s model-viewer to display) Region code legend marked in color emoji squares. Notes (for storing texts in local storage) Rewrote: Currency converter (redesinged with bare HTML/CSS and paired with existing script.) New README (reference from othneildrew/Best-README-Template, and Ileriayo/markdown-badges) note: for now the chart is not functional, I will fix it later."}, {"post_id": 69267, "ts": "2026-09-16T18:16:34Z", "hours": 0.5953, "text": "And here it is, finally forged a clean and simple README.md page. I have not got anything to say since it is the last log before I ship. So better read the ship message or check down other logs…"}, {"post_id": 68520, "ts": "2026-09-15T07:55:10Z", "hours": 0.3878, "text": "I made a small change before the ship. I have added a small widget and a legend for the country codes inside the forcast box. The widget is able to convert the other country rates to USD on a rough estimate. Along with that the forcast changes its currency too now. The analyze button now works manually unlike before where it just instantly show the output. After this I’ll have to upload it to infinity free for the hosting. I might make another log when I’m done writing the README.md. CYA…"}, {"post_id": 68494, "ts": "2026-09-15T07:02:06Z", "hours": 0.3819, "text": "The flowcharts and logic for the food delivery options are done. This one I made it on figma and as you can see it does not look as good as the one on the right (made on draw.io), plus it was kinda sluggish to make it cuz randomly the figma page gets corrupted and the texts get interchanged in the boxes. And the saddest thing was I spent an hour on it but the extension only recorded 22 mins. But, i’ve finally done it. I think I will ship it now for everyone to test it before I progress more into it."}, {"post_id": 67998, "ts": "2026-09-14T10:49:18Z", "hours": 0.2561, "text": "After juggling with lots of tight time management, I was able to finish the algorithm logic for the music subscription options. I made it on draw.io and honestly it was not that quick and easy as it looks. I will be switching to figma for the next data set since doing all these on draw.io won’t log anytime but it will get more complicated make these flowchart compared to how smooth it is on draw. I must get back to make another chart, CYA!"}, {"post_id": 66069, "ts": "2026-09-11T17:15:29Z", "hours": 0.915, "text": "Unfortunately, I had lost my streak… cuz I was having exams and stuff so I could not really do much until today and made a bit of progress on the UI side, nothings yet funtional do but this is how the finsihed UI is gonna look like. I might have to skip few more days until I get enough time to make my own algoritm since I’m not planning to use any kind of pre-made AI apis or any help from someone’s AI. It’s gonna be based on all present/given data. Cya"}, {"post_id": 63097, "ts": "2026-09-06T18:19:27Z", "hours": 1.0053, "text": "Everything is still static, nothing is yet functional but it soon will be. For now I have added heading and other UI components, skeleton etc. I have tried to make it look as professional looking as I can with simple fonts and good placement of texts. I did not make much progress in these days since my exams are coming up and tmrw is my first term exam. Everybody please pray for me, tysm. gtg sleep now, bye"}, {"post_id": 62001, "ts": "2026-09-05T06:31:19Z", "hours": 1.0628, "text": "I have completely made the layout, and I bet it looks really clean. And I have added hover animations to all of it. For the large boxes, those will have a card hover animation where it follows your pointer if you hover over them, and the smaller boxes will have a simple yet smooth pop-up hover animation. I have marked each of the boxes in different colors so that it can be understood what each of the section does: Red: It shows our total cost forecast, month, and what percentage each item costs. Blue: It is where you add your items along with cost. Black: Here is where the algorithm or AI gives the output Yellow: Bar graph comparison between our input and ai/algorithm saving suggestions and shows the total savings amount. cya until next log…"}, {"post_id": 60856, "ts": "2026-09-03T14:13:34Z", "hours": 1.2794, "text": "Just started this project, I am still making the layout and stuffs. I’m thinking of going for a clean, simple and minimalistic design for the site. And I have plans to make a landing page for it later on when I finish the actual project’s site (this one). Though I have to give it a sleek look, I don’t want to make it look dark and boring so there will be little tweaks to the design you might see on next log…"}]...
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Title: expenditureAI by @ahnafiscool | Stardance
Title: expenditureAI by @ahnafiscool | Stardance
Devlogs:
Just started this project, I am still making the layout and stuffs. I’m thinking of going for a clean, simple and minimalistic design for the site. And I have plans to make a landing page for it later on when I finish the actual project’s site (this one). Though I have to give it a sleek look, I don’t want to make it look dark and boring so there will be little tweaks to the design you might see on next log…
I have completely made the layout, and I bet it looks really clean. And I have added hover animations to all of it. For the large boxes, those will have a card hover animation where it follows your pointer if you hover over them, and the smaller boxes will have a simple yet smooth pop-up hover animation. I have marked each of the boxes in different colors so that it can be understood what each of the section does: Red: It shows our total cost forecast, month, and what percentage each item costs. Blue: It is where you add your items along with cost. Black: Here is where the algorithm or AI gives the output Yellow: Bar graph comparison between our input and ai/algorithm saving suggestions and shows the total savings amount. cya until next log…
Everything is still static, nothing is yet functional but it soon will be. For now I have added heading and other UI components, skeleton etc. I have tried to make it look as professional looking as I can with simple fonts and good placement of texts. I did not make much progress in these days since my exams are coming up and tmrw is my first term exam. Everybody please pray for me, tysm. gtg sleep now, bye
Unfortunately, I had lost my streak… cuz I was having exams and stuff so I could not really do much until today and made a bit of progress on the UI side, nothings yet funtional do but this is how the finsihed UI is gonna look like. I might have to skip few more days until I get enough time to make my own algoritm since I’m not planning to use any kind of pre-made AI apis or any help from someone’s AI. It’s gonna be based on all present/given data. Cya
After juggling with lots of tight time management, I was able to finish the algorithm logic for the music subscription options. I made it on draw.io and honestly it was not that quick and easy as it looks. I will be switching to figma for the next data set since doing all these on draw.io won’t log anytime but it will get more complicated make these flowchart compared to how smooth it is on draw. I must get back to make another chart, CYA!
The flowcharts and logic for the food delivery options are done. This one I made it on figma and as you can see it does not look as good as the one on the right (made on draw.io), plus it was kinda sluggish to make it cuz randomly the figma page gets corrupted and the texts get interchanged in the boxes. And the saddest thing was I spent an hour on it but the extension only recorded 22 mins. But, i’ve finally done it. I think I will ship it now for everyone to test it before I progress more into it.
I made a small change before the ship. I have added a small widget and a legend for the country codes inside the forcast box. The widget is able to convert the other country rates to USD on a rough estimate. Along with that the forcast changes its currency too now. The analyze button now works manually unlike before where it just instantly show the output. After this I’ll have to upload it to infinity free for the hosting. I might make another log when I’m done writing the README.md. CYA…
And here it is, finally forged a clean and simple README.md page. I have not got anything to say since it is the last log before I ship. So better read the ship message or check down other logs…
We are almost dead end of the stardance and I hope this is gonna be my last devlog. Last time I had to make changes since AI use went over 30%, so I had to either add new features or rewrite the codes myself. Here are the changes: Added: New landing page (made purely out of HTML/CSS) Custom globe model with major regions marked (Made in sculptGL and textured in Paint3D, used google’s model-viewer to display) Region code legend marked in color emoji squares. Notes (for storing texts in local storage) Rewrote: Currency converter (redesinged with bare HTML/CSS and paired with existing script.) New README (reference from othneildrew/Best-README-Template, and Ileriayo/markdown-badges) note: for now the chart is not functional, I will fix it later.
Ships:
A simple yet unique project idea that came in my mind at the start of this month has finally reached it’s first milestone. Here it is the first ship and the first beta preview of the project… The challenging part was creating the logic and the algorithm, at first I thought of using some AI api but then I realized that most of the credit would go to the AI not me so I came up with such a plan. The fun part was actually designing the UI of the website because It was cool to experiment with countless design and I’m glad of how it looks now. I’ve tried my best to keep the documentation and presentation side well so that each devlog, readme etc. were easy to understand by a glance. PLEASE 🙏 keep in mind that this project is still in development and for sure lacks options under “active expenses” as it just to give a peek on what I made. So please, do not rate the project negatively saying that there were less options, or outputs were not from real AI etc… Thank You!
This ship is to account for the few hours I could not log into the previous ship after some changes were requested. I almost forgot about cuz I was working on other YSWSs and stardance is coming to an end too. The major changes I made were updating of the service page with globes and a few redesigns + Added a new homepage/landing page....
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1793580726.602649
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1793667126.602649
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53860
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Epic MP3 Player by @Amanojaku | Stardance
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Amanojaku
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1
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12.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:22:26Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It uses the dac pin to play audio instead of an actual audio module. Also whenever you plug in earbuds the voltage drops and the program resets which is cool. Its also really quiet and it’s way too big. My CAD is all messed up and nothing fits correctly. Anything but using a pcb", "repo": "https://github.com/zxcvbnmzxcvbnmzxcv/mymp3player", "demo": ""}]...
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[{"post_id": 74719, "ts": "202 [{"post_id": 74719, "ts": "2026-09-28T02:07:29Z", "hours": 3.1833, "text": "Added the menu and a random song feature"}, {"post_id": 66991, "ts": "2026-09-13T00:18:34Z", "hours": 0.9667, "text": "I think it’s too small for an mp3 player I tried really hard to make it as big as I could but now it’s just too portable. Also I didn’t have any buttons so im just gonna use a potentiometer instead."}, {"post_id": 66315, "ts": "2026-09-12T02:30:49Z", "hours": 1.2489, "text": "I like food that is fun to eat. I’d rather eat pasta than noodles because it’s in a nicer shape. I’d rather eat the toblerone chocolate triangular prisms than a cube of chocolate. Cereal is fun to eat. Rice is fun to eat. Hardshell tacos are funner to eat. Cheese in the shape of little circles is more fun to eat."}, {"post_id": 65731, "ts": "2026-09-11T02:14:04Z", "hours": 0.8281, "text": "The pencil is a part of the structural integrity"}, {"post_id": 65119, "ts": "2026-09-10T01:11:20Z", "hours": 4.0808, "text": "3D modeled the case with ports"}, {"post_id": 57732, "ts": "2026-08-30T00:09:59Z", "hours": 0.9, "text": "Adding lcd and battery pack. Bumping the Banjo Kazooie soundtrack in 16-bit audio just like reggie intended"}, {"post_id": 56323, "ts": "2026-08-28T01:47:39Z", "hours": 0.5417, "text": "I need to wire the screen and buttons"}]...
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Title: Epic MP3 Player by @Amanojaku | Stardance
Title: Epic MP3 Player by @Amanojaku | Stardance
Devlogs:
I need to wire the screen and buttons
Adding lcd and battery pack. Bumping the Banjo Kazooie soundtrack in 16-bit audio just like reggie intended
3D modeled the case with ports
The pencil is a part of the structural integrity
I like food that is fun to eat. I’d rather eat pasta than noodles because it’s in a nicer shape. I’d rather eat the toblerone chocolate triangular prisms than a cube of chocolate. Cereal is fun to eat. Rice is fun to eat. Hardshell tacos are funner to eat. Cheese in the shape of little circles is more fun to eat.
I think it’s too small for an mp3 player I tried really hard to make it as big as I could but now it’s just too portable. Also I didn’t have any buttons so im just gonna use a potentiometer instead.
Added the menu and a random song feature
Ships:
It uses the dac pin to play audio instead of an actual audio module. Also whenever you plug in earbuds the voltage drops and the program resets which is cool. Its also really quiet and it’s way too big. My CAD is all messed up and nothing fits correctly. Anything but using a pcb...
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1793581016.6591864
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1793667416.6591864
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56391
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jam by @tiydwe | Stardance
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tiydwe
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1
|
74.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T03:15:45Z", "hours": 74.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!", "repo": "https://github.com/tiydwe/jam", "demo": "https://github.com/tiydwe/jam/releases"}]...
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[{"post_id": 74715, "ts": "202 [{"post_id": 74715, "ts": "2026-09-28T01:43:45Z", "hours": 1.7006, "text": "Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car."}, {"post_id": 73808, "ts": "2026-09-26T02:02:07Z", "hours": 2.2122, "text": "Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements."}, {"post_id": 73442, "ts": "2026-09-25T03:14:55Z", "hours": 0.9517, "text": "Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images"}, {"post_id": 72969, "ts": "2026-09-24T04:08:22Z", "hours": 1.5692, "text": "Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements."}, {"post_id": 72903, "ts": "2026-09-24T00:11:43Z", "hours": 1.9867, "text": "Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!"}, {"post_id": 72524, "ts": "2026-09-23T04:09:01Z", "hours": 0.7831, "text": "Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping."}, {"post_id": 71412, "ts": "2026-09-20T19:39:32Z", "hours": 1.2444, "text": "Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections."}, {"post_id": 70974, "ts": "2026-09-20T04:32:09Z", "hours": 3.6283, "text": "Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions."}, {"post_id": 70398, "ts": "2026-09-19T03:16:36Z", "hours": 1.6942, "text": "Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me."}, {"post_id": 69939, "ts": "2026-09-18T03:04:12Z", "hours": 2.1767, "text": "Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!"}, {"post_id": 69474, "ts": "2026-09-17T04:09:40Z", "hours": 3.6081, "text": "Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess."}, {"post_id": 68971, "ts": "2026-09-16T04:07:16Z", "hours": 3.555, "text": "Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!"}, {"post_id": 68848, "ts": "2026-09-15T21:12:46Z", "hours": 2.5681, "text": "Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!"}, {"post_id": 67846, "ts": "2026-09-14T03:37:33Z", "hours": 2.4819, "text": "Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next."}, {"post_id": 66941, "ts": "2026-09-12T22:21:13Z", "hours": 2.0508, "text": "Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code."}, {"post_id": 66333, "ts": "2026-09-12T03:20:36Z", "hours": 1.27, "text": "Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route."}, {"post_id": 65765, "ts": "2026-09-11T03:46:40Z", "hours": 2.0719, "text": "I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS."}, {"post_id": 65179, "ts": "2026-09-10T03:54:45Z", "hours": 3.1253, "text": "You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!"}, {"post_id": 63886, "ts": "2026-09-07T21:57:33Z", "hours": 3.2367, "text": "Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!"}, {"post_id": 63245, "ts": "2026-09-06T23:18:58Z", "hours": 1.535, "text": "Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections."}, {"post_id": 62688, "ts": "2026-09-06T05:31:03Z", "hours": 5.7889, "text": "I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it."}, {"post_id": 61974, "ts": "2026-09-05T05:15:06Z", "hours": 3.2656, "text": "Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues."}, {"post_id": 61269, "ts": "2026-09-04T03:47:53Z", "hours": 5.1006, "text": "More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable."}, {"post_id": 60024, "ts": "2026-09-02T03:57:47Z", "hours": 4.4422, "text": "Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!"}, {"post_id": 59324, "ts": "2026-09-01T01:34:13Z", "hours": 2.2528, "text": "Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird."}, {"post_id": 58657, "ts": "2026-08-31T04:38:04Z", "hours": 9.5722, "text": "Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!"}]...
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Title: jam by @tiydwe | Stardance
Devlogs:
Starte Title: jam by @tiydwe | Stardance
Devlogs:
Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!
Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird.
Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!
More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable.
Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues.
I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it.
Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections.
Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!
You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!
I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS.
Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route.
Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code.
Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next.
Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!
Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!
Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess.
Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!
Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me.
Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions.
Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections.
Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping.
Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!
Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements.
Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images
Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements.
Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car.
Ships:
Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!...
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1793580621.4268157
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1793667021.4268157
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65980
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Clock by @abhinav2026 | Stardance
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abhinav2026
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0
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2.0
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0
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[]
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[{"post_id": 74713, "ts": "202 [{"post_id": 74713, "ts": "2026-09-28T01:38:44Z", "hours": 1.9975, "text": "I finished my schematic, PCB, and am almost done with the CAD. I didn’t record most of it because when i tried to open KICAD my computer kept on crashing so i moved to my brothers. It was working fine on there and I was almost done with my CAD but then my brother took his computer so I had to restart on my moms computer. I was so tired and needed to get it done by today so I sadly didn’t record anything. If Stardance doesn’t count this then oh well at least I learned."}]...
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Title: Clock by @abhinav2026 | Stardance
Devlogs: Title: Clock by @abhinav2026 | Stardance
Devlogs:
I finished my schematic, PCB, and am almost done with the CAD. I didn’t record most of it because when i tried to open KICAD my computer kept on crashing so i moved to my brothers. It was working fine on there and I was almost done with my CAD but then my brother took his computer so I had to restart on my moms computer. I was so tired and needed to get it done by today so I sadly didn’t record anything. If Stardance doesn’t count this then oh well at least I learned....
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1793094517.8952048
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1793699317.8952048
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66413
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Unity tutorial minigames by @Triter12hi | Stardanc Unity tutorial minigames by @Triter12hi | Stardance...
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Triter12hi
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:19:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This isn’t a project, its a milestone in learning, rate on how well you think i learned unity esenstials", "repo": "https://github.com/Triter12hi/Tutorial-minigames", "demo": "https://play.unity.com/api/v1/games/game/accd4cd2-94cf-4460-b071-a98fe3c4a954/build/latest/frame"}]...
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[{"post_id": 74710, "ts": "202 [{"post_id": 74710, "ts": "2026-09-28T01:24:39Z", "hours": 0.4711, "text": "Ok this is just for stardust cause well.. just look at my description will ship soon"}]...
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Title: Unity tutorial minigames by @Triter12hi | S Title: Unity tutorial minigames by @Triter12hi | Stardance
Devlogs:
Ok this is just for stardust cause well.. just look at my description will ship soon
Ships:
This isn’t a project, its a milestone in learning, rate on how well you think i learned unity esenstials...
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1793591827.6444461
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1793678227.6444461
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65145
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Receipt by @govindrkumar | Stardance
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govindrkumar
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:20:32Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hack club challenge", "repo": "https://github.com/govindrkumar/receipt", "demo": "https://private-user-images.githubusercontent.com/76465140/658122564-3d42d9fa-5ce9-4f78-85d9-d41a1de1c637.png?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3OTA1NTg1ODUsIm5iZiI6MTc5MDU1ODI4NSwicGF0aCI6Ii83NjQ2NTE0MC82NTgxMjI1NjQtM2Q0MmQ5ZmEtNWNlOS00Zjc4LTg1ZDktZDQxYTFkZTFjNjM3LnBuZz9YLUFtei1BbGdvcml0aG09QVdTNC1ITUFDLVNIQTI1NiZYLUFtei1DcmVkZW50aWFsPUFLSUFWQ09EWUxTQTUzUFFLNFpBJTJGMjAyNjA5MjglMkZ1cy1lYXN0LTElMkZzMyUyRmF3czRfcmVxdWVzdCZYLUFtei1EYXRlPTIwMjYwOTI4VDAxMTgwNVomWC1BbXotRXhwaXJlcz0zMDAmWC1BbXotU2lnbmF0dXJlPTdmNWE3NzcwNGY2OWVjNDhkNDk2MGYwYzFjNjQ4ZWNhYTZkMmUwYzhhOTYzM2MyYTI4MTAxZmJjOWI0NWVkNzMmWC1BbXotU2lnbmVkSGVhZGVycz1ob3N0JnJlc3BvbnNlLWNvbnRlbnQtdHlwZT1pbWFnZSUyRnBuZyJ9.nfokstDwnqTY-IVCC7XQ3hhCTHOOdO7WU3xTP0x10M8"}]...
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[{"post_id": 74706, "ts": "202 [{"post_id": 74706, "ts": "2026-09-28T01:19:04Z", "hours": 2.9508, "text": "Devlog2 : Completed the challenge….."}, {"post_id": 72955, "ts": "2026-09-24T03:22:17Z", "hours": 0.4111, "text": "DID something"}]...
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Title: Receipt by @govindrkumar | Stardance
Devlo Title: Receipt by @govindrkumar | Stardance
Devlogs:
DID something
Devlog2 : Completed the challenge…..
Ships:
Hack club challenge...
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1793591686.3198843
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1793678086.3198843
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64602
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My own site! by @arnavseth | Stardance
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arnavseth
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T00:41:24Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom website for myself were i can display to anyone, it was hard to get the background matrix rain to get working, and i am proud of the result", "repo": "https://github.com/arnavseth12/Mywebsite", "demo": "https://arnavseth12.github.io/Mywebsite/"}]...
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[{"post_id": 74705, "ts": "202 [{"post_id": 74705, "ts": "2026-09-28T01:16:37Z", "hours": 2.6889, "text": "Finished the site i went for a new terminal type look"}, {"post_id": 72877, "ts": "2026-09-23T22:30:03Z", "hours": 2.8633, "text": "Finished the homepage and the map working on a game inside the site"}]...
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Title: My own site! by @arnavseth | Stardance
Dev Title: My own site! by @arnavseth | Stardance
Devlogs:
Finished the homepage and the map working on a game inside the site
Finished the site i went for a new terminal type look
Ships:
I made a custom website for myself were i can display to anyone, it was hard to get the background matrix rain to get working, and i am proud of the result...
|
1793591633.6307623
|
1793678033.6307623
|
|
66249
|
BlokaCARE by @bloka_blesson | Stardance
|
bloka_blesson
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 74702, "ts": "202 [{"post_id": 74702, "ts": "2026-09-28T01:09:52Z", "hours": 0.2914, "text": "A nice project ai"}]...
|
Title: BlokaCARE by @bloka_blesson | Stardance
De Title: BlokaCARE by @bloka_blesson | Stardance
Devlogs:
A nice project ai...
|
1793094926.0223753
|
1793699726.0223753
|
|
42229
|
Storm Glide by @thenetheritedog | Stardance
|
thenetheritedog
|
1
|
69.0
|
430
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:20:17Z", "hours": 69.0, "multiplier": 6.27, "payout": 430, "blessing": "neutral", "text": "Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this.", "repo": "https://github.com/thenetheritedog/StarDance-Platformer", "demo": "https://netheritedog.itch.io/storm-glide"}]...
|
[{"post_id": 74700, "ts": "202 [{"post_id": 74700, "ts": "2026-09-28T01:09:28Z", "hours": 7.1181, "text": "It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done"}, {"post_id": 70437, "ts": "2026-09-19T05:59:06Z", "hours": 8.6503, "text": "Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do"}, {"post_id": 48682, "ts": "2026-08-17T05:53:35Z", "hours": 4.5081, "text": "NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this"}, {"post_id": 46569, "ts": "2026-08-13T21:54:55Z", "hours": 8.1131, "text": "Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look"}, {"post_id": 44879, "ts": "2026-08-10T22:25:28Z", "hours": 6.7169, "text": "While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too"}, {"post_id": 43811, "ts": "2026-08-09T07:38:03Z", "hours": 6.8208, "text": "It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now"}, {"post_id": 43177, "ts": "2026-08-08T09:20:56Z", "hours": 4.7072, "text": "Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you."}, {"post_id": 42451, "ts": "2026-08-07T05:40:44Z", "hours": 2.2183, "text": "Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that."}, {"post_id": 41851, "ts": "2026-08-06T10:12:52Z", "hours": 5.1969, "text": "Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music."}, {"post_id": 40602, "ts": "2026-08-04T08:05:22Z", "hours": 5.2825, "text": "Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog."}, {"post_id": 39329, "ts": "2026-08-02T07:37:15Z", "hours": 6.4725, "text": "Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it."}, {"post_id": 38469, "ts": "2026-07-31T21:10:23Z", "hours": 2.8192, "text": "Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character."}]...
|
Title: Storm Glide by @thenetheritedog | Stardance Title: Storm Glide by @thenetheritedog | Stardance
Devlogs:
Basic controls added. Character can move jump, hold jump, walk up and down slopes, turn camera and have a little bit of time after falling to jump (coyote time). Next I will probably add a sprint. fix up collision issues and make a model for the character.
Wall slide is here, slopes also have been fixed and give you a velocity boost to show you gaining speed while going down and losing speed going up. Otherwise I have a cat model made but I don’t know if imma keep it.
Grappling hook added, polished, terrain testing and a new obstacle course added…. also I tried fixing slopes again and they still are alright So I currently don’t know what to add next or what the main character will be, I have an old model I might be able to use that I made for a different game that I didn’t finish. I did turn it in however as part of a website so I might not be able to use it. My ideas for what next will be added is particles, character, environment and maybe some new cool ability. Issues: Wallrun acts weird on curved surfaces Slopes are still buggy Camera is a bit weird I will probably start a thread on slack about this. I don’t have a clue what to do for 3d platforming. (Maybe something involving a mountain and gliding?) Hard to keep motivation, might just deal with the weird bugs and wait to fix them. Probably will do music or art next devlog.
Glider and Grapple update. What was added Well I have added a glider that you can grapple on to, increasing the weight and falling speed of it while doing so. You also can use your speed to push it faster. The grapple also now has a normal stat that lets me set the players rotation once in it allowing for smoother wall running. Reason why it took so long I wanted some aerodynamic glider but got stuck between it being overpowered, broken, or not fun in its intended use. Game idea is now Decided You are a mountain climber needing to get down, you have a glider however due to the storm you cannot dive through normally meaning you have to go down the mountain through the caves. The deeper you go the more you unveil. Next is probably music.
Spikes, effects and speed lines have been added. A song and model are in progress I am nearing the end of the features I want to add to the game. Next I will work on the visuals and story. Story is currently you are performing a stunt where you paraglide through a storm. In order to do this you are going through caves down a mountain. I will probably refine both the model and music but for now they work. Spikes are just if you hit them it resets everything, speedlines and running smoke are both particles, speedlines just being out of view at lower FOVs which go up as you gain speed. Smoke becomes more and more the faster you go. Gliding can go through spikes (Will change but rn need for testing levels) Also I added a cat model project I was thinking of adding into the game so I got the time from it, so a half hour of this was from that.
Music and Model have been actually added into the game. So in the game now you have some visuals and audio to look at besides the most basic things. Animations are not finished and should end up being finished tomorrow. The running, walking and idle are in the game though. Music is probably final unless I really hate it. Also in the video you can see spikes and the void killing you.
It took me a while but I finished the animations and had to fight unity about the way the animations were shown however it is done. For some reason Unity instead of making forward for the animation what I said in the modeling program just made up forward based on the hip rotation? So I fixed that by changing import settings. Model is based off a paraglider I thought of in my head and the animations show that. I was going to make a glider animation but the grapple animation already fits with it so I might not. Slight CRT filter added will refine, stone texture as place holder I will make a new cave for the next devlog, maybe I’ll also fix the glider. I’m tired as hell so I’m going to bed now
While I did not finish the cave like I said I would I did make a prerelease build available now and add a pause menu. I will either make a title screen next or the cave. Please check it out I want play testers, however it does not work on the web. I just realized the pause menu is broken so I’ll fix that too
Storm Glide has a new banner and new levels are in the works. Also a CGI character built for renders is made using high subdivision counts, procedural texturing, procedural effects and a rendering system that is low intensive to really recreate that 90s CGI look
NEW LEVELS, now when you reach the end of a level with your glider you win the level. This is done by just deleting the level and finding the level with the next number in the resources.load. I feel as if I am another 10-20 hours away from finishing this as I still need more levels. Better visuals for said levels. Title screen and maybe some simple 90s CGI animations. A new PS1 filter . And maybe a wind mechanic? I’ll keep you all updated on this. Also there is a release to test this
Levels are made I honestly forgot to track unity time so it’s a lot more time then actually logged. Ok first of all we have a win screen added and a new glider model, next we have a lock on indicator for your grapple. Bugs: Physics bugs exist and make me mad Potential solutions: Remove rotating player model on sloped surfaces. limit slopes. ignore it. I am probably going to finish it this weekend as I just want the CPU grant at this point. Also I did a lot of shader testing and this was the best i could do
It has been completed the and is on Itch.io We have added decorations and a win screen. Everything that was used for debugging is removed. The game is able to be played on web and everything is now over. It is all done
Ships:
Storm glide is a 3D action platformer where you are gliding down a stormy mountain. In order to do you must use the caves meaning you must keep your glider intact and avoid the obstacles. Holding onto the glider will cause it to fall faster meaning you have to manage how long you stay on it. Your able to grapple and wall run for extra help. You can test it in the Itch.io page on your web, however it needs a PC to run with keyboard and mouse. The struggles of creation were just as expected with how games are made and were in the beginning mostly physics related. They were fixed through trial and error or just left out of the final game. Originally the glider would of had mechanics where you go glide and then soar by pulling back up which never made it to the final game. The models were relatively easy to make however the first design of the character was a cat. Also I had major issues with making the music so it ended up not being the best. I am proud of the renders. Apparently they reminded people so much of the PS1 that a bad edit of one render on a PS1 disc holder was enough for people to think it was real. Even if sent into an art channel. I am also proud of the controls and how fun it was even though it took so long to get the levels right. I don’t know much about how to ship these games to be honest, I have turned in 1 other project and it got lower results due to lack of dev logging and history so hopefully the read me and other stuff is good enough for this....
|
1793577175.627245
|
1793663575.627245
|
|
63945
|
Velocity Deck by @hurshilbaviskar | Stardance
|
hurshilbaviskar
|
0
|
4.8
|
0
|
[]
|
[{"post_id": 74697, "ts": "202 [{"post_id": 74697, "ts": "2026-09-28T01:00:45Z", "hours": 0.9736, "text": "Just finished the 3D model of my macropad of the keyswitches. Im unsure if ill add the 3d models of the rotary encoders with it too but that will be a later problem lol. I tried fiddling with the footprint libraries in KiCad but couldn’t get the switch to save the Cherry MX step file. So I just manually but the step file in for each individual key switch and but the model for the board as well. After all that I’m finally ready to get a 3D printerd case going which will take a while. I’m thinking ill make it themed on my favorite album Currents by Tame impala so excited to see how that will turn out!"}, {"post_id": 72956, "ts": "2026-09-24T03:25:31Z", "hours": 1.8558, "text": "Finished my first ever PCB finally! I learned a lot in this process even though its literally the most basic PCB macropad you can do lol. I learned how the electronics work together/ how to tracing in between the footprints. I learned how important it was to align + organize everything accordingly so that your tracing can be done super easily. I also got to learn how to debug a little as I couldn’t trace my rotary encoders because my KB2040 did not have the right pads assigned to it in the footprint so I had to learn how to use footprint editor. Now Im really excited for the next steps and especially the cad as thats where I get to be really creative."}, {"post_id": 72414, "ts": "2026-09-22T21:29:06Z", "hours": 1.9728, "text": "Velocity Deck - Reworked the whole schematic - Now working on the PCB traces!"}]...
|
Title: Velocity Deck by @hurshilbaviskar | Stardan Title: Velocity Deck by @hurshilbaviskar | Stardance
Devlogs:
Velocity Deck - Reworked the whole schematic - Now working on the PCB traces!
Finished my first ever PCB finally! I learned a lot in this process even though its literally the most basic PCB macropad you can do lol. I learned how the electronics work together/ how to tracing in between the footprints. I learned how important it was to align + organize everything accordingly so that your tracing can be done super easily. I also got to learn how to debug a little as I couldn’t trace my rotary encoders because my KB2040 did not have the right pads assigned to it in the footprint so I had to learn how to use footprint editor. Now Im really excited for the next steps and especially the cad as thats where I get to be really creative.
Just finished the 3D model of my macropad of the keyswitches. Im unsure if ill add the 3d models of the rotary encoders with it too but that will be a later problem lol. I tried fiddling with the footprint libraries in KiCad but couldn’t get the switch to save the Cherry MX step file. So I just manually but the step file in for each individual key switch and but the model for the board as well. After all that I’m finally ready to get a 3D printerd case going which will take a while. I’m thinking ill make it themed on my favorite album Currents by Tame impala so excited to see how that will turn out!...
|
1793055227.4761758
|
1793660027.4761758
|
|
65845
|
My Portfolio by @sikcube | Stardance
|
sikcube
|
1
|
22.0
|
41
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:13:23Z", "hours": 22.0, "multiplier": 3.44, "payout": 41, "blessing": "neutral", "text": "This is My Portfolio, I love my profile picture and I wanted to have a website themed on that. And it’s a cool way to see how Stardance works. The most difficult thing was remenber to use Astro, and have a clear idea for the project. I don’t know if it’s legal to submit all the time of this project. Why? Because this was made for Mancondo. But it was closed and this is a way to try to earn something from the time spent on the project. https://macondo.hackclub.com/projects/8428", "repo": "https://github.com/SiKCube/my-portfolio", "demo": "https://sikcube.vercel.app/"}]...
|
[{"post_id": 74695, "ts": "202 [{"post_id": 74695, "ts": "2026-09-28T00:58:05Z", "hours": 0.5603, "text": "Added images for project card, yes kinda simple"}, {"post_id": 74686, "ts": "2026-09-28T00:13:53Z", "hours": 1.2728, "text": "Added More languages English and Spanish, I did a simple dropdown, that changes the URL based on the data."}, {"post_id": 73834, "ts": "2026-09-26T03:46:04Z", "hours": 20.2475, "text": "Adding English and Spanish routes, via the i18n routing in Astro, it was defining the new content but in English (before was on Spanish). Tomorrow I’ll add a component that changes the Language URL."}]...
|
Title: My Portfolio by @sikcube | Stardance
Devlo Title: My Portfolio by @sikcube | Stardance
Devlogs:
Adding English and Spanish routes, via the i18n routing in Astro, it was defining the new content but in English (before was on Spanish). Tomorrow I’ll add a component that changes the Language URL.
Added More languages English and Spanish, I did a simple dropdown, that changes the URL based on the data.
Added images for project card, yes kinda simple
Ships:
This is My Portfolio, I love my profile picture and I wanted to have a website themed on that. And it’s a cool way to see how Stardance works. The most difficult thing was remenber to use Astro, and have a clear idea for the project. I don’t know if it’s legal to submit all the time of this project. Why? Because this was made for Mancondo. But it was closed and this is a way to try to earn something from the time spent on the project. https://macondo.hackclub.com/projects/8428...
|
1793591750.7744184
|
1793678150.7744184
|
|
2879
|
productive home by @Tony1292 | Stardance
|
Tony1292
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T01:07:48Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a website that solves most of my family problems. The point is that you don’t forget anything and the whole family works together. This website will help your family. This was such a helpful project becasue it shows that coding and being on the computer in not a waste of time as my family says but can solve real promblems.", "repo": "https://github.com/tonymurilloambriz-bit/My-personal-webiste", "demo": "https://hom22.oneapp.dev/"}]...
|
[{"post_id": 74694, "ts": "202 [{"post_id": 74694, "ts": "2026-09-28T00:42:32Z", "hours": 0.5506, "text": "I have finished my project I have finished the chores and the shopping list section of the website. I have really enjoyed this project."}, {"post_id": 47188, "ts": "2026-08-14T22:20:39Z", "hours": 1.1003, "text": "I have made some more changes on the colors but it will be hard to make the chores list an shopping list. Since I decided to make all the apps. The reason why it took so long was that I did not save the code and will big brain me lost the code."}, {"post_id": 7218, "ts": "2026-06-12T01:33:32Z", "hours": 1.3825, "text": "I was able to make the website look more modern and overall better looking. Before I did this I accidentally deleted the tab where I had my code and I did not save the code."}, {"post_id": 5160, "ts": "2026-06-08T20:54:21Z", "hours": 2.7561, "text": "I made the chore app with Lovable.AI and put it into the html file so know when you click on the chore menu it takes you there. The next step is to add a button in the Lovable app so you can go back to the main menu."}, {"post_id": 4532, "ts": "2026-06-07T21:29:51Z", "hours": 1.1172, "text": "So I made the main home page with html but the apps inside the website where made by me using lovable.AI. So the main website is all most ready."}, {"post_id": 3751, "ts": "2026-06-06T20:00:00Z", "hours": 1.0525, "text": "I got the button to work for one of the menu icons. But now I know how to do the rest. So now when you click on the chores word, it brings you to the chores page."}, {"post_id": 3205, "ts": "2026-06-06T01:11:34Z", "hours": 1.3958, "text": "I got the the buttons to work so when you click the button it brings you to another page."}, {"post_id": 2978, "ts": "2026-06-05T22:02:21Z", "hours": 1.0089, "text": "So I am making a website where the user lists what is needed in the house like food or basic supplies. So when the user runs out of the supplies they will mark it as needed. there will also be a section for chores so you can add the family and each person has chores they have to complete before the day ends."}]...
|
Title: productive home by @Tony1292 | Stardance
D Title: productive home by @Tony1292 | Stardance
Devlogs:
So I am making a website where the user lists what is needed in the house like food or basic supplies. So when the user runs out of the supplies they will mark it as needed. there will also be a section for chores so you can add the family and each person has chores they have to complete before the day ends.
I got the the buttons to work so when you click the button it brings you to another page.
I got the button to work for one of the menu icons. But now I know how to do the rest. So now when you click on the chores word, it brings you to the chores page.
So I made the main home page with html but the apps inside the website where made by me using lovable.AI. So the main website is all most ready.
I made the chore app with Lovable.AI and put it into the html file so know when you click on the chore menu it takes you there. The next step is to add a button in the Lovable app so you can go back to the main menu.
I was able to make the website look more modern and overall better looking. Before I did this I accidentally deleted the tab where I had my code and I did not save the code.
I have made some more changes on the colors but it will be hard to make the chores list an shopping list. Since I decided to make all the apps. The reason why it took so long was that I did not save the code and will big brain me lost the code.
I have finished my project I have finished the chores and the shopping list section of the website. I have really enjoyed this project.
Ships:
I have made a website that solves most of my family problems. The point is that you don’t forget anything and the whole family works together. This website will help your family. This was such a helpful project becasue it shows that coding and being on the computer in not a waste of time as my family says but can solve real promblems....
|
1793581060.16442
|
1793667460.16442
|
|
36694
|
Timetablr by @SunnyFlops | Stardance
|
SunnyFlops
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T00:36:40Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This app is very applike in the way that it is an app! Typically in the past I usually never used a timetable app because they were quite cumbersome to set up and use, so I decided to make a solution that felt quick and right for me personally. While my solution may not be the best fit for absolutely everyone, I think it’s certainly unique and worthwile. I found myself sideloading the app and genuinely using it on my phone, which was way more convenient than memorising off my school’s portal every morning. A video demonstration can be found on the previous devlog. Requires sideloading and trusting to work on an iPhone. The IPA file only works on iOS 26 and higher, will fix this later.", "repo": "https://github.com/SunnyFloppyDiskStudios/timetablr", "demo": "https://github.com/SunnyFloppyDiskStudios/timetablr/releases/tag/1.0"}]...
|
[{"post_id": 74690, "ts": "202 [{"post_id": 74690, "ts": "2026-09-28T00:28:14Z", "hours": 10.9881, "text": "it’s finisheddddddddddddd you can do all sorts of timetably stuff with it and um i didn’t do a very good job at documenting the development process but like it’s pretty good i think and it works so like yea it is working now so cool story but yeah feature list: timetable timetable setup process (set up a day “structure” which is the order of class/breaks and then add classes) edit mode settings multi-week timetables (i.e. week A, week B) automagically cycle between multiweek timetables (fancy) lots of overrides for stuff and generally easy to use. since my last devlog i have since added… everything that a timetable app needs! You can add classes, breaks, everything, and the setup process flows quite nicely I think."}, {"post_id": 46579, "ts": "2026-08-13T22:13:13Z", "hours": 6.1889, "text": "how have i not done a devlog yet wow that’s crazy ummm you can like. set up teh timeable and you can set dates and creat classes but you can’t actually like. set the classses into the times that you choose so like you can’t actually time your table with this app yet but it will soon time the table because I am being forced to create this app it has to be done because otherwise I will explode eyah so soon enoigh you’ll be able to actually set your timetable up but for now you can just go between views it’s kinda cool tbh I’ve set some default variables but it works nicely and soon enough it will be done so yeah. why is there no spellcheck here help."}]...
|
Title: Timetablr by @SunnyFlops | Stardance
Devlo Title: Timetablr by @SunnyFlops | Stardance
Devlogs:
how have i not done a devlog yet wow that’s crazy ummm you can like. set up teh timeable and you can set dates and creat classes but you can’t actually like. set the classses into the times that you choose so like you can’t actually time your table with this app yet but it will soon time the table because I am being forced to create this app it has to be done because otherwise I will explode eyah so soon enoigh you’ll be able to actually set your timetable up but for now you can just go between views it’s kinda cool tbh I’ve set some default variables but it works nicely and soon enough it will be done so yeah. why is there no spellcheck here help.
it’s finisheddddddddddddd you can do all sorts of timetably stuff with it and um i didn’t do a very good job at documenting the development process but like it’s pretty good i think and it works so like yea it is working now so cool story but yeah feature list: timetable timetable setup process (set up a day “structure” which is the order of class/breaks and then add classes) edit mode settings multi-week timetables (i.e. week A, week B) automagically cycle between multiweek timetables (fancy) lots of overrides for stuff and generally easy to use. since my last devlog i have since added… everything that a timetable app needs! You can add classes, breaks, everything, and the setup process flows quite nicely I think.
Ships:
This app is very applike in the way that it is an app! Typically in the past I usually never used a timetable app because they were quite cumbersome to set up and use, so I decided to make a solution that felt quick and right for me personally. While my solution may not be the best fit for absolutely everyone, I think it’s certainly unique and worthwile. I found myself sideloading the app and genuinely using it on my phone, which was way more convenient than memorising off my school’s portal every morning. A video demonstration can be found on the previous devlog. Requires sideloading and trusting to work on an iPhone. The IPA file only works on iOS 26 and higher, will fix this later....
|
1793577465.9480205
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1793663865.9480205
|
|
6244
|
vidHand by @mahmedd | Stardance
|
mahmedd
|
0
|
1.61
|
0
|
[]
|
[{"post_id": 7469, "ts": "2026 [{"post_id": 7469, "ts": "2026-06-12T13:37:49Z", "hours": 1.2869, "text": "Done defining models and interfaces for database."}, {"post_id": 7384, "ts": "2026-06-12T09:48:16Z", "hours": 0.3278, "text": "Making a minimalist video sharing webapp to learn about advance authentication, user routing and video handling from cloud."}]...
|
Title: vidHand by @mahmedd | Stardance
Devlogs:
M Title: vidHand by @mahmedd | Stardance
Devlogs:
Making a minimalist video sharing webapp to learn about advance authentication, user routing and video handling from cloud.
Done defining models and interfaces for database....
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1793443951.145803
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1794048751.145803
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53943
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Speedtickers by @juanes | Stardance
|
juanes
|
0
|
202.27
|
0
|
[]
|
[{"post_id": 74689, "ts": "202 [{"post_id": 74689, "ts": "2026-09-28T00:20:58Z", "hours": 9.7158, "text": "made a custom shader for the 2nd world that adds a fake lightning effect to the tiles. Also made custom backgrounds for the bsides"}, {"post_id": 73347, "ts": "2026-09-24T23:18:57Z", "hours": 2.4997, "text": "reworked more bside levels; added lights/normal maps, and expanded the mockups of the 2nd world"}, {"post_id": 72890, "ts": "2026-09-23T23:34:51Z", "hours": 9.0025, "text": "Started working on the new bside levels(Gameboy, Snes, and alt pallete style) and made the mockups for the 2nd world. Made around 10 new levels, and reworked around 10 old ones"}, {"post_id": 72008, "ts": "2026-09-22T00:11:03Z", "hours": 12.0467, "text": "added 3 new gameboy kaizo levels; the 1st boss sprites now use normal maps; also made some general bug fixes for an expo"}, {"post_id": 69880, "ts": "2026-09-18T00:05:03Z", "hours": 9.5719, "text": "Reworked the intro for the Game. The player shadow now changes color and opacity depending on the movement across the screen, and speed, from the Player. Started developing the cutscenes for the game. The Replays in the game can now use all the items the player can(Rails, keys, etc)"}, {"post_id": 61204, "ts": "2026-09-04T00:54:33Z", "hours": 2.3258, "text": "Added more ui/dialogs to the Editor. The Editor save/load dialog now works."}, {"post_id": 56856, "ts": "2026-08-28T20:17:43Z", "hours": 1.9317, "text": "The level editor now saves correctly every autotile terrain(For some reason the slide/slam autotiles sometimes aren’t saved correctly)"}, {"post_id": 54080, "ts": "2026-08-24T21:12:18Z", "hours": 155.1767, "text": "Finished the initial ver of the Level Editor Save Feature. (Most of the hours were logged previously to Beest)"}]...
|
Title: Speedtickers by @juanes | Stardance
Devlog Title: Speedtickers by @juanes | Stardance
Devlogs:
Finished the initial ver of the Level Editor Save Feature. (Most of the hours were logged previously to Beest)
The level editor now saves correctly every autotile terrain(For some reason the slide/slam autotiles sometimes aren’t saved correctly)
Added more ui/dialogs to the Editor. The Editor save/load dialog now works.
Reworked the intro for the Game. The player shadow now changes color and opacity depending on the movement across the screen, and speed, from the Player. Started developing the cutscenes for the game. The Replays in the game can now use all the items the player can(Rails, keys, etc)
added 3 new gameboy kaizo levels; the 1st boss sprites now use normal maps; also made some general bug fixes for an expo
Started working on the new bside levels(Gameboy, Snes, and alt pallete style) and made the mockups for the 2nd world. Made around 10 new levels, and reworked around 10 old ones
reworked more bside levels; added lights/normal maps, and expanded the mockups of the 2nd world
made a custom shader for the 2nd world that adds a fake lightning effect to the tiles. Also made custom backgrounds for the bsides...
|
1793512424.957444
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1794117224.957444
|
|
21776
|
python Terminal multitool by @robopugo | Stardance
|
robopugo
|
0
|
100.46
|
0
|
[]
|
[{"post_id": 74687, "ts": "202 [{"post_id": 74687, "ts": "2026-09-28T00:14:07Z", "hours": 2.3161, "text": "added some file based commands (ls, pwd, cd.) to the repl, and created this cool colorized ascii img shower, as shown in img. Also finally reached 100hrs on this project, yipee!, some stats: over 100 functions, and over 4.5k lines (only 600 are empty), 57 imports, rougley 50% of functions have doc-strings and typed args, and over 3k word of documentation in the code. 19 classes. All in python."}, {"post_id": 73695, "ts": "2026-09-25T18:36:24Z", "hours": 0.8197, "text": "A pretty easy feature that makes it significantly smoother and better. For example –A which doesn’t clear the screen, nor prints the help text. Overall pretty good QOL feature for the repl. (python)"}, {"post_id": 72941, "ts": "2026-09-24T02:42:33Z", "hours": 1.0939, "text": "added finishing touches to the markdown renderer. And went ahead and made another cool func that shows the dependencies of a function. Which was a pretty fun challenge. Also good news stardance is being extended to oct. 31. What team are you? (python)"}, {"post_id": 72462, "ts": "2026-09-23T00:52:34Z", "hours": 1.6061, "text": "I got themes working for the markdown renderer, but I got to lock in on everything else since Stardance is almost over. (video is bright.) (python)"}, {"post_id": 71380, "ts": "2026-09-20T18:32:51Z", "hours": 2.2656, "text": "made a readme veiwer similar to glow, that is fully customizable. supports h1-h6 p, lists, quotes, bold, italic, crossed, code inline, code blocks, and highlighted text. Main challenge was doing it without regex’s. (python)"}, {"post_id": 70697, "ts": "2026-09-19T16:33:43Z", "hours": 2.5603, "text": "created this cool little form that you can fill out for a function to auto generate a docstring for it by default coppies it to clipboard but you can also have it auto write it in file. (i will admit i had to use some ai to figure out how to get it to write in file) (python)"}, {"post_id": 69297, "ts": "2026-09-16T19:21:29Z", "hours": 2.0033, "text": "added a favorites menu, and the ability to add functions to the favorites. Also added .ax and .ay . (python)"}, {"post_id": 66142, "ts": "2026-09-11T19:27:48Z", "hours": 0.6558, "text": ".mx was a fun new challenge after my little break from the tool, like .my it shows multiple docs, also supports the multi run, next feature to add is text warping. Hopefully I can get in 5hrs soon so i can get the limited stickers. :) (python)"}, {"post_id": 65530, "ts": "2026-09-10T18:44:46Z", "hours": 0.5775, "text": "it looks a lot better in the terminal but i made a big clock widget."}, {"post_id": 65130, "ts": "2026-09-10T01:49:46Z", "hours": 0.5306, "text": "small devlog, so one thing about my project is that it’s built to help others make tui’s, but not all projects are in python, so how did I learn to make this well I started here: https://gist.github.com/fnky/458719343aabd01cfb17a3a4f7296797 , ANSI escape codes are just cli terminal coloring, add in some unicode and you got a cool stylized thingy. The img is an example of something I quickly built to showcase how much tui’s improve visuals, check it out here: https://codehs.com/sandbox/robopugo/gfojafowj/run . It’s still in python. Just wanted to share how I got introduced to Tui’s since I figured others might also want to find a way to get started."}, {"post_id": 64507, "ts": "2026-09-08T23:21:15Z", "hours": 8.0453, "text": "[this will be a longer devlog]. So what are these 2 things, and what do they have to do with stylized docs, glad you asked. After designing a stylized help func, I made a main menu / repl that shows you the names of all the functions and you can type the name to see its stylized doc card. The first img shows all of the names of the functions in my module currently, the second shows all of the helper funcs / commands in the repl. (not all are implemented, but most are). The main features I like are that it’s stateful with a back command, and the .run command which lets you run the example code right there. I uploaded a long form video to my YT channel if you want to see it in action: https://youtu.be/niP3qDd2KkY"}, {"post_id": 53249, "ts": "2026-08-23T18:08:17Z", "hours": 1.6172, "text": "made the border a gradient, which honestly, just looks really good. Now going to work on the menu."}, {"post_id": 53086, "ts": "2026-08-23T14:46:16Z", "hours": 4.8411, "text": "Hello, been a while, but I’m finally happy with it, so some context: python has these things called doc-strings which are basically special comments in a function that explain what the function does and how to use it, you can see this with the help() function. I wanted to make my own version, but stylized, and i succeeded, and mine is pretty dynamic. How it works: it uses a list of headers to make sections and then styles them based on indentation. (also shows color palate in bottom right). Planning on making some sort of menu to easily read these."}, {"post_id": 48254, "ts": "2026-08-16T15:40:00Z", "hours": 1.1075, "text": "started to mess with fonts and sadly a lot of fonts don’t support “\\n”, but this one does, and i used wrap to apply the 4 color gradient to it, planning on working on adding the random text, and maybe another loading throbber of sorts. (python)"}, {"post_id": 46636, "ts": "2026-08-14T01:06:04Z", "hours": 1.2514, "text": "added a wrap func that is used to dynamically apply colors to strings, allowing you to easily print text that’s color is a gradient. (python)"}, {"post_id": 44356, "ts": "2026-08-10T02:03:15Z", "hours": 0.4517, "text": "I haven’t really documented this on star dance, but you can use ascii (or any color type or set of symbols, or even just data) in the gradients instead of rgb…"}, {"post_id": 44331, "ts": "2026-08-10T00:48:40Z", "hours": 2.0283, "text": "made a multi positional interpolated gradient in python, simply put, a gradient where you can have any amount of colors and you can pick their position."}, {"post_id": 43027, "ts": "2026-08-08T02:27:09Z", "hours": 5.0992, "text": "a terminal 4 color gradient that uses bilinear interpolation and ANSI. Also made a 1d gradient tool, and both can be used for data gradients. (python)"}, {"post_id": 41393, "ts": "2026-08-05T16:03:38Z", "hours": 4.8672, "text": "donut i made that uses ANSI instead of Ascii to render. (python)"}, {"post_id": 40451, "ts": "2026-08-03T23:35:41Z", "hours": 0.8589, "text": "I think i speak computer now… reading terminal chars and converting to rgb, was easy…."}, {"post_id": 40420, "ts": "2026-08-03T22:14:26Z", "hours": 3.2111, "text": "was organizing my code and starting to add documentation, but got sidetracked and made this cool loading bar. Also im looking into adding ideas from https://charm.land/ but in python. (python)"}, {"post_id": 39587, "ts": "2026-08-02T17:42:08Z", "hours": 0.6153, "text": "21 demos completed, (defiantly not enough), added better char reading and the abilityto read words on the terminal, for better input options. (python)"}, {"post_id": 39189, "ts": "2026-08-01T23:51:39Z", "hours": 1.7586, "text": "finished up the clock then made a rhythm game. Planning on adding more features too it soon."}, {"post_id": 36716, "ts": "2026-07-28T23:05:45Z", "hours": 0.4114, "text": "clock works a lot better now, actually rotates properly, and hour is smoother."}, {"post_id": 36447, "ts": "2026-07-28T16:03:08Z", "hours": 1.3456, "text": "been a while since my last devlog, recently made a cool clock, based on realtime."}, {"post_id": 32116, "ts": "2026-07-21T01:50:24Z", "hours": 0.9439, "text": "got some plans, and started to go deep into the rabbit hole…"}, {"post_id": 29186, "ts": "2026-07-15T22:24:35Z", "hours": 1.0206, "text": "yay!, 40+ dependencies."}, {"post_id": 28972, "ts": "2026-07-15T16:20:22Z", "hours": 4.1825, "text": "created a screen mirror demo that i used to create a video for stardance socials: https://www.youtube.com/shorts/hIqH1Aea_eg and a basic windows spotlight img fetcher to have more imgs to showcase working in terminal, and started working on a quiz generator that could be used for better terminal install wizards, cool quizzes, or settings menus."}, {"post_id": 27706, "ts": "2026-07-13T14:31:29Z", "hours": 2.6381, "text": "added a video renderer, sadly text is pretty illegable on it, but it’s rendering them in the terminal so. Also has ability to pause videos as shown in the video with “ “, and even unpause, the video was downloaded with a another tool in this multitool im making. The video rendering uses sixel. (python)"}, {"post_id": 27235, "ts": "2026-07-12T16:53:20Z", "hours": 0.6825, "text": "got a .gif to load and run in the terminal (python), using sixtel."}, {"post_id": 27190, "ts": "2026-07-12T15:02:48Z", "hours": 1.2111, "text": "my dogo printed out with python, using sixtel."}, {"post_id": 26823, "ts": "2026-07-11T20:44:02Z", "hours": 0.9311, "text": "started to work on the dynamic window system more. But is verry much a wip, for the foreseeable future, but kinda works well enough to be functional for now."}, {"post_id": 24961, "ts": "2026-07-08T21:00:13Z", "hours": 0.6175, "text": "not much, just added loading text, so that when you load up the app, it doesn’t just freeze while figuring out what types your disks are. Also made it check for new disks every 10s."}, {"post_id": 24363, "ts": "2026-07-07T21:31:38Z", "hours": 4.3692, "text": "added this box, which grabs your memory stats, and disk stats, and is compatible with all themes."}, {"post_id": 23503, "ts": "2026-07-06T14:57:30Z", "hours": 1.9622, "text": "It’s starting to come together, and look really good, the top is a CPU usage visualizer, with a core by core view. Time in top center, and the bottom, is a cava-like audio visualizer (has it’s own demo too). Planning on adding coloring to the audio visualizer next, followed by more util functions. (python)"}, {"post_id": 22898, "ts": "2026-07-05T15:15:25Z", "hours": 2.0142, "text": "added the ability to switch themes with k, l and favorite themes with j, and also added a way to play music and download music through yt-dlp. (python)"}, {"post_id": 22197, "ts": "2026-07-04T15:30:43Z", "hours": 1.3022, "text": "here’s the nord theme in use, i “borrowed” some themes from btop’s repo, and have configured my current code to use the colors dynamically."}, {"post_id": 22158, "ts": "2026-07-04T14:07:07Z", "hours": 1.9108, "text": "Made a cool theme selector / preview, that allows you to view .theme files in the terminal, with arrow key navigation. left and right to switch the theme your viewing, up to favorite, and down to quit. I also made a custom debug theme for better contrast."}, {"post_id": 21571, "ts": "2026-07-03T16:27:40Z", "hours": 2.895, "text": "spent roughly 3 hours, making the CPU graph, might make it a gradient, or just move on to one of the other boxes. (python)"}, {"post_id": 13996, "ts": "2026-06-22T23:30:42Z", "hours": 2.9417, "text": "created the first square / section in my btop clone demo, gets info using winreg and psutil. (python)"}, {"post_id": 13455, "ts": "2026-06-22T01:10:12Z", "hours": 5.6906, "text": "I’ve been working on a custom box drawer, that works by giving it a list of corners and the length between them (sides) to draw a box with Unicode chars. Along with a couple of functions to get data from your pc, and a btop4win clone, (img) currently just have the outline and top bar, though."}, {"post_id": 12815, "ts": "2026-06-20T23:36:17Z", "hours": 1.0661, "text": "added another demo: were you can move your cursor with arrow keys, or just click where you want to type to start typing at that location, and if you middle click it will erase. It also uses the ‘esc’ key to exit. (python)"}, {"post_id": 12716, "ts": "2026-06-20T19:30:11Z", "hours": 0.9069, "text": "created a random based themed draw."}, {"post_id": 12674, "ts": "2026-06-20T18:21:21Z", "hours": 0.9928, "text": "added a canvas class with some drawing tools, like line, rect, circle."}, {"post_id": 12628, "ts": "2026-06-20T17:02:24Z", "hours": 1.2578, "text": "created a flipper zero cli."}, {"post_id": 12554, "ts": "2026-06-20T14:38:32Z", "hours": 2.5325, "text": "Finally, was able to add controller inputs, and handling for multiple inputs simultaniously, the img below shows me using both the left stick and right stick of a controller at the same time. Only using python, and the inputs module."}, {"post_id": 12141, "ts": "2026-06-19T20:48:24Z", "hours": 0.8978, "text": "added yet another demo, that allows you to place a constantly updating clock (as shown below) anywhere in your terminal window with python alone."}, {"post_id": 12081, "ts": "2026-06-19T18:33:35Z", "hours": 0.7272, "text": "made yet another demo, LC is left click, RC is right click, SU is scroll up, SD is scroll down, MC is middle click."}, {"post_id": 11998, "ts": "2026-06-19T16:03:02Z", "hours": 2.3969, "text": "just finished making another demo, how it works is you click on the x’s to increase your score and you can type “q” to quit and see stats. Had a lot of trouble making sure everything was cross terminal."}, {"post_id": 11512, "ts": "2026-06-18T20:04:49Z", "hours": 1.5133, "text": "added all core utility functions, plan on creating more demos, and useful functions next."}, {"post_id": 11386, "ts": "2026-06-18T17:03:50Z", "hours": 0.9169, "text": "created 2 demo func’s to show colors, and created a cursor class, that can control the cursor"}]...
|
Title: python Terminal multitool by @robopugo | St Title: python Terminal multitool by @robopugo | Stardance
Devlogs:
created 2 demo func’s to show colors, and created a cursor class, that can control the cursor
added all core utility functions, plan on creating more demos, and useful functions next.
just finished making another demo, how it works is you click on the x’s to increase your score and you can type “q” to quit and see stats. Had a lot of trouble making sure everything was cross terminal.
made yet another demo, LC is left click, RC is right click, SU is scroll up, SD is scroll down, MC is middle click.
added yet another demo, that allows you to place a constantly updating clock (as shown below) anywhere in your terminal window with python alone.
Finally, was able to add controller inputs, and handling for multiple inputs simultaniously, the img below shows me using both the left stick and right stick of a controller at the same time. Only using python, and the inputs module.
created a flipper zero cli.
added a canvas class with some drawing tools, like line, rect, circle.
created a random based themed draw.
added another demo: were you can move your cursor with arrow keys, or just click where you want to type to start typing at that location, and if you middle click it will erase. It also uses the ‘esc’ key to exit. (python)
I’ve been working on a custom box drawer, that works by giving it a list of corners and the length between them (sides) to draw a box with Unicode chars. Along with a couple of functions to get data from your pc, and a btop4win clone, (img) currently just have the outline and top bar, though.
created the first square / section in my btop clone demo, gets info using winreg and psutil. (python)
spent roughly 3 hours, making the CPU graph, might make it a gradient, or just move on to one of the other boxes. (python)
Made a cool theme selector / preview, that allows you to view .theme files in the terminal, with arrow key navigation. left and right to switch the theme your viewing, up to favorite, and down to quit. I also made a custom debug theme for better contrast.
here’s the nord theme in use, i “borrowed” some themes from btop’s repo, and have configured my current code to use the colors dynamically.
added the ability to switch themes with k, l and favorite themes with j, and also added a way to play music and download music through yt-dlp. (python)
It’s starting to come together, and look really good, the top is a CPU usage visualizer, with a core by core view. Time in top center, and the bottom, is a cava-like audio visualizer (has it’s own demo too). Planning on adding coloring to the audio visualizer next, followed by more util functions. (python)
added this box, which grabs your memory stats, and disk stats, and is compatible with all themes.
not much, just added loading text, so that when you load up the app, it doesn’t just freeze while figuring out what types your disks are. Also made it check for new disks every 10s.
started to work on the dynamic window system more. But is verry much a wip, for the foreseeable future, but kinda works well enough to be functional for now.
my dogo printed out with python, using sixtel.
got a .gif to load and run in the terminal (python), using sixtel.
added a video renderer, sadly text is pretty illegable on it, but it’s rendering them in the terminal so. Also has ability to pause videos as shown in the video with “ “, and even unpause, the video was downloaded with a another tool in this multitool im making. The video rendering uses sixel. (python)
created a screen mirror demo that i used to create a video for stardance socials: https://www.youtube.com/shorts/hIqH1Aea_eg and a basic windows spotlight img fetcher to have more imgs to showcase working in terminal, and started working on a quiz generator that could be used for better terminal install wizards, cool quizzes, or settings menus.
yay!, 40+ dependencies.
got some plans, and started to go deep into the rabbit hole…
been a while since my last devlog, recently made a cool clock, based on realtime.
clock works a lot better now, actually rotates properly, and hour is smoother.
finished up the clock then made a rhythm game. Planning on adding more features too it soon.
21 demos completed, (defiantly not enough), added better char reading and the abilityto read words on the terminal, for better input options. (python)
was organizing my code and starting to add documentation, but got sidetracked and made this cool loading bar. Also im looking into adding ideas from https://charm.land/ but in python. (python)
I think i speak computer now… reading terminal chars and converting to rgb, was easy….
donut i made that uses ANSI instead of Ascii to render. (python)
a terminal 4 color gradient that uses bilinear interpolation and ANSI. Also made a 1d gradient tool, and both can be used for data gradients. (python)
made a multi positional interpolated gradient in python, simply put, a gradient where you can have any amount of colors and you can pick their position.
I haven’t really documented this on star dance, but you can use ascii (or any color type or set of symbols, or even just data) in the gradients instead of rgb…
added a wrap func that is used to dynamically apply colors to strings, allowing you to easily print text that’s color is a gradient. (python)
started to mess with fonts and sadly a lot of fonts don’t support “\n”, but this one does, and i used wrap to apply the 4 color gradient to it, planning on working on adding the random text, and maybe another loading throbber of sorts. (python)
Hello, been a while, but I’m finally happy with it, so some context: python has these things called doc-strings which are basically special comments in a function that explain what the function does and how to use it, you can see this with the help() function. I wanted to make my own version, but stylized, and i succeeded, and mine is pretty dynamic. How it works: it uses a list of headers to make sections and then styles them based on indentation. (also shows color palate in bottom right). Planning on making some sort of menu to easily read these.
made the border a gradient, which honestly, just looks really good. Now going to work on the menu.
[this will be a longer devlog]. So what are these 2 things, and what do they have to do with stylized docs, glad you asked. After designing a stylized help func, I made a main menu / repl that shows you the names of all the functions and you can type the name to see its stylized doc card. The first img shows all of the names of the functions in my module currently, the second shows all of the helper funcs / commands in the repl. (not all are implemented, but most are). The main features I like are that it’s stateful with a back command, and the .run command which lets you run the example code right there. I uploaded a long form video to my YT channel if you want to see it in action: https://youtu.be/niP3qDd2KkY
small devlog, so one thing about my project is that it’s built to help others make tui’s, but not all projects are in python, so how did I learn to make this well I started here: https://gist.github.com/fnky/458719343aabd01cfb17a3a4f7296797 , ANSI escape codes are just cli terminal coloring, add in some unicode and you got a cool stylized thingy. The img is an example of something I quickly built to showcase how much tui’s improve visuals, check it out here: https://codehs.com/sandbox/robopugo/gfojafowj/run . It’s still in python. Just wanted to share how I got introduced to Tui’s since I figured others might also want to find a way to get started.
it looks a lot better in the terminal but i made a big clock widget.
.mx was a fun new challenge after my little break from the tool, like .my it shows multiple docs, also supports the multi run, next feature to add is text warping. Hopefully I can get in 5hrs soon so i can get the limited stickers. :) (python)
added a favorites menu, and the ability to add functions to the favorites. Also added .ax and .ay . (python)
created this cool little form that you can fill out for a function to auto generate a docstring for it by default coppies it to clipboard but you can also have it auto write it in file. (i will admit i had to use some ai to figure out how to get it to write in file) (python)
made a readme veiwer similar to glow, that is fully customizable. supports h1-h6 p, lists, quotes, bold, italic, crossed, code inline, code blocks, and highlighted text. Main challenge was doing it without regex’s. (python)
I got themes working for the markdown renderer, but I got to lock in on everything else since Stardance is almost over. (video is bright.) (python)
added finishing touches to the markdown renderer. And went ahead and made another cool func that shows the dependencies of a function. Which was a pretty fun challenge. Also good news stardance is being extended to oct. 31. What team are you? (python)
A pretty easy feature that makes it significantly smoother and better. For example –A which doesn’t clear the screen, nor prints the help text. Overall pretty good QOL feature for the repl. (python)
added some file based commands (ls, pwd, cd.) to the repl, and created this cool colorized ascii img shower, as shown in img. Also finally reached 100hrs on this project, yipee!, some stats: over 100 functions, and over 4.5k lines (only 600 are empty), 57 imports, rougley 50% of functions have doc-strings and typed args, and over 3k word of documentation in the code. 19 classes. All in python....
|
1793357333.0634837
|
1793962133.0634837
|
|
42770
|
Clawed mobile robot by @Tunmi | Stardance
|
Tunmi
|
0
|
10.01
|
0
|
[]
|
[{"post_id": 74685, "ts": "202 [{"post_id": 74685, "ts": "2026-09-28T00:11:38Z", "hours": 3.9669, "text": "Well uh. Did a bunch of stuff. Wiring, soldering. The whole lot. Final assembly of the drive train, wired abd soldered the battery pack and connected to the TB6612FNG, alongside the motor wire groups. Connected the TB6612FNG to the arduino via jumper. Coded a simple forward and backward test on the arduino IDE. It worked. I’m going to bed."}, {"post_id": 61889, "ts": "2026-09-05T01:48:00Z", "hours": 2.4333, "text": "Chassis disassembled and Wiring and wiring plan about 80% of the way done. Planning component layout as well. Soldering TB6612FNG motor driveer header pins and some wires together and some other stuff that I can’t be asked to mention. Just a bunch of wires. Anyway. it’s 3am Goodnight"}, {"post_id": 44043, "ts": "2026-08-09T15:37:34Z", "hours": 1.1975, "text": "Dismantled the chassis to replace the broken motor and did a bit of wiring plan. Ummmmmm yeah. Cya"}, {"post_id": 43974, "ts": "2026-08-09T13:29:29Z", "hours": 2.4167, "text": "Right. Sooo. Writing this again because for SOME reason, my first devlog didn’t save so now I have to do this again. First session went almost perfect. Assembled the chassis for the robot HOWEVER, one of the motors snapped so I had to get a replacement. At the time of writing this, the replacement has arrived which is great. Alright that’s it. Time for the next one"}]...
|
Title: Clawed mobile robot by @Tunmi | Stardance
Title: Clawed mobile robot by @Tunmi | Stardance
Devlogs:
Right. Sooo. Writing this again because for SOME reason, my first devlog didn’t save so now I have to do this again. First session went almost perfect. Assembled the chassis for the robot HOWEVER, one of the motors snapped so I had to get a replacement. At the time of writing this, the replacement has arrived which is great. Alright that’s it. Time for the next one
Dismantled the chassis to replace the broken motor and did a bit of wiring plan. Ummmmmm yeah. Cya
Chassis disassembled and Wiring and wiring plan about 80% of the way done. Planning component layout as well. Soldering TB6612FNG motor driveer header pins and some wires together and some other stuff that I can’t be asked to mention. Just a bunch of wires. Anyway. it’s 3am Goodnight
Well uh. Did a bunch of stuff. Wiring, soldering. The whole lot. Final assembly of the drive train, wired abd soldered the battery pack and connected to the TB6612FNG, alongside the motor wire groups. Connected the TB6612FNG to the arduino via jumper. Coded a simple forward and backward test on the arduino IDE. It worked. I’m going to bed....
|
1793188457.9281309
|
1793793257.9281309
|
|
61981
|
las teclas by @Vini_dev | Stardance
|
Vini_dev
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T00:58:51Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a macropad called MarcinhoPad (I couldn’t think of what to call it, so I decided to combine my name with the word ‘pad’ at the end). This project really challenged me, as it was the first ‘big’ project I’ve ever made. But the most annoying thing that gave me a huge headache was the LEDs. Man, it felt like nothing was working! I would run the ERC and it gave so many errors, so many errors, that I almost gave up on the project, but I decided to just remove them—didn’t want any more headaches, lol. Not to mention the 3D modeling: I spent two nights without sleep just thinking about it. Before going to school, I would make use of the 1 hour I had, get up, and turn on the PC right away to try to finish the model. Same thing when I got back, exhausted and only thinking about sleep, but there I was, learning 3D modeling, lol. Now, what made me think ‘I’m the man’ the most—my ego totally inflated when I finished the project and it got approved. Man, my heart raced with joy, I saw that my hard work paid off! Ah, I was almost forgetting, lol: to test the project, all you need is Arduino IDE installed. Connect the board to your computer’s USB, clone my repository, and flash my code.", "repo": "https://github.com/Developer-Vini/MarcinhoPad", "demo": ""}]...
|
[{"post_id": 74675, "ts": "202 [{"post_id": 74675, "ts": "2026-09-27T23:40:24Z", "hours": 1.0117, "text": "I went to see if it would actually work; I managed to mount the 3D parts on the board to test everything, and I made a few tweaks. I think I’ll go for a unique design—I’m thinking of making it all black; it’s going to look awesome."}, {"post_id": 70908, "ts": "2026-09-20T00:28:59Z", "hours": 0.5489, "text": "Finished!"}, {"post_id": 70294, "ts": "2026-09-18T21:46:34Z", "hours": 1.5661, "text": "Trying to model the case (it’s proving very difficult)."}, {"post_id": 69899, "ts": "2026-09-18T01:08:57Z", "hours": 0.505, "text": "What a beautiful PCB!"}, {"post_id": 69414, "ts": "2026-09-17T00:28:16Z", "hours": 0.8728, "text": "finished!!"}, {"post_id": 69376, "ts": "2026-09-16T22:36:50Z", "hours": 2.135, "text": "I decided to remove the LEDs; I’m going to do it without them. Connecting the LEDs was proving too difficult, so I preferred to leave them out. The important thing is that it works. The PCB is already complete; now I just need to adjust a few things and transfer it to the case."}, {"post_id": 69241, "ts": "2026-09-16T17:26:35Z", "hours": 2.7272, "text": "I finished the schematic and I’m going to the PCB, now I just have to decide what I want to do haha, I’m very indecisive, I have to see the layout."}, {"post_id": 68918, "ts": "2026-09-16T01:29:57Z", "hours": 1.9889, "text": "Yo guys, I was studying how I could do the hackpad scheme, man, think of a work that is giving, but it’s gonna work out, there’s no rush."}, {"post_id": 67760, "ts": "2026-09-14T00:25:31Z", "hours": 0.3833, "text": "i was preparing the work environment to begin development."}]...
|
Title: las teclas by @Vini_dev | Stardance
Devlog Title: las teclas by @Vini_dev | Stardance
Devlogs:
i was preparing the work environment to begin development.
Yo guys, I was studying how I could do the hackpad scheme, man, think of a work that is giving, but it’s gonna work out, there’s no rush.
I finished the schematic and I’m going to the PCB, now I just have to decide what I want to do haha, I’m very indecisive, I have to see the layout.
I decided to remove the LEDs; I’m going to do it without them. Connecting the LEDs was proving too difficult, so I preferred to leave them out. The important thing is that it works. The PCB is already complete; now I just need to adjust a few things and transfer it to the case.
finished!!
What a beautiful PCB!
Trying to model the case (it’s proving very difficult).
Finished!
I went to see if it would actually work; I managed to mount the 3D parts on the board to test everything, and I made a few tweaks. I think I’ll go for a unique design—I’m thinking of making it all black; it’s going to look awesome.
Ships:
I created a macropad called MarcinhoPad (I couldn’t think of what to call it, so I decided to combine my name with the word ‘pad’ at the end). This project really challenged me, as it was the first ‘big’ project I’ve ever made. But the most annoying thing that gave me a huge headache was the LEDs. Man, it felt like nothing was working! I would run the ERC and it gave so many errors, so many errors, that I almost gave up on the project, but I decided to just remove them—didn’t want any more headaches, lol. Not to mention the 3D modeling: I spent two nights without sleep just thinking about it. Before going to school, I would make use of the 1 hour I had, get up, and turn on the PC right away to try to finish the model. Same thing when I got back, exhausted and only thinking about sleep, but there I was, learning 3D modeling, lol. Now, what made me think ‘I’m the man’ the most—my ego totally inflated when I finished the project and it got approved. Man, my heart raced with joy, I saw that my hard work paid off! Ah, I was almost forgetting, lol: to test the project, all you need is Arduino IDE installed. Connect the board to your computer’s USB, clone my repository, and flash my code....
|
1793591323.0615861
|
1793677723.0615861
|
|
26071
|
Paint The Galaxy by @aditi1781 | Stardance
|
aditi1781
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T14:41:22Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image.", "repo": "https://github.com/aditiahuja230-rgb/painttheuniverse", "demo": "https://aditiahuja230-rgb.github.io/painttheuniverse/index.html"}]...
|
[{"post_id": 74673, "ts": "202 [{"post_id": 74673, "ts": "2026-09-27T23:35:15Z", "hours": 3.765, "text": "Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images"}]...
|
Title: Paint The Galaxy by @aditi1781 | Stardance
Title: Paint The Galaxy by @aditi1781 | Stardance
Devlogs:
Done with a simple html page to host my JWST images. Next, I will be looking to make the page dynamic to fetch latest JWST images
Ships:
Paint the Galaxy is a JWST-inspired infrared image mixer to create your own false-color space image....
|
1793577445.714227
|
1793663845.714227
|
|
56718
|
emma's site by @emma | Stardance
|
emma
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:37:08Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D", "repo": "https://github.com/prplwtf/prpl.wtf", "demo": "https://prpl.wtf"}]...
|
[{"post_id": 74672, "ts": "202 [{"post_id": 74672, "ts": "2026-09-27T23:34:40Z", "hours": 3.9367, "text": "i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components"}, {"post_id": 60788, "ts": "2026-09-03T11:48:26Z", "hours": 1.7458, "text": "I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post."}, {"post_id": 60141, "ts": "2026-09-02T10:07:04Z", "hours": 0.535, "text": "Working on the blog post view and styling markdown components so everything looks nice and tidy!"}, {"post_id": 59884, "ts": "2026-09-01T21:30:27Z", "hours": 1.72, "text": "I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much."}, {"post_id": 59612, "ts": "2026-09-01T15:05:26Z", "hours": 2.6161, "text": "Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog."}, {"post_id": 58862, "ts": "2026-08-31T13:16:53Z", "hours": 0.5347, "text": "Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️"}, {"post_id": 58820, "ts": "2026-08-31T12:25:59Z", "hours": 5.1419, "text": "I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)"}]...
|
Title: emma's site by @emma | Stardance
Devlo Title: emma's site by @emma | Stardance
Devlogs:
I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)
Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️
Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog.
I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much.
Working on the blog post view and styling markdown components so everything looks nice and tidy!
I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post.
i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components
Ships:
I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D...
|
1793580675.969851
|
1793667075.969851
|
|
66373
|
rocket by @e__l | Stardance
|
e__l
|
0
|
38.47
|
0
|
[]
|
[{"post_id": 74666, "ts": "202 [{"post_id": 74666, "ts": "2026-09-27T22:30:43Z", "hours": 38.4683, "text": "made a 3d rocket simulator"}]...
|
Title: rocket by @e__l | Stardance
Devlogs:
made Title: rocket by @e__l | Stardance
Devlogs:
made a 3d rocket simulator...
|
1793098276.3496318
|
1793703076.3496318
|
|
65889
|
The Juice by @BombJuice | Stardance
|
BombJuice
|
1
|
2.89
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T17:24:22Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website. Aligning the images was a little challenging, but I was super proud with the final product. Check out each section!", "repo": "https://github.com/bomb-juice/personal-site", "demo": "https://bomb-juice.github.io/personal-site/"}]...
|
[{"post_id": 74660, "ts": "202 [{"post_id": 74660, "ts": "2026-09-27T21:46:36Z", "hours": 0.8942, "text": "Added more information text variety glow effect on headers background gifs with link embed"}, {"post_id": 74237, "ts": "2026-09-27T00:52:54Z", "hours": 1.9025, "text": "Just finished my first HTML/CSS personal site!"}]...
|
Title: The Juice by @BombJuice | Stardance
Devlog Title: The Juice by @BombJuice | Stardance
Devlogs:
Just finished my first HTML/CSS personal site!
Added more information text variety glow effect on headers background gifs with link embed
Ships:
I made my own personal website. Aligning the images was a little challenging, but I was super proud with the final product. Check out each section!...
|
1793591754.398102
|
1793678154.398102
|
|
7795
|
Universe Sandbox by @harsi_s_d | Stardance
|
harsi_s_d
|
0
|
6.45
|
0
|
[]
|
[{"post_id": 7466, "ts": "2026 [{"post_id": 7466, "ts": "2026-06-12T13:34:33Z", "hours": 4.1539, "text": "Update: The physics N-Body Logic is finally completed I have successfully integrated the high-performance Rust-based physics engine with our 3D visualization layer. It’s going to take me just 1–2 more days to wrap up the interface and final visual touches. I can’t wait to get this into your hands—the current simulation is absolutely bonkers. Stay tuned!"}, {"post_id": 4914, "ts": "2026-06-08T14:35:32Z", "hours": 2.2944, "text": "Hey everyone! Here is a quick update on my current progress building out the core mechanics for my Universe Sandbox simulator. The main goal of this project is to allow players to create, manipulate, and observe stellar bodies interacting with realistic gravitational physics. What’s Completed So Far: Base Engine Architecture: Initialized the fundamental loop structure to handle real-time rendering. Vector Math Foundation: Scripted basic 2D/3D coordinate matrices so objects can understand positions and relative velocities in space. Asset Loading Pipeline: Successfully imported default spherical meshes to represent stars, planets, and minor asteroids. I am currently tackling the absolute heart of the simulation, the N-Body Gravitational Physics. Instead of just animating planets moving in basic hardcoded circles, I am implementing Newton’s Law of Universal Gravitation. Every object in the sandbox will exert a pulling force on every other object based on its mass and distance. Once the gravitational physics are locked down and stable, I’ll be moving on to: Orbital Path Visuals, Collision Event Triggers, User Interface Controls. (The GUI isn’t great rn, I haven’t rlly focused on the frontend yet but dw, the final project will look rlly good)"}]...
|
Title: Universe Sandbox by @harsi_s_d | Stardance
Title: Universe Sandbox by @harsi_s_d | Stardance
Devlogs:
Hey everyone! Here is a quick update on my current progress building out the core mechanics for my Universe Sandbox simulator. The main goal of this project is to allow players to create, manipulate, and observe stellar bodies interacting with realistic gravitational physics. What’s Completed So Far: Base Engine Architecture: Initialized the fundamental loop structure to handle real-time rendering. Vector Math Foundation: Scripted basic 2D/3D coordinate matrices so objects can understand positions and relative velocities in space. Asset Loading Pipeline: Successfully imported default spherical meshes to represent stars, planets, and minor asteroids. I am currently tackling the absolute heart of the simulation, the N-Body Gravitational Physics. Instead of just animating planets moving in basic hardcoded circles, I am implementing Newton’s Law of Universal Gravitation. Every object in the sandbox will exert a pulling force on every other object based on its mass and distance. Once the gravitational physics are locked down and stable, I’ll be moving on to: Orbital Path Visuals, Collision Event Triggers, User Interface Controls. (The GUI isn’t great rn, I haven’t rlly focused on the frontend yet but dw, the final project will look rlly good)
Update: The physics N-Body Logic is finally completed I have successfully integrated the high-performance Rust-based physics engine with our 3D visualization layer. It’s going to take me just 1–2 more days to wrap up the interface and final visual touches. I can’t wait to get this into your hands—the current simulation is absolutely bonkers. Stay tuned!...
|
1793149005.788303
|
1793753805.788303
|