|
44568
|
fxjgcxf by @jahongirahmeso958 | Stardance
|
jahongirahmeso958
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fxjgcxf by @jahongirahmeso958 | Stardance
|
1793282047.3387632
|
1793886847.3387632
|
|
43786
|
fweh by @pri3 | Stardance
|
pri3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fweh by @pri3 | Stardance
|
1793238554.229505
|
1793843354.229505
|
|
13898
|
fuzz-wall contribution by @Huseyin | Stardance
|
Huseyin
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T04:32:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fuzz-Wall Contribution Fuzz-Wall is a Fuzzel based wallpaper changer. It lacked, however, support and missed out on some features. What I added I added mpvpaper and awww support. That means Fuzz-Wall now supports more wallpaper daemons, allowing more people to enjoy this tool. Alongside that, Fuzz-Wall now can utilize waypaper to set wall papers. This enables picking a wallpaper daemon(instead of a hard-coded order), customization of how you want to set your wallpaper, post-commands, and more! Notes: Fuzz-Wall is not owned by me. You can find the original here . As of June 16, 2026, the pull request has not been accepted(not committed to the main repository). You can access my fork with the new features here .", "repo": "https://github.com/krambo345/fuzz-wall", "demo": "https://github.com/krambo345/fuzz-wall/releases/tag/release"}]...
|
[{"post_id": 9214, "ts": "2026 [{"post_id": 9214, "ts": "2026-06-15T13:56:25Z", "hours": 0.5453, "text": "The Fuzzel Based Wallpaper Selector is EVEN BETTER now! Overview: Fuzz-Wall now supports the mpvpaper and awww wallpaper daemons! But more importantly, a new feature has been added. Fuzz-Wall now detects whether you have the Waypaper package, and uses that over the hard-coded Fuzz-Wall wallpaper setting for more compatibility and features. What is Fuzz-Wall? Fuzz-Wall(more commonly fuzz-wall) is a lightweight package for the Fuzzel(more commonly fuzzel) dmenu. Once the command fuzz-wall is launched, it opens up a customized menu of Fuzzel which allows you to pick a wallpaper from a directory. It utilizes the different wallpaper daemons(e.g. hyprpaper, awww/swww, swaypaper). It makes changing wallpapers way easier! What Changed? Added functions for mpvpaper and awww alongside their individual commands to get the desired outcome. Checking for Waypaper before launching the functions to see if it can be used instead. It does not fire functions if Waypaper is present. Now marked swww as retired due to the project being moved to awww. However, it is not removed for anyone that prefers the older package. Notes I am not the owner of the original repository of fuzz-wall . The pull request has not been accepted as of June 16th, 2026. You may refer to my fork for the features. If you would like more support or features, feel free to comment it down!"}]...
|
Title: fuzz-wall contribution by @Huseyin | Starda Title: fuzz-wall contribution by @Huseyin | Stardance
Devlogs:
The Fuzzel Based Wallpaper Selector is EVEN BETTER now! Overview: Fuzz-Wall now supports the mpvpaper and awww wallpaper daemons! But more importantly, a new feature has been added. Fuzz-Wall now detects whether you have the Waypaper package, and uses that over the hard-coded Fuzz-Wall wallpaper setting for more compatibility and features. What is Fuzz-Wall? Fuzz-Wall(more commonly fuzz-wall) is a lightweight package for the Fuzzel(more commonly fuzzel) dmenu. Once the command fuzz-wall is launched, it opens up a customized menu of Fuzzel which allows you to pick a wallpaper from a directory. It utilizes the different wallpaper daemons(e.g. hyprpaper, awww/swww, swaypaper). It makes changing wallpapers way easier! What Changed? Added functions for mpvpaper and awww alongside their individual commands to get the desired outcome. Checking for Waypaper before launching the functions to see if it can be used instead. It does not fire functions if Waypaper is present. Now marked swww as retired due to the project being moved to awww. However, it is not removed for anyone that prefers the older package. Notes I am not the owner of the original repository of fuzz-wall . The pull request has not been accepted as of June 16th, 2026. You may refer to my fork for the features. If you would like more support or features, feel free to comment it down!
Ships:
Fuzz-Wall Contribution Fuzz-Wall is a Fuzzel based wallpaper changer. It lacked, however, support and missed out on some features. What I added I added mpvpaper and awww support. That means Fuzz-Wall now supports more wallpaper daemons, allowing more people to enjoy this tool. Alongside that, Fuzz-Wall now can utilize waypaper to set wall papers. This enables picking a wallpaper daemon(instead of a hard-coded order), customization of how you want to set your wallpaper, post-commands, and more! Notes: Fuzz-Wall is not owned by me. You can find the original here . As of June 16, 2026, the pull request has not been accepted(not committed to the main repository). You can access my fork with the new features here ....
|
1793696022.7864158
|
1793782422.7864158
|
|
36663
|
future project 2 :p by @Energyboy | Stardance
|
Energyboy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: future project 2 :p by @Energyboy | Stardan Title: future project 2 :p by @Energyboy | Stardance...
|
1793533668.7733967
|
1794138468.7733967
|
|
57191
|
future portfolio site by @Abhrajit | Stardance
|
Abhrajit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: future portfolio site by @Abhrajit | Starda Title: future portfolio site by @Abhrajit | Stardance...
|
1793422064.0515316
|
1794026864.0515316
|
|
65281
|
future new yorker by @Munnisparkle | Stardance
|
Munnisparkle
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T15:05:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh", "repo": "https://github.com/bhavanasrinamthabad1809-hub/newyork", "demo": "https://bhavanasrinamthabad1809-hub.github.io/newyork/"}]...
|
[{"post_id": 76978, "ts": "202 [{"post_id": 76978, "ts": "2026-10-05T08:02:07Z", "hours": 4.3461, "text": "i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance"}]...
|
Title: future new yorker by @Munnisparkle | Starda Title: future new yorker by @Munnisparkle | Stardance
Devlogs:
i am done with my first ever website yahh it is about my dream city new york it has places to visit and what i am gonna do there i am excited to ship it first ship to stardance
Ships:
it is my second project in hack club it is about my dream city newyork i am completely new to coding the css part of this website is were i faced little difficulty and pushing it to git was even more challenging for some reason demo link showed 404 error so many times now its completely working i hope i stay consistent on hack club yahh...
|
1793685338.5077262
|
1793771738.5077262
|
|
9311
|
futmap by @faizaaaaaaan | Stardance
|
faizaaaaaaan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: futmap by @faizaaaaaaan | Stardance
|
1793537763.2488165
|
1794142563.2488165
|
|
61876
|
fusion pad by @Petr | Stardance
|
Petr
|
0
|
3.76
|
0
|
[]
|
[{"post_id": 68253, "ts": "202 [{"post_id": 68253, "ts": "2026-09-14T19:44:12Z", "hours": 2.0231, "text": "Adding leds and routing the pcb added leds and routed the pcb and i added mouting holes to the pcb tmorow i will try to finish the pcb and start the case… :)"}, {"post_id": 68072, "ts": "2026-09-14T13:58:43Z", "hours": 0.7283, "text": "Getting a little lost i added 15leds to my schematic editor… i dont know if it is corect but i hope it is"}, {"post_id": 67619, "ts": "2026-09-13T19:24:39Z", "hours": 1.0108, "text": "THE PCB so i did the pcb and now i realized that i have the orientation wrong i want a 4x3 hackpad not 3x4… so i will have to remake it tmorow i dont know if i have the matrix wiring corect please corect me if it is wrong… thanks"}]...
|
Title: fusion pad by @Petr | Stardance
Devlogs:
T Title: fusion pad by @Petr | Stardance
Devlogs:
THE PCB so i did the pcb and now i realized that i have the orientation wrong i want a 4x3 hackpad not 3x4… so i will have to remake it tmorow i dont know if i have the matrix wiring corect please corect me if it is wrong… thanks
Getting a little lost i added 15leds to my schematic editor… i dont know if it is corect but i hope it is
Adding leds and routing the pcb added leds and routed the pcb and i added mouting holes to the pcb tmorow i will try to finish the pcb and start the case… :)...
|
1793652501.2472684
|
1794257301.2472684
|
|
71577
|
furgenlabs by @furgenramen | Stardance
|
furgenramen
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T07:55:03Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ready to ship! i made my own personal site, following the guide as well as taking tips from the webos 1 guide. It was pretty fun and a nice, unchallenging way to end Stardance. Hope you enjoy learning about me!", "repo": "https://github.com/furgenramen04/furgenlabs", "demo": "https://furgenramen04.github.io/furgenlabs/"}]...
|
[{"post_id": 84765, "ts": "202 [{"post_id": 84765, "ts": "2026-10-30T07:50:58Z", "hours": 2.0939, "text": "made my personal website i talked about myself, hobbies, studies, coding projects, etc. it was pretty fun to make, a good use of 2 hours. avoided AI 100% (hence the styling), here’s what it looks like:"}]...
|
Title: furgenlabs by @furgenramen | Stardance
Dev Title: furgenlabs by @furgenramen | Stardance
Devlogs:
made my personal website i talked about myself, hobbies, studies, coding projects, etc. it was pretty fun to make, a good use of 2 hours. avoided AI 100% (hence the styling), here’s what it looks like:
Ships:
ready to ship! i made my own personal site, following the guide as well as taking tips from the webos 1 guide. It was pretty fun and a nice, unchallenging way to end Stardance. Hope you enjoy learning about me!...
|
1793714228.725249
|
1793800628.725249
|
|
53206
|
funlexia! by @shijia | Stardance
|
shijia
|
0
|
9.02
|
0
|
[]
|
[{"post_id": 52880, "ts": "202 [{"post_id": 52880, "ts": "2026-08-23T08:04:05Z", "hours": 9.0153, "text": "blending system + tutorial finished! working on minigames to test user’s blending next!"}]...
|
Title: funlexia! by @shijia | Stardance
Devlogs:
Title: funlexia! by @shijia | Stardance
Devlogs:
blending system + tutorial finished! working on minigames to test user’s blending next!...
|
1793476281.097629
|
1794081081.097629
|
|
53001
|
funky compat by @TheShovel | Stardance
|
TheShovel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: funky compat by @TheShovel | Stardance
|
1793468860.400779
|
1794073660.400779
|
|
31370
|
fungible by @cyan_siyan123 | Stardance
|
cyan_siyan123
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fungible by @cyan_siyan123 | Stardance
|
1793267673.2283988
|
1793872473.2283988
|
|
7025
|
fun game yay by @lazerkat | Stardance
|
lazerkat
|
1
|
2.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T04:25:49Z", "hours": 2.0, "multiplier": 1.11, "payout": 3, "blessing": "neutral", "text": "This is a really dumb game.. why did i make this?", "repo": "https://github.com/betelguesestudios/fun-game-yay", "demo": "https://betelguesestudios.github.io/fun-game-yay/"}]...
|
[{"post_id": 4593, "ts": "2026 [{"post_id": 4593, "ts": "2026-06-07T22:59:00Z", "hours": 0.7008, "text": "more logic ig"}, {"post_id": 2567, "ts": "2026-06-05T04:14:29Z", "hours": 0.9606, "text": "now when you click on the text a bit, it shows this"}, {"post_id": 2464, "ts": "2026-06-04T23:39:51Z", "hours": 0.4158, "text": "i made it hit the floor and bounce yaya"}, {"post_id": 1936, "ts": "2026-06-04T05:40:43Z", "hours": 0.3011, "text": "added a falling effect when you click the text! now to make it hit the bottom."}]...
|
Title: fun game yay by @lazerkat | Stardance
Devl Title: fun game yay by @lazerkat | Stardance
Devlogs:
added a falling effect when you click the text! now to make it hit the bottom.
i made it hit the floor and bounce yaya
now when you click on the text a bit, it shows this
more logic ig
Ships:
This is a really dumb game.. why did i make this?...
|
1793667161.8037593
|
1793753561.8037593
|
|
20781
|
fun facts about satellites by @aurenix | Stardance
|
aurenix
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fun facts about satellites by @aurenix | St Title: fun facts about satellites by @aurenix | Stardance...
|
1793469212.908735
|
1794074012.908735
|
|
15875
|
fun discord bot by @utkarsh1 | Stardance
|
utkarsh1
|
0
|
1.01
|
0
|
[]
|
[{"post_id": 6460, "ts": "2026 [{"post_id": 6460, "ts": "2026-06-10T21:25:13Z", "hours": 1.0081, "text": "did basic bot setup and made commands like guess the number, hint, etc."}]...
|
Title: fun discord bot by @utkarsh1 | Stardance
D Title: fun discord bot by @utkarsh1 | Stardance
Devlogs:
did basic bot setup and made commands like guess the number, hint, etc....
|
1793303266.5526152
|
1793908066.5526152
|
|
19519
|
fume extractor by @flyingfish | Stardance
|
flyingfish
|
1
|
25.0
|
124
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-20T04:45:08Z", "hours": 25.0, "multiplier": 5.0, "payout": 124, "blessing": "neutral", "text": "I made a fume extractor for soldering so that you don’t get light headed after soldering for long periods of time", "repo": "https://github.com/dinotiger01/fume-extractor", "demo": ""}]...
|
[{"post_id": 12349, "ts": "202 [{"post_id": 12349, "ts": "2026-06-20T04:36:28Z", "hours": 2.5306, "text": "I just finished the github read me now i am ready to ship"}, {"post_id": 12248, "ts": "2026-06-20T00:26:50Z", "hours": 8.9728, "text": "i just printed the new design and spent a long time assembling and i made some changes after having physically making it. (the picture doesn’t fit in the frame for some reason but it is just the finished fume extractor standing up) legs broken: so after assembling the legs the i found the little flaps on the legs have to big of a gap between the it and the block that is intended to hold it in place. this makes them not do there only purpose. so i redesigned the flaps to have little blocks to hold in place(the new legs are being printed rn so the new ones are not in the picture) the MSC(motor speed controller): so it was like really annoying it kept breaking and it like didn’t do anything and it went against one of my constraints because the potentiometer would stick out of the case so i just kinda removed it and connected the fan directly to the power source so you turn it on and of by just unplugging it."}, {"post_id": 11032, "ts": "2026-06-18T01:54:49Z", "hours": 4.4647, "text": "i printed the old case and it didn’t work at all so i spent all day redesign the case from scratch and i made a lot of changes while i was doing it size: i made everything a bit bigger because things didn’t fit mainly the place where the fan it no screws: i hade screws before because i thought is is just a good way to hold things together how ever i realized while redesigning they don’t work for this project because they are just to big and heavy so i am instead relying on the elasticity of plastic to hold the cover on the little flaps: in the old design i had these tiny flaps that was spoused to increase stability with rails to let it fold up however i made the rails waaay to small so this time i made the rail 5x bigger along with making the flaps longer to increase surface area rails: last time i designed the legs, before i designed the rails that they will go in to this resulted it really bad rails so this time i made the rails first then designed the legs so that it will be stronger because i can actually make strong rails"}, {"post_id": 10360, "ts": "2026-06-17T01:18:44Z", "hours": 4.4553, "text": "i made the circuit for the motor speed controller its really simple. i also got all the git hub repository set up"}, {"post_id": 9635, "ts": "2026-06-16T01:21:52Z", "hours": 4.43, "text": "i am going to make a fume extractor because i solder in my room and that’s not good for you constraints: small(i want it to be under 1ft so it can fit in my desk) expandable(i want a way to move it up and down so it can work when i am soldering something on a stand) flat(i don’t want to have many part stick out so i can put it in my drawer without taking up to much space) stable(i just don’t want it to fall over) small: to make it small i made it out of a small parable fan i repaired expendable: i was thinking about how to do this for a long time and eventually settled on a ladder peg system so you lift it to the high you wand then insert the peg so it holds in place stable: for this i knew i wanted a system where something would extend on the floor to increase surface area how ever i couldn’t find a good way to do this so i settled on two little flaps that go on the bottom of the legs flat: this is why the stability was really hard to figure out but i ended up making a track for the flaps to fold up so they don’t tack up space"}]...
|
Title: fume extractor by @flyingfish | Stardance
Title: fume extractor by @flyingfish | Stardance
Devlogs:
i am going to make a fume extractor because i solder in my room and that’s not good for you constraints: small(i want it to be under 1ft so it can fit in my desk) expandable(i want a way to move it up and down so it can work when i am soldering something on a stand) flat(i don’t want to have many part stick out so i can put it in my drawer without taking up to much space) stable(i just don’t want it to fall over) small: to make it small i made it out of a small parable fan i repaired expendable: i was thinking about how to do this for a long time and eventually settled on a ladder peg system so you lift it to the high you wand then insert the peg so it holds in place stable: for this i knew i wanted a system where something would extend on the floor to increase surface area how ever i couldn’t find a good way to do this so i settled on two little flaps that go on the bottom of the legs flat: this is why the stability was really hard to figure out but i ended up making a track for the flaps to fold up so they don’t tack up space
i made the circuit for the motor speed controller its really simple. i also got all the git hub repository set up
i printed the old case and it didn’t work at all so i spent all day redesign the case from scratch and i made a lot of changes while i was doing it size: i made everything a bit bigger because things didn’t fit mainly the place where the fan it no screws: i hade screws before because i thought is is just a good way to hold things together how ever i realized while redesigning they don’t work for this project because they are just to big and heavy so i am instead relying on the elasticity of plastic to hold the cover on the little flaps: in the old design i had these tiny flaps that was spoused to increase stability with rails to let it fold up however i made the rails waaay to small so this time i made the rail 5x bigger along with making the flaps longer to increase surface area rails: last time i designed the legs, before i designed the rails that they will go in to this resulted it really bad rails so this time i made the rails first then designed the legs so that it will be stronger because i can actually make strong rails
i just printed the new design and spent a long time assembling and i made some changes after having physically making it. (the picture doesn’t fit in the frame for some reason but it is just the finished fume extractor standing up) legs broken: so after assembling the legs the i found the little flaps on the legs have to big of a gap between the it and the block that is intended to hold it in place. this makes them not do there only purpose. so i redesigned the flaps to have little blocks to hold in place(the new legs are being printed rn so the new ones are not in the picture) the MSC(motor speed controller): so it was like really annoying it kept breaking and it like didn’t do anything and it went against one of my constraints because the potentiometer would stick out of the case so i just kinda removed it and connected the fan directly to the power source so you turn it on and of by just unplugging it.
I just finished the github read me now i am ready to ship
Ships:
I made a fume extractor for soldering so that you don’t get light headed after soldering for long periods of time...
|
1793721048.9971962
|
1793807448.9971962
|
|
33724
|
fully analog guitar processor with 7 pedals by @tj fully analog guitar processor with 7 pedals by @tjingi_ | Stardance...
|
tjingi_
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T18:03:31Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi, I made a fully analogue guitar pedalboard with 7 pedals. It includes fuzz, overdrive, distortion, phaser, flanger, chorus, and delay. The main challenge was soldering the huge number of resistors. I am proud to have built it, especially since it was my first PCB", "repo": "https://github.com/tjingi/fully-analog-guitar-processor-with-7-pedals", "demo": ""}]...
|
[{"post_id": 60349, "ts": "202 [{"post_id": 60349, "ts": "2026-09-02T17:15:13Z", "hours": 4.8847, "text": "yeeee,I finished it!!!"}, {"post_id": 59864, "ts": "2026-09-01T20:52:47Z", "hours": 4.1836, "text": "Tonight I finished soldering half of my PCB. I think I’ll finish it tomorrow"}, {"post_id": 32645, "ts": "2026-07-21T22:40:50Z", "hours": 3.9169, "text": "Tonight I finally finished my processor! I designed a fish-shaped frame for it and called it ‘Fishman’. It’s shipping soon!"}, {"post_id": 32073, "ts": "2026-07-20T23:47:53Z", "hours": 4.1508, "text": "Yeah, all traces were routed. Only one step left, and it’s to design a frame for the processor."}, {"post_id": 31550, "ts": "2026-07-20T01:32:43Z", "hours": 5.2839, "text": "Started working on a PCB! I placed the components in the right positions and started routing. Tonight I finished routing the fuzz, distortion, overdrive, and phaser! The project is almost done"}, {"post_id": 30946, "ts": "2026-07-18T23:13:12Z", "hours": 3.6367, "text": "Tonight I added footprints to all the components. Finally, I’m ready to start laying out the PCB!"}, {"post_id": 30324, "ts": "2026-07-17T19:48:33Z", "hours": 1.4167, "text": "Yes! All schematics are done! I finished the design for the delay. It is based on the Deep Blue Delay schematic. It works like this: The input stage on the op-amp (U20B) acts as a buffer that mixes the clean audio signal with the processed sound from the feedback loop. The PT2399 chip digitizes the audio, cyclically delays it in RAM, and then outputs it back, with the delay time being adjusted by the RV24 potentiometer. Potentiometers RV22 (Repeats) and RV23 (Mix) are used to adjust the number of echo repeats and the balance between the clean and processed signals. The final op-amp stage (U20A) functions as an active low-pass filter, which smooths out the digital steps of the audio and gives the effect a warm analog sound. At the very end of the circuit, the C86 coupling capacitor cuts off the DC voltage component, while the R144 resistor bleeds residual static voltage to ground, preventing switching pops before the signal is fed to the output jack J2."}, {"post_id": 30072, "ts": "2026-07-17T11:17:58Z", "hours": 4.7667, "text": "Finally, tonight i finished almost all pedal schematic. I did chorus and flanger pedal. I need to finished just delay pedal schematic and i will begin doing the pcb! The flanger schematic based on BF-2 boss flanger and work like that:The input audio signal is split at the op-amp buffer, where one part goes directly to the output, and the second is sent to a complex delay path. The MN3207 BBD chip and MN3102 clock generator create an ultra-short audio delay controlled by a multi-stage LFO based on TL022 op-amps. The Manual, Depth, Rate, and Resonance potentiometers provide full control over the waveform, its speed, and the depth of the “jet-plane” whoosh. The main feature of the circuit is the feedback loop (Resonance pot), which sends the processed signal back to the BBD chip’s input via an op-amp to create a powerful metallic resonance. The final stage mixes the dry and delayed signals, delivering a classic, aggressive flanger with a deep comb-filtering effect. Also chorus based on Electro-Harmonix small clone chorus and work like that:The input signal is amplified by the IC1a op-amp input stage, then splits at point “A” into a dry path and a lower effect branch. An LFO based on the LM358 chip modulates the clock frequency of the CD4047 CMOS chip, which drives the MN3007 delay line. The depth switch (Depth pot mod) and the Rate potentiometer adjust the speed and intensity of the delayed signal’s pitch modulation. At the output, the time-altered signal from point “D” is filtered by transistor Q2 and mixed with the dry sound at the IC1b summing op-amp. The result of the circuit’s operation is that exact spacious, thick, and psychedelic analog chorus sound that became the signature of the grunge style. See you later!!!"}, {"post_id": 29238, "ts": "2026-07-16T00:54:50Z", "hours": 6.1983, "text": "Today I finished four pedals. I designed an overdrive, a distortion, and a phaser. I also finished the fuzz schematic and added a bypass switch.”"}, {"post_id": 27393, "ts": "2026-07-12T22:32:36Z", "hours": 1.7672, "text": "went deep in to fuzz schematic"}, {"post_id": 26938, "ts": "2026-07-12T00:50:09Z", "hours": 3.0336, "text": "I made a Fuzz Face clone but modernized almost half of full electronics"}, {"post_id": 26753, "ts": "2026-07-11T18:41:01Z", "hours": 1.0622, "text": "i just tried to learn how kicad works and how make something there"}]...
|
Title: fully analog guitar processor with 7 pedals Title: fully analog guitar processor with 7 pedals by @tjingi_ | Stardance
Devlogs:
i just tried to learn how kicad works and how make something there
I made a Fuzz Face clone but modernized almost half of full electronics
went deep in to fuzz schematic
Today I finished four pedals. I designed an overdrive, a distortion, and a phaser. I also finished the fuzz schematic and added a bypass switch.”
Finally, tonight i finished almost all pedal schematic. I did chorus and flanger pedal. I need to finished just delay pedal schematic and i will begin doing the pcb! The flanger schematic based on BF-2 boss flanger and work like that:The input audio signal is split at the op-amp buffer, where one part goes directly to the output, and the second is sent to a complex delay path. The MN3207 BBD chip and MN3102 clock generator create an ultra-short audio delay controlled by a multi-stage LFO based on TL022 op-amps. The Manual, Depth, Rate, and Resonance potentiometers provide full control over the waveform, its speed, and the depth of the “jet-plane” whoosh. The main feature of the circuit is the feedback loop (Resonance pot), which sends the processed signal back to the BBD chip’s input via an op-amp to create a powerful metallic resonance. The final stage mixes the dry and delayed signals, delivering a classic, aggressive flanger with a deep comb-filtering effect. Also chorus based on Electro-Harmonix small clone chorus and work like that:The input signal is amplified by the IC1a op-amp input stage, then splits at point “A” into a dry path and a lower effect branch. An LFO based on the LM358 chip modulates the clock frequency of the CD4047 CMOS chip, which drives the MN3007 delay line. The depth switch (Depth pot mod) and the Rate potentiometer adjust the speed and intensity of the delayed signal’s pitch modulation. At the output, the time-altered signal from point “D” is filtered by transistor Q2 and mixed with the dry sound at the IC1b summing op-amp. The result of the circuit’s operation is that exact spacious, thick, and psychedelic analog chorus sound that became the signature of the grunge style. See you later!!!
Yes! All schematics are done! I finished the design for the delay. It is based on the Deep Blue Delay schematic. It works like this: The input stage on the op-amp (U20B) acts as a buffer that mixes the clean audio signal with the processed sound from the feedback loop. The PT2399 chip digitizes the audio, cyclically delays it in RAM, and then outputs it back, with the delay time being adjusted by the RV24 potentiometer. Potentiometers RV22 (Repeats) and RV23 (Mix) are used to adjust the number of echo repeats and the balance between the clean and processed signals. The final op-amp stage (U20A) functions as an active low-pass filter, which smooths out the digital steps of the audio and gives the effect a warm analog sound. At the very end of the circuit, the C86 coupling capacitor cuts off the DC voltage component, while the R144 resistor bleeds residual static voltage to ground, preventing switching pops before the signal is fed to the output jack J2.
Tonight I added footprints to all the components. Finally, I’m ready to start laying out the PCB!
Started working on a PCB! I placed the components in the right positions and started routing. Tonight I finished routing the fuzz, distortion, overdrive, and phaser! The project is almost done
Yeah, all traces were routed. Only one step left, and it’s to design a frame for the processor.
Tonight I finally finished my processor! I designed a fish-shaped frame for it and called it ‘Fishman’. It’s shipping soon!
Tonight I finished soldering half of my PCB. I think I’ll finish it tomorrow
yeeee,I finished it!!!
Ships:
Hi, I made a fully analogue guitar pedalboard with 7 pedals. It includes fuzz, overdrive, distortion, phaser, flanger, chorus, and delay. The main challenge was soldering the huge number of resistors. I am proud to have built it, especially since it was my first PCB...
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1793703403.2277942
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1793789803.2277942
|
|
61200
|
full 50w speaker by @Ariuk | Stardance
|
Ariuk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: full 50w speaker by @Ariuk | Stardance
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1793648864.277084
|
1794253664.277084
|
|
44635
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fuck rocket by @Hasan3ewferf | Stardance
|
Hasan3ewferf
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: fuck rocket by @Hasan3ewferf | Stardance
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1793285641.4552236
|
1793890441.4552236
|
|
71080
|
ftc-sim by @Gabs | Stardance
|
Gabs
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ftc-sim by @Gabs | Stardance
|
1793530568.3048563
|
1794135368.3048563
|
|
7882
|
fstab-tui by @Pawello09 | Stardance
|
Pawello09
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0
|
0.0
|
0
|
[]
|
[]
|
Title: fstab-tui by @Pawello09 | Stardance
|
1793386196.7997272
|
1793990996.7997272
|
|
9705
|
fsh game by @Lazyllama | Stardance
|
Lazyllama
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0
|
5.8
|
0
|
[]
|
[{"post_id": 21901, "ts": "202 [{"post_id": 21901, "ts": "2026-07-04T02:23:59Z", "hours": 3.8453, "text": "Movement is actually logical now!! Before this, the movement was controlled by changing the velocity (eww). Now it’s controlled by forces, acceleration and a max speed!!!! I do this by checking the forwards/backwards movement (W/S) and the same for right/left then multiplying that with where the player is looking to get the correct directions instead of just moving the player to the left of the world instead of left of the player. I then multiply that with how fast I want the player to move at its max and then remove how fast the player already is moving from that which means that no force will be added when It’s going the max speed! This is the exact same logic as in my previous game, but GODDAMN the extra dimension makes it confusing (don’t look at how much time this took 😭) … I did actually also add a ground check and a deadzone I forgot to implement… Stay tuned for next devlog!!! Anyways, here is my demonstration of this epic movement!!!"}, {"post_id": 18025, "ts": "2026-06-29T00:12:56Z", "hours": 1.9556, "text": "I reworked… alot Just took on this project and there’s no time to waste so I started off with some stuff i made for my last game Fallen Scout as a base which is just: My incredible debug handler FMOD Stuff (sound engine thingies) File-based player prefs (settings in a readable file) Then I needed to fix the absolutely eye-bothering setup for the camera which existed to replace with Cinemachine which i then synced to the sensitivity from the prefs. That’s more or less it, It took me while because of some other stuff I had to do. Basically just un-destroy the repository since @Thino thought it was a good idea to use a gitignore that didn’t include the package manifest which left me with a game engine without the engine … so just like an interface here’s how we’re looking on day oneisch (only the video is lagging i promise, it’s smooth as butter)"}]...
|
Title: fsh game by @Lazyllama | Stardance
Devlogs Title: fsh game by @Lazyllama | Stardance
Devlogs:
I reworked… alot Just took on this project and there’s no time to waste so I started off with some stuff i made for my last game Fallen Scout as a base which is just: My incredible debug handler FMOD Stuff (sound engine thingies) File-based player prefs (settings in a readable file) Then I needed to fix the absolutely eye-bothering setup for the camera which existed to replace with Cinemachine which i then synced to the sensitivity from the prefs. That’s more or less it, It took me while because of some other stuff I had to do. Basically just un-destroy the repository since @Thino thought it was a good idea to use a gitignore that didn’t include the package manifest which left me with a game engine without the engine … so just like an interface here’s how we’re looking on day oneisch (only the video is lagging i promise, it’s smooth as butter)
Movement is actually logical now!! Before this, the movement was controlled by changing the velocity (eww). Now it’s controlled by forces, acceleration and a max speed!!!! I do this by checking the forwards/backwards movement (W/S) and the same for right/left then multiplying that with where the player is looking to get the correct directions instead of just moving the player to the left of the world instead of left of the player. I then multiply that with how fast I want the player to move at its max and then remove how fast the player already is moving from that which means that no force will be added when It’s going the max speed! This is the exact same logic as in my previous game, but GODDAMN the extra dimension makes it confusing (don’t look at how much time this took 😭) … I did actually also add a ground check and a deadzone I forgot to implement… Stay tuned for next devlog!!! Anyways, here is my demonstration of this epic movement!!!...
|
1793144960.6992111
|
1793749760.6992111
|
|
61416
|
frutiger-aero_os by @Bober4321 | Stardance
|
Bober4321
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: frutiger-aero_os by @Bober4321 | Stardance
|
1793649062.5337448
|
1794253862.5337448
|
|
61417
|
frutiger-aero_os by @Bober4321 | Stardance
|
Bober4321
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: frutiger-aero_os by @Bober4321 | Stardance
|
1793649064.2198088
|
1794253864.2198088
|
|
67299
|
fruitflyOS by @Moiz67 | Stardance
|
Moiz67
|
0
|
2.71
|
0
|
[]
|
[{"post_id": 78260, "ts": "202 [{"post_id": 78260, "ts": "2026-10-10T05:59:25Z", "hours": 1.1642, "text": "I added some more apps, and an app store from where u can add more apps. Also improved the design and added more fonts"}, {"post_id": 75925, "ts": "2026-10-01T16:53:12Z", "hours": 1.55, "text": "I am making a WebOS based on memes and adding new features into it."}]...
|
Title: fruitflyOS by @Moiz67 | Stardance
Devlogs: Title: fruitflyOS by @Moiz67 | Stardance
Devlogs:
I am making a WebOS based on memes and adding new features into it.
I added some more apps, and an app store from where u can add more apps. Also improved the design and added more fonts...
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1793731678.7831342
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1794336478.7831342
|
|
61597
|
fruadnet by @saranu | Stardance
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saranu
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0
|
1.2
|
0
|
[]
|
[{"post_id": 67379, "ts": "202 [{"post_id": 67379, "ts": "2026-09-13T14:00:12Z", "hours": 0.3725, "text": "making it into a public url took me forever"}, {"post_id": 67026, "ts": "2026-09-13T02:08:56Z", "hours": 0.8322, "text": "i made the the map a lil bit better but it can go a long way soo give me ur comments on what i should add for my fraud detection system"}]...
|
Title: fruadnet by @saranu | Stardance
Devlogs:
i Title: fruadnet by @saranu | Stardance
Devlogs:
i made the the map a lil bit better but it can go a long way soo give me ur comments on what i should add for my fraud detection system
making it into a public url took me forever...
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1793649228.9919577
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1794254028.9919577
|
|
62495
|
frosting by @rez | Stardance
|
rez
|
0
|
17.78
|
0
|
[]
|
[{"post_id": 74898, "ts": "202 [{"post_id": 74898, "ts": "2026-09-28T15:36:36Z", "hours": 5.6856, "text": "attempted to build the networth fetching from scoreboard and the echest but in go im not able to as its a very low level api so i likely will swich to js for the more higher level api"}, {"post_id": 71801, "ts": "2026-09-21T16:02:33Z", "hours": 3.8386, "text": "make code more readable and add the temp backgorund script to get net worth as well as proper api to retive it"}, {"post_id": 71031, "ts": "2026-09-20T07:20:04Z", "hours": 4.3186, "text": "add basic api to query net worth from the db."}, {"post_id": 70126, "ts": "2026-09-18T14:50:51Z", "hours": 2.24, "text": "add basic authentication and server joining."}, {"post_id": 68670, "ts": "2026-09-15T14:33:49Z", "hours": 1.7014, "text": "Added basic file structure, and backend/go code to open a DB"}]...
|
Title: frosting by @rez | Stardance
Devlogs:
Adde Title: frosting by @rez | Stardance
Devlogs:
Added basic file structure, and backend/go code to open a DB
add basic authentication and server joining.
add basic api to query net worth from the db.
make code more readable and add the temp backgorund script to get net worth as well as proper api to retive it
attempted to build the networth fetching from scoreboard and the echest but in go im not able to as its a very low level api so i likely will swich to js for the more higher level api...
|
1793656179.2755294
|
1794520179.2755294
|
|
14881
|
friendos by @shs | Stardance
|
shs
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T11:29:52Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried not to copy the guide and I used new methods to solve my problems when i couldent understand the guide and it needed a lot of googling and when I got stuck I had to use claude. I added craftmine which is a platformer which was made by @TerribleGames123 I would have used my own thing but scratch decided to lock me out of my account. I have added a picture of the homepage. My pages can go on top of another and go away and open off the good stuff 😁", "repo": "https://github.com/SHSplas/FriendOS", "demo": "https://shsplas.github.io"}]...
|
[{"post_id": 73924, "ts": "202 [{"post_id": 73924, "ts": "2026-09-26T10:37:16Z", "hours": 2.2356, "text": "i just finished making my second app craftMine its a platformer and ive also made notes more functional and finally finished my first project"}, {"post_id": 73699, "ts": "2026-09-25T18:48:16Z", "hours": 2.6133, "text": "i made my first app"}, {"post_id": 73516, "ts": "2026-09-25T09:14:01Z", "hours": 4.4669, "text": "i added the option to close windows and open them this is my homepage background"}]...
|
Title: friendos by @shs | Stardance
Devlogs:
i ad Title: friendos by @shs | Stardance
Devlogs:
i added the option to close windows and open them this is my homepage background
i made my first app
i just finished making my second app craftMine its a platformer and ive also made notes more functional and finally finished my first project
Ships:
I tried not to copy the guide and I used new methods to solve my problems when i couldent understand the guide and it needed a lot of googling and when I got stuck I had to use claude. I added craftmine which is a platformer which was made by @TerribleGames123 I would have used my own thing but scratch decided to lock me out of my account. I have added a picture of the homepage. My pages can go on top of another and go away and open off the good stuff 😁...
|
1793670692.496263
|
1793757092.496263
|
|
66573
|
friedrice by @cpio | Stardance
|
cpio
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: friedrice by @cpio | Stardance
|
1793721053.0984385
|
1794325853.0984385
|
|
45233
|
friday by @dineshkarthik | Stardance
|
dineshkarthik
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T06:52:38Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made Friday, a Slack assistant bot built using Node.js and the Slack Bolt framework. It acts as a collection of small utilities that brings useful tools directly into Slack instead of requiring users to visit different websites. Friday handles eleven slash commands that connect to public APIs for weather, GitHub, jokes, quotes, facts, cat facts, web searching, coding assistance, etc. /friday-help /friday-ping /friday-cat /friday-joke /friday-quote /friday-dev /friday-code /friday-web /friday-fact /friday-git /friday-weather What was challenging? The first hurdle was getting my bot to be acknowledged by Slack. I had to configure the Slack app, enable Socket Mode, set permissions, get the bot and app tokens, and make sure my slash commands would not conflict with other bots in the Hack Club workspace. Then came the classic developer question: “Why is my bot not working?” I eventually found an authentication error, fixed it, and Friday responded: 🏓 Friday is Online! Latency: xx ms That was the moment everything started feeling real. The next challenge was deploying Friday so it could run 24/7. Running node index.js on my laptop meant the bot depended on my laptop staying on. I learned SSH, connected to my Debian server on Hack Club Nest, cloned my GitHub repository, installed Node.js and npm, configured my environment variables, tested the bot, and used PM2 as a 24/7 process manager. I then disconnected my laptop and tested /friday-ping. Friday still responded. That was the cherry on top. I also had a minor but very annoying battle with Windows and SSH because apparently a backslash and a dot are not synonyms, despite what Windows seemed to suggest. What are you proud of? I’m proud that I took the idea from “I want to make a Slack bot” to an actually deployed application. I stitched together: JavaScript Slack Bolt Slack Socket Mode Public APIs GitHub Linux/SSH Hack Club Nest PM2 24/7 hosting The biggest thing I learned is that my laptop doesn’t have to be the computer hosting my applications. Friday now runs on my Hack Club Nest server, while I can remotely manage it through SSH. What should people know so they can test your project? Friday runs on Hack Club Nest, so it doesn’t depend on my laptop being turned on. In the Slack demo channel, try: /friday-help to see all commands. Then try: /friday-ping to check if Friday is online. You can also try: /friday-weather for the current weather in Tirupati, /friday-git octocat for GitHub profile information, or: /friday-joke for a random joke. The code is available on GitHub, while the bot can be tested directly in the demo channel. The main thing I’d like people to know is that Friday isn’t just a list of commands sitting in a GitHub repository. It is a real Slack application connected to various APIs, deployed on a Linux server, and running even when my laptop is completely shut down.", "repo": "https://github.com/Karthik-854321/friday-slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 43115, "ts": "202 [{"post_id": 43115, "ts": "2026-08-08T06:25:28Z", "hours": 0.6217, "text": "Friday - Slack Assistant Bot Overview Yesterday I started my project, and I wanted to make a slack bot with some custom slash commands. Today my bot named Friday is running 24/7 on my Hack Club Nest. First thing first I had to name my bot, Friday I created a slack app and linked it to my workspace, turned on the Socket Mode so my bot wouldn’t require a public url and I created custom slash commands that would be “/friday-” so commands would not be overriden by other apps. My bot was created with Node.js and JavaScript using slack’s bolt framework. I created the “/friday-ping” command first to make sure my bot was working properly. After that I created and added 11 other commands to my bot for assistance, jokes, quotes, coding help, facts, web searching, github, and the weather. To make my commands functional I used public rest apis with Axios I also added error handling so my bot wouldn’t crash when a certain api was down. After that I learned about the ack() and respond() functions within my slack app. To make my credential keys secure I created a “.env” file and a “.gitignore” file so those files wouldn’t be pushed to my github. Next I published my project to my github and pushed all my work there. After that I applied for a Hack Club Nest container where my bot would be hosted 24/7, and I learned how to connect to my server via SSH. To connect to my Debian server from my Windows PC I created an SSH key, I installed Git, Node, and NPM to my server, cloned my GitHub repository to my server, and added my production “.env”. Finally, I used PM2 to make sure my bot was running on my server, and I detached my laptop from my server. I used my “/friday-ping” command one last time to make sure everything was working fine, and if it was my bot was live and running on my Hack Club Nest!"}]...
|
Title: friday by @dineshkarthik | Stardance
Devlo Title: friday by @dineshkarthik | Stardance
Devlogs:
Friday - Slack Assistant Bot Overview Yesterday I started my project, and I wanted to make a slack bot with some custom slash commands. Today my bot named Friday is running 24/7 on my Hack Club Nest. First thing first I had to name my bot, Friday I created a slack app and linked it to my workspace, turned on the Socket Mode so my bot wouldn’t require a public url and I created custom slash commands that would be “/friday-” so commands would not be overriden by other apps. My bot was created with Node.js and JavaScript using slack’s bolt framework. I created the “/friday-ping” command first to make sure my bot was working properly. After that I created and added 11 other commands to my bot for assistance, jokes, quotes, coding help, facts, web searching, github, and the weather. To make my commands functional I used public rest apis with Axios I also added error handling so my bot wouldn’t crash when a certain api was down. After that I learned about the ack() and respond() functions within my slack app. To make my credential keys secure I created a “.env” file and a “.gitignore” file so those files wouldn’t be pushed to my github. Next I published my project to my github and pushed all my work there. After that I applied for a Hack Club Nest container where my bot would be hosted 24/7, and I learned how to connect to my server via SSH. To connect to my Debian server from my Windows PC I created an SSH key, I installed Git, Node, and NPM to my server, cloned my GitHub repository to my server, and added my production “.env”. Finally, I used PM2 to make sure my bot was running on my server, and I detached my laptop from my server. I used my “/friday-ping” command one last time to make sure everything was working fine, and if it was my bot was live and running on my Hack Club Nest!
Ships:
What did you make? I made Friday, a Slack assistant bot built using Node.js and the Slack Bolt framework. It acts as a collection of small utilities that brings useful tools directly into Slack instead of requiring users to visit different websites. Friday handles eleven slash commands that connect to public APIs for weather, GitHub, jokes, quotes, facts, cat facts, web searching, coding assistance, etc. /friday-help /friday-ping /friday-cat /friday-joke /friday-quote /friday-dev /friday-code /friday-web /friday-fact /friday-git /friday-weather What was challenging? The first hurdle was getting my bot to be acknowledged by Slack. I had to configure the Slack app, enable Socket Mode, set permissions, get the bot and app tokens, and make sure my slash commands would not conflict with other bots in the Hack Club workspace. Then came the classic developer question: “Why is my bot not working?” I eventually found an authentication error, fixed it, and Friday responded: 🏓 Friday is Online! Latency: xx ms That was the moment everything started feeling real. The next challenge was deploying Friday so it could run 24/7. Running node index.js on my laptop meant the bot depended on my laptop staying on. I learned SSH, connected to my Debian server on Hack Club Nest, cloned my GitHub repository, installed Node.js and npm, configured my environment variables, tested the bot, and used PM2 as a 24/7 process manager. I then disconnected my laptop and tested /friday-ping. Friday still responded. That was the cherry on top. I also had a minor but very annoying battle with Windows and SSH because apparently a backslash and a dot are not synonyms, despite what Windows seemed to suggest. What are you proud of? I’m proud that I took the idea from “I want to make a Slack bot” to an actually deployed application. I stitched together: JavaScript Slack Bolt Slack Socket Mode Public APIs GitHub Linux/SSH Hack Club Nest PM2 24/7 hosting The biggest thing I learned is that my laptop doesn’t have to be the computer hosting my applications. Friday now runs on my Hack Club Nest server, while I can remotely manage it through SSH. What should people know so they can test your project? Friday runs on Hack Club Nest, so it doesn’t depend on my laptop being turned on. In the Slack demo channel, try: /friday-help to see all commands. Then try: /friday-ping to check if Friday is online. You can also try: /friday-weather for the current weather in Tirupati, /friday-git octocat for GitHub profile information, or: /friday-joke for a random joke. The code is available on GitHub, while the bot can be tested directly in the demo channel. The main thing I’d like people to know is that Friday isn’t just a list of commands sitting in a GitHub repository. It is a real Slack application connected to various APIs, deployed on a Linux server, and running even when my laptop is completely shut down....
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friday by @Viaan | Stardance
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Viaan
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Title: friday by @Viaan | Stardance
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frictionless by @nadjazirojevic | Stardance
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Title: frictionless by @nadjazirojevic | Stardance
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frictionless by @atharv_jadhav | Stardance
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Title: frictionless by @atharv_jadhav | Stardance
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frictionation by @cheekybunny | Stardance
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Title: frictionation by @cheekybunny | Stardance
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friction by @ShaikhHassan | Stardance
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ShaikhHassan
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Title: friction by @ShaikhHassan | Stardance
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frickiti toilet by @mdalfahim | Stardance
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mdalfahim
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Title: frickiti toilet by @mdalfahim | Stardance
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fresh-wakatime by @Ruben | Stardance
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Ruben
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[{"post_id": 48169, "ts": "202 [{"post_id": 48169, "ts": "2026-08-16T13:47:38Z", "hours": 0.4983, "text": "So far in the project, I’ve added the config needed to have a plugin working, and the logic for what counts as a heartbeat!"}]...
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Title: fresh-wakatime by @Ruben | Stardance
Devlo Title: fresh-wakatime by @Ruben | Stardance
Devlogs:
So far in the project, I’ve added the config needed to have a plugin working, and the logic for what counts as a heartbeat!...
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1793296606.1760998
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1793901406.1760998
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freestyle 3 inch fpv drone by @rodrigo_niebla | St freestyle 3 inch fpv drone by @rodrigo_niebla | Stardance...
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rodrigo_niebla
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[]
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[{"post_id": 69300, "ts": "202 [{"post_id": 69300, "ts": "2026-09-16T19:26:20Z", "hours": 1.6, "text": "I had to completely redesign the drone because the board’s irl dimensions didn’t allow the previous alignment. I then redesigned the drone so that it’s still a pusher, but now it has more space for the board and the other components. I also added a dedicated battery compartment. I also got the weight down to 38g."}, {"post_id": 67819, "ts": "2026-09-14T02:26:19Z", "hours": 1.5667, "text": "I noticed that the o4 mounting was not adhering well so I increased thicknes and changed the slicer settings so that it had a higher temperature. Below images of the reprint and the first failure."}, {"post_id": 67660, "ts": "2026-09-13T20:19:14Z", "hours": 0.4, "text": "I added this spacer so that i can use 30mm screws to mount the stack and keep them from interfering with the o4 mounting. Its still not to the actual measurments and i will probably have to add something for the battery to it."}, {"post_id": 66940, "ts": "2026-09-12T22:20:24Z", "hours": 0.3333, "text": "i finished working on the camera and battery mount (basic) the drone will be pusher so the stack mount will act as a base and the camera and battery will go on top."}, {"post_id": 65100, "ts": "2026-09-10T00:14:02Z", "hours": 0.6414, "text": "I began by changing the design from long range to a freestlye drone mainly because of the budget, since i was not sure if the drone would qualify for x tier funding. for this drone i have most of the components so it will be cheaper to fund."}]...
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Title: freestyle 3 inch fpv drone by @rodrigo_nieb Title: freestyle 3 inch fpv drone by @rodrigo_niebla | Stardance
Devlogs:
I began by changing the design from long range to a freestlye drone mainly because of the budget, since i was not sure if the drone would qualify for x tier funding. for this drone i have most of the components so it will be cheaper to fund.
i finished working on the camera and battery mount (basic) the drone will be pusher so the stack mount will act as a base and the camera and battery will go on top.
I added this spacer so that i can use 30mm screws to mount the stack and keep them from interfering with the o4 mounting. Its still not to the actual measurments and i will probably have to add something for the battery to it.
I noticed that the o4 mounting was not adhering well so I increased thicknes and changed the slicer settings so that it had a higher temperature. Below images of the reprint and the first failure.
I had to completely redesign the drone because the board’s irl dimensions didn’t allow the previous alignment. I then redesigned the drone so that it’s still a pusher, but now it has more space for the board and the other components. I also added a dedicated battery compartment. I also got the weight down to 38g....
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1793641995.5669897
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45760
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freepdf by @sslash | Stardance
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sslash
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Title: freepdf by @sslash | Stardance
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1793353902.0863132
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10148
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freeWillAi by @aryavora21 | Stardance
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aryavora21
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0
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2.98
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[]
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[{"post_id": 3916, "ts": "2026 [{"post_id": 3916, "ts": "2026-06-07T01:03:21Z", "hours": 1.2025, "text": "improving backend ui: ive gotten the ai model to self think and run a local model on my rpi 4, its currently able to research online, plan out tasks & adding shell tools soon"}, {"post_id": 3769, "ts": "2026-06-06T20:21:37Z", "hours": 1.7797, "text": "improving current setup & adding backup api endpoints"}]...
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Title: freeWillAi by @aryavora21 | Stardance
Devl Title: freeWillAi by @aryavora21 | Stardance
Devlogs:
improving current setup & adding backup api endpoints
improving backend ui: ive gotten the ai model to self think and run a local model on my rpi 4, its currently able to research online, plan out tasks & adding shell tools soon...
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1793271207.1410332
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1793876007.1410332
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44283
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fred's games by @Googentity | Stardance
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Googentity
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0
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5.34
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0
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[]
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[{"post_id": 70231, "ts": "202 [{"post_id": 70231, "ts": "2026-09-18T19:11:01Z", "hours": 1.1419, "text": "you can actully collect the hajes in the platformer minigame but the heart code is broken so i might fix that after writing this devlog (also i hit 42 hours on godot on steam )"}, {"post_id": 43956, "ts": "2026-08-09T12:38:32Z", "hours": 1.5289, "text": "made the basics of the first minigame (a platformer where you need to collect 3 blahajes) and also made the animation for the hajes which doesnt show in game for some reason, also its not possible to collect the blahajes which i did try to correct in this update but i will also try after i post this devlog, also the timer thingy shows the milliseconds now"}, {"post_id": 42677, "ts": "2026-08-07T15:05:14Z", "hours": 1.8669, "text": "i have finally made the level_scene code work, the fact that it took 1 hour and 52 minutes to fix should be enough, however i unfortunately needed to use chatgpt for the fix but at least the code works now which is very much a relief"}, {"post_id": 42172, "ts": "2026-08-06T19:45:33Z", "hours": 0.3825, "text": "i made the quit button and its script and also made the level counter thingy, i also deleted the settings button because i don’t think i’ll add in a settings menu, due to the settings button being eliminated i further redesigned the main menu, also i initially made a heart in aseprite but it turned out weird in exporting so i resorted to using an image from the internet"}, {"post_id": 42148, "ts": "2026-08-06T19:14:10Z", "hours": 0.4208, "text": "i made the menu layout and the code for the start button, i initially made the buttons vertical using the vbox container, but decided to do a diagonal layout"}]...
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Title: fred's games by @Googentity | Stardance Title: fred's games by @Googentity | Stardance
Devlogs:
i made the menu layout and the code for the start button, i initially made the buttons vertical using the vbox container, but decided to do a diagonal layout
i made the quit button and its script and also made the level counter thingy, i also deleted the settings button because i don’t think i’ll add in a settings menu, due to the settings button being eliminated i further redesigned the main menu, also i initially made a heart in aseprite but it turned out weird in exporting so i resorted to using an image from the internet
i have finally made the level_scene code work, the fact that it took 1 hour and 52 minutes to fix should be enough, however i unfortunately needed to use chatgpt for the fix but at least the code works now which is very much a relief
made the basics of the first minigame (a platformer where you need to collect 3 blahajes) and also made the animation for the hajes which doesnt show in game for some reason, also its not possible to collect the blahajes which i did try to correct in this update but i will also try after i post this devlog, also the timer thingy shows the milliseconds now
you can actully collect the hajes in the platformer minigame but the heart code is broken so i might fix that after writing this devlog (also i hit 42 hours on godot on steam )...
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1793267235.4564347
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1793872035.4564347
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72059
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fred the turtle by @miminstrels | Stardance
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miminstrels
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0
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0.0
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Title: fred the turtle by @miminstrels | Stardance
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1793364458.993163
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1793969258.993163
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8571
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frc-aimbot by @joel_amaldas | Stardance
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joel_amaldas
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0
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4.61
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0
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[]
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[{"post_id": 7733, "ts": "2026 [{"post_id": 7733, "ts": "2026-06-12T22:04:39Z", "hours": 4.6075, "text": "im working on a shot calculator for the first robotics competition, so that anyone can put in their robot, game piece, and target specifications, and it will automatically calculate a dataset based off of an runge-kutta 4 physics engine for stationary shots. after that, it will simulate random velocities and accelerations, and recreate the dataset, which a neural network is then trained on. ideally, this would allow for acclerated shooting while moving scenarios, and outputs rpm, required launch angle, and turret angle correction. currently, the physics, dataset generation, and neural network part of my project is finally complete, so i’m starting to work on the gui (using tkinter and matplotlib)"}]...
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Title: frc-aimbot by @joel_amaldas | Stardance
De Title: frc-aimbot by @joel_amaldas | Stardance
Devlogs:
im working on a shot calculator for the first robotics competition, so that anyone can put in their robot, game piece, and target specifications, and it will automatically calculate a dataset based off of an runge-kutta 4 physics engine for stationary shots. after that, it will simulate random velocities and accelerations, and recreate the dataset, which a neural network is then trained on. ideally, this would allow for acclerated shooting while moving scenarios, and outputs rpm, required launch angle, and turret angle correction. currently, the physics, dataset generation, and neural network part of my project is finally complete, so i’m starting to work on the gui (using tkinter and matplotlib)...
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1793321779.9039083
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1793926579.9039083
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24302
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frankensteinD: by @sour | Stardance
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sour
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Title: frankensteinD: by @sour | Stardance
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1793350375.4737453
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36577
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france by @alexxx | Stardance
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alexxx
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Title: france by @alexxx | Stardance
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1793738995.4069114
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fraktalized by @swedishsplidney | Stardance
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swedishsplidney
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T06:36:27Z", "hours": 70.0, "multiplier": 19.43, "payout": 1361, "blessing": "neutral", "text": "fraktalized ship: fraktalized is an an open-source, cross-platform, ultra smooth real time fractal explorer built using a hybrid architecture of Qt6 (QML/C++) and openGL (GLSL 330 core / 4.3 compute shaders). fraktalized currently has 10 fractal sets: mandelbrot set: the classic fractal set julia set: cool swirly stuff, complete with adjustable constant coords burning ship set: cool pointy stuff newton set: kinda spidery looking buddhabrot: like the mandelbrot but galaxy looking anti-buddhabrot: reverse buddhabrot barnsley fern: looks very naturey mandelbulb: like the mandelbrot but 3d menger sponge: cube, but with infinite* surface ar a icebox: spiky box! there is both a set of 3 precompiled binaries on the github and a demo video: https://youtu.be/x9lH_pPzvbw", "repo": "https://github.com/swedishsplidney/fraktalized", "demo": "https://github.com/swedishsplidney/fraktalized/releases"}]...
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[{"post_id": 20591, "ts": "202 [{"post_id": 20591, "ts": "2026-07-02T06:34:20Z", "hours": 0.7767, "text": "extra ui tweaks and readme updates added some images of 3d fractals to the readme, did some general ui tweaks, and some idiot proofing now its time to ship!!!"}, {"post_id": 20559, "ts": "2026-07-02T05:22:07Z", "hours": 4.9961, "text": "probably the final commit :o most of this was spent idiot proofing, going through all my code and making sure that everything works well and actually makes sense i also updated the tutorial to be a bit better a major amount of time was spent figuring out how to get windows to actually compile i swear windows is the bane of my entire existence its not reflected in the devlog hours, but i did also make a demo video to show off some of the features mystery link other than that, it was mostly ui and readme updates :)"}, {"post_id": 19733, "ts": "2026-07-01T03:52:28Z", "hours": 9.76, "text": "i set up a full tutorial system the hard part was doing the whole thing where it darkens everywhere except the thing the tutorial is yapping about… also, right now, the tutorial is really really easy to break, so i might have to implement some idiot proofing or something to be honest, adding the whole darkening thing was really simple, but actually getting it to work was really annoying for some reason. it essentially just gets the xy coord for each corner of the specified element, and then makes a dark block everywhere except inside those 4 corners. also, i made it so the tutorial saves to the same json file as the preset manager, so that you only have to do the tutorial one time and it doesnt just get in your way every single time you open it. aside from that, most of this time was spent trying to figure out how to get it to automatically build on github when i push a release. i did this successfully for my other project, but the problem so far has been linking the qml for the binaries on the different platforms. specifically, windows just really really doesnt want to behave, its starting to feel like getting a discord mod to eat anything other than gamersupps and pizza rolls overall, maybe getting close to shipping? it honestly just depends on how much more features and idiot proofing i want to add if this sounds interesting, check out (and star ) the repo here"}, {"post_id": 14222, "ts": "2026-06-23T07:20:06Z", "hours": 8.5239, "text": "3d wasd controls (wowie zowie) the math for this was super hard, especially because i want it to work alongside with the other classic orbit style controls lol i ended up adding a toggle in the sidebar, which felt like the cleanest way to do it, but did mean doing more qml also, i pretty much had to guess when setting up all my vectors so i spent like 15 presidential terms messing around with positives and negatives and 1.0f / 0.0f everywhere until doing stuff in the right directions actually did the right thing, which was hard also had to implement auto horizon correction so things d also added some live 3d settings, which took a while, but now theres a live slider for both the mandelbulb power (exponent), and the brightness (which was hard) and, theres now a math section in the readme, which i spent a lot of time pondering while making, but if you’re at all, check out the “mathy information” section of the readme https://github.com/swedishsplidney/fraktalized (also star the repo ) exploring the mandelbulb in wasd mode genuinely feels like exploring an alien planet in a spaceship, lowk super fun"}, {"post_id": 11771, "ts": "2026-06-19T04:47:05Z", "hours": 8.7492, "text": "3d is finally working!!!!! i have been having an epic samurai battle against opengl and 3d fractal math for what feels like forever, but it finally works, and I have a working 3d mandelbulb explorer!!! i have actually been working on getting 3d working for the past multiple devlogs, it just took me sooo incredibly long to actually figure it out that i never really mentioned it. the longest step was figuring out the controls. when i first started working on the 3d mode, then it was literally just a cube, and i had to figure out a good way to be able to rotate it the hard part wasn’t even trying to figure out how to do the math to rotate the vertices, the hard part was trying to figure out how the thing should actually rotate what i figured out how to do is having an orbit style camera, where dragging side to side rotates the model along its own local yaw, and then dragging up and down changes the camera’s global pitch. this way the model’s roll never changes (because that makes the model look tilted or skewed). i had to spend an embarassingly long amount of time trying to figure the logic of an orbital camera… the camera is also slerped (like lerping but 3d) so it feels smooth color mappping on the 3d was actually surprisingly easy, i just did it in a very similar way to the 2d escape time ones, except with an extra dimension (its not as hard as it sounds) one other major change was when i added the ability to add and remove gradient stops. this way, instead of always having 4 gradient stops, you can have anywhere from 2 to 16 stops, for more customizeability. also, the readme is updated, go check it out! (and star the repo ) https://github.com/swedishsplidney/fraktalized below: video demonstrating the 3d and camera system"}, {"post_id": 10469, "ts": "2026-06-17T06:25:16Z", "hours": 7.9178, "text": "added iterative function system fractals basically, iterative function fractals are fractals that start at a set point, then repeatedly apply the same affine transformations (scaling, rotating, shifting), making an infinitely repeating, self-same fractal. as far as actually getting this setup and working, i had to make a whole new compute shader that involves a lot of math and for loops to iterate forever getting ifs fractals to render was a particular challenge, and i almost exploded my gpu and accidentally caused a vram cache overflow causing my display output to break. in the end, it turns out the trick was to not send 4,000,000 worker threads to the gpu all at once, and to do them 3-4 at a time also finally got working on the whole 3d system, which will likely take forever, and completely does not work right now, but hopefully i will have figured out how in the world to get working 3d stuff by the next devlog 🙏 check out the github! -> https://github.com/swedishsplidney/fraktalized image: barnsley fern, rendered in 4k"}, {"post_id": 9130, "ts": "2026-06-15T08:45:47Z", "hours": 6.9228, "text": "added support for trajectory based fractals most people know the normal fractals (the ones ive covered so far), such as the mandelbrot and julia sets, that test wether or not a point escapes and maps how long it takes to escape trajectory fractals look really cool, and the difference is that they map the trajectory that 𝑧 takes on its way out, while incrementing a counter for every pixel it steps on. getting this to work was a lot of work, and required to write a whole new shader file from scratch, except instead of a .frag/.vert combo, it was a compute shader (.glsl). instead of simply running a loop and writing color data to each independent pixel like with the escape-time fractals do, the trajectory shader has to pick a random (x, y) starting coord, and then track its orbit across the complex plane, writing data to random pixels as it goes. this required me to use atomics, because if 2 orbits cross, instead of one overwriting each other, you have to use imageAtomicAdd() to make sure that the brightness stacks up. one other issue was that at first it was super grainy, which was fixed by assigning each gpu thread 50 random sampled to increase detail substantially. i also nearly exploded my gpu because i accidentally had the render system run 50+ compute sequences at the same time, so i now have each compute wait for the one before it to finish in other happenings, there is now a preset feature that writes your current color setup set, zoom, center, etc. to a JSON file to be loaded later also added the newton set, but its a less interesting escape-time fractal, so not covered in as much detail image: buddhabrot set, rendered at 4k"}, {"post_id": 7949, "ts": "2026-06-13T08:09:58Z", "hours": 5.9558, "text": "added the burning ship fractal, anti aliasing, and completely overhauled the color system to use a gradient input instead of one color. burning ship fractal: so the burning ship fractal is made when you take the mandelbrot equation, but you take the absolute value of the real and imaginary parts before squaring, basically destroying the symmetry: 𝑧ₙ₊₁ = (|𝑅𝑒(𝑍ₙ)| + 𝑖|𝐼𝑚(𝑍ₙ)|)² + 𝐶 this makes it look super duper cool (as seen in the image below) gradient-based color mapping so before, the color was just calculated using one color tint and boosting brightness quadratically near the edges. now, it takes in a gradient (calculated between 4 color inputs), and does the same color mapping but essentially moves what color it uses as the iterations increase. the hard part is figuring out how to get a good input system in qml with this, but I was able to do it using some colordialogues and a lot of trial and error. the new color input system is kinda like creating a gradient in photoshop or illustrator, with 4 little handles that you can drag across and change their colors. anti aliasing also added anti aliasing, or more specifically, ssaa (super sampling anti aliasing), with a selector to choose between off, 2x, and 3x so basically it renders the entire fractal at a higher resolution (2x or 3x) and then averages the color of every pixel block (2x2 or 3x3 respectively) and then displays that. this results in a much, much smoother image at the cost of much higher resource usage. while i was screwing around with dynamic resolutions, i also added a resolution slider to change the rendered resolution to anywhere from 25 to 150% of the window resolution. turning it up past 100% basically just gives the ssaa architecture more information to work with, making it even smoother my graphics card isnt very powerful and it basically stays pinned at 99% usage and 100% clock when i have anti aliasing turned on and the iterations above like 200. image: burning ship fractal, rendered at 4k with 150% resolution scale and 3x ssaa"}, {"post_id": 6713, "ts": "2026-06-11T07:42:55Z", "hours": 4.1331, "text": "now has a render to file feature basically you just import a custom resolution and it takes your current center and renders at that resolution with your current parameters. the hard part is that it uses a completely different framebuffer object from the regular viewport. while testing i did almost explode my gpu when pushing the resolution to almost 32k, which is kinda unreasonable, but this was a good opportunity to add a tiled render system basically it just splits up the image into 2000x2000 pixel sections and renders them, and then it does some math to position it the weird thing is that opengl is kinda goofy and likes to mirror stuff for some reason (literally no idea why) so theres some math to render it in reverse (which means that its actually correct) also increased the rendering to 64 bit, meaning it is now 536,870,912 times more accurate compared to the 32 bit one, and also means you can zoom in more than twice as far with better quality, but it is much more gpu intensive… this image is one of the cooler ones i rendered out at 4k, it kinda looks like colliding galaxies or something"}, {"post_id": 6139, "ts": "2026-06-10T10:13:47Z", "hours": 6.7264, "text": "is now fully interactive and honestly feels super great, especially compared to my last devlog where it was static and unchanging entirely added working real-time render parameters such as panning and zooming with mouse, and custom iteration setup and color setup on the sidebar. lots and lots and lots of quality of life features, such as: the reset button for if you get lost adjustable iteration slider min/max direct text enter for iterations hideable iteration min/max menu camera smoothing color clamping so it doesnt look deep fried also added the julia set (which is what is in the image) so basically, both the mandelbrot and julia sets are the same quadratic recurrence relation on the complex plane: 𝑧ₙ₊₁ = (𝑧ₙ)² + 𝑐 the main difference is that you start at the origin (𝑧₀ = 0) and change the constant 𝑐 for every single pixel on the screen based on its coordinates, but with the julia set the constant 𝑐 is the same everywhere, and the starting point 𝑧₀ changes based on the pixel’s coordinate, so you are testing how different starting points react to the same gravitational pull of 𝑐. the nice thing is that you can change the constant 𝑐 in the julia set, and completely change how the fractal looks, so i added that as an input field too looks really really cool lowk"}, {"post_id": 4855, "ts": "2026-06-08T12:00:00Z", "hours": 5.5808, "text": "working mandelbrot fractal rendering through opengl!!!!! using qt/qml and raw opengl shaders together was a mistake they really dont like working together and i had to spend 3 straight hours (its 5:42am at the time of this devlog) debugging an eternal tug of war between qt and opengl because qt kept overwriting what i wanted to happen the worst part is that an opengl fragment shader cant really debug to the log so if something is on fire over there i just kinda have to guess to fix it eventually i just gave up and switched to framebuffer objects, which i lowk should have done from the start the funnest part was actually writing the equations for the mandelbrot set lol (it also looks super pretty): so basically the Mandelbrot set is the set of all complex parameters 𝑐 ∈ ℂ for which the orbit of 𝑧₀ = 0 under quadratic recurrence remains bounded. in the shader, i just separate its multiplication into real and imaginary components: Re(𝑧ₙ₊₁) = 𝑥² + 𝑦² + Re(𝑐) Im(𝑧ₙ₊₁) = 2𝑥𝑦 + Im(𝑐) also infinity is impossible so the iterations are capped at 100 sorry if this was too nerdy or long lmao"}]...
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Title: fraktalized by @swedishsplidney | Stardance Title: fraktalized by @swedishsplidney | Stardance
Devlogs:
working mandelbrot fractal rendering through opengl!!!!! using qt/qml and raw opengl shaders together was a mistake they really dont like working together and i had to spend 3 straight hours (its 5:42am at the time of this devlog) debugging an eternal tug of war between qt and opengl because qt kept overwriting what i wanted to happen the worst part is that an opengl fragment shader cant really debug to the log so if something is on fire over there i just kinda have to guess to fix it eventually i just gave up and switched to framebuffer objects, which i lowk should have done from the start the funnest part was actually writing the equations for the mandelbrot set lol (it also looks super pretty): so basically the Mandelbrot set is the set of all complex parameters 𝑐 ∈ ℂ for which the orbit of 𝑧₀ = 0 under quadratic recurrence remains bounded. in the shader, i just separate its multiplication into real and imaginary components: Re(𝑧ₙ₊₁) = 𝑥² + 𝑦² + Re(𝑐) Im(𝑧ₙ₊₁) = 2𝑥𝑦 + Im(𝑐) also infinity is impossible so the iterations are capped at 100 sorry if this was too nerdy or long lmao
is now fully interactive and honestly feels super great, especially compared to my last devlog where it was static and unchanging entirely added working real-time render parameters such as panning and zooming with mouse, and custom iteration setup and color setup on the sidebar. lots and lots and lots of quality of life features, such as: the reset button for if you get lost adjustable iteration slider min/max direct text enter for iterations hideable iteration min/max menu camera smoothing color clamping so it doesnt look deep fried also added the julia set (which is what is in the image) so basically, both the mandelbrot and julia sets are the same quadratic recurrence relation on the complex plane: 𝑧ₙ₊₁ = (𝑧ₙ)² + 𝑐 the main difference is that you start at the origin (𝑧₀ = 0) and change the constant 𝑐 for every single pixel on the screen based on its coordinates, but with the julia set the constant 𝑐 is the same everywhere, and the starting point 𝑧₀ changes based on the pixel’s coordinate, so you are testing how different starting points react to the same gravitational pull of 𝑐. the nice thing is that you can change the constant 𝑐 in the julia set, and completely change how the fractal looks, so i added that as an input field too looks really really cool lowk
now has a render to file feature basically you just import a custom resolution and it takes your current center and renders at that resolution with your current parameters. the hard part is that it uses a completely different framebuffer object from the regular viewport. while testing i did almost explode my gpu when pushing the resolution to almost 32k, which is kinda unreasonable, but this was a good opportunity to add a tiled render system basically it just splits up the image into 2000x2000 pixel sections and renders them, and then it does some math to position it the weird thing is that opengl is kinda goofy and likes to mirror stuff for some reason (literally no idea why) so theres some math to render it in reverse (which means that its actually correct) also increased the rendering to 64 bit, meaning it is now 536,870,912 times more accurate compared to the 32 bit one, and also means you can zoom in more than twice as far with better quality, but it is much more gpu intensive… this image is one of the cooler ones i rendered out at 4k, it kinda looks like colliding galaxies or something
added the burning ship fractal, anti aliasing, and completely overhauled the color system to use a gradient input instead of one color. burning ship fractal: so the burning ship fractal is made when you take the mandelbrot equation, but you take the absolute value of the real and imaginary parts before squaring, basically destroying the symmetry: 𝑧ₙ₊₁ = (|𝑅𝑒(𝑍ₙ)| + 𝑖|𝐼𝑚(𝑍ₙ)|)² + 𝐶 this makes it look super duper cool (as seen in the image below) gradient-based color mapping so before, the color was just calculated using one color tint and boosting brightness quadratically near the edges. now, it takes in a gradient (calculated between 4 color inputs), and does the same color mapping but essentially moves what color it uses as the iterations increase. the hard part is figuring out how to get a good input system in qml with this, but I was able to do it using some colordialogues and a lot of trial and error. the new color input system is kinda like creating a gradient in photoshop or illustrator, with 4 little handles that you can drag across and change their colors. anti aliasing also added anti aliasing, or more specifically, ssaa (super sampling anti aliasing), with a selector to choose between off, 2x, and 3x so basically it renders the entire fractal at a higher resolution (2x or 3x) and then averages the color of every pixel block (2x2 or 3x3 respectively) and then displays that. this results in a much, much smoother image at the cost of much higher resource usage. while i was screwing around with dynamic resolutions, i also added a resolution slider to change the rendered resolution to anywhere from 25 to 150% of the window resolution. turning it up past 100% basically just gives the ssaa architecture more information to work with, making it even smoother my graphics card isnt very powerful and it basically stays pinned at 99% usage and 100% clock when i have anti aliasing turned on and the iterations above like 200. image: burning ship fractal, rendered at 4k with 150% resolution scale and 3x ssaa
added support for trajectory based fractals most people know the normal fractals (the ones ive covered so far), such as the mandelbrot and julia sets, that test wether or not a point escapes and maps how long it takes to escape trajectory fractals look really cool, and the difference is that they map the trajectory that 𝑧 takes on its way out, while incrementing a counter for every pixel it steps on. getting this to work was a lot of work, and required to write a whole new shader file from scratch, except instead of a .frag/.vert combo, it was a compute shader (.glsl). instead of simply running a loop and writing color data to each independent pixel like with the escape-time fractals do, the trajectory shader has to pick a random (x, y) starting coord, and then track its orbit across the complex plane, writing data to random pixels as it goes. this required me to use atomics, because if 2 orbits cross, instead of one overwriting each other, you have to use imageAtomicAdd() to make sure that the brightness stacks up. one other issue was that at first it was super grainy, which was fixed by assigning each gpu thread 50 random sampled to increase detail substantially. i also nearly exploded my gpu because i accidentally had the render system run 50+ compute sequences at the same time, so i now have each compute wait for the one before it to finish in other happenings, there is now a preset feature that writes your current color setup set, zoom, center, etc. to a JSON file to be loaded later also added the newton set, but its a less interesting escape-time fractal, so not covered in as much detail image: buddhabrot set, rendered at 4k
added iterative function system fractals basically, iterative function fractals are fractals that start at a set point, then repeatedly apply the same affine transformations (scaling, rotating, shifting), making an infinitely repeating, self-same fractal. as far as actually getting this setup and working, i had to make a whole new compute shader that involves a lot of math and for loops to iterate forever getting ifs fractals to render was a particular challenge, and i almost exploded my gpu and accidentally caused a vram cache overflow causing my display output to break. in the end, it turns out the trick was to not send 4,000,000 worker threads to the gpu all at once, and to do them 3-4 at a time also finally got working on the whole 3d system, which will likely take forever, and completely does not work right now, but hopefully i will have figured out how in the world to get working 3d stuff by the next devlog 🙏 check out the github! -> https://github.com/swedishsplidney/fraktalized image: barnsley fern, rendered in 4k
3d is finally working!!!!! i have been having an epic samurai battle against opengl and 3d fractal math for what feels like forever, but it finally works, and I have a working 3d mandelbulb explorer!!! i have actually been working on getting 3d working for the past multiple devlogs, it just took me sooo incredibly long to actually figure it out that i never really mentioned it. the longest step was figuring out the controls. when i first started working on the 3d mode, then it was literally just a cube, and i had to figure out a good way to be able to rotate it the hard part wasn’t even trying to figure out how to do the math to rotate the vertices, the hard part was trying to figure out how the thing should actually rotate what i figured out how to do is having an orbit style camera, where dragging side to side rotates the model along its own local yaw, and then dragging up and down changes the camera’s global pitch. this way the model’s roll never changes (because that makes the model look tilted or skewed). i had to spend an embarassingly long amount of time trying to figure the logic of an orbital camera… the camera is also slerped (like lerping but 3d) so it feels smooth color mappping on the 3d was actually surprisingly easy, i just did it in a very similar way to the 2d escape time ones, except with an extra dimension (its not as hard as it sounds) one other major change was when i added the ability to add and remove gradient stops. this way, instead of always having 4 gradient stops, you can have anywhere from 2 to 16 stops, for more customizeability. also, the readme is updated, go check it out! (and star the repo ) https://github.com/swedishsplidney/fraktalized below: video demonstrating the 3d and camera system
3d wasd controls (wowie zowie) the math for this was super hard, especially because i want it to work alongside with the other classic orbit style controls lol i ended up adding a toggle in the sidebar, which felt like the cleanest way to do it, but did mean doing more qml also, i pretty much had to guess when setting up all my vectors so i spent like 15 presidential terms messing around with positives and negatives and 1.0f / 0.0f everywhere until doing stuff in the right directions actually did the right thing, which was hard also had to implement auto horizon correction so things d also added some live 3d settings, which took a while, but now theres a live slider for both the mandelbulb power (exponent), and the brightness (which was hard) and, theres now a math section in the readme, which i spent a lot of time pondering while making, but if you’re at all, check out the “mathy information” section of the readme https://github.com/swedishsplidney/fraktalized (also star the repo ) exploring the mandelbulb in wasd mode genuinely feels like exploring an alien planet in a spaceship, lowk super fun
i set up a full tutorial system the hard part was doing the whole thing where it darkens everywhere except the thing the tutorial is yapping about… also, right now, the tutorial is really really easy to break, so i might have to implement some idiot proofing or something to be honest, adding the whole darkening thing was really simple, but actually getting it to work was really annoying for some reason. it essentially just gets the xy coord for each corner of the specified element, and then makes a dark block everywhere except inside those 4 corners. also, i made it so the tutorial saves to the same json file as the preset manager, so that you only have to do the tutorial one time and it doesnt just get in your way every single time you open it. aside from that, most of this time was spent trying to figure out how to get it to automatically build on github when i push a release. i did this successfully for my other project, but the problem so far has been linking the qml for the binaries on the different platforms. specifically, windows just really really doesnt want to behave, its starting to feel like getting a discord mod to eat anything other than gamersupps and pizza rolls overall, maybe getting close to shipping? it honestly just depends on how much more features and idiot proofing i want to add if this sounds interesting, check out (and star ) the repo here
probably the final commit :o most of this was spent idiot proofing, going through all my code and making sure that everything works well and actually makes sense i also updated the tutorial to be a bit better a major amount of time was spent figuring out how to get windows to actually compile i swear windows is the bane of my entire existence its not reflected in the devlog hours, but i did also make a demo video to show off some of the features mystery link other than that, it was mostly ui and readme updates :)
extra ui tweaks and readme updates added some images of 3d fractals to the readme, did some general ui tweaks, and some idiot proofing now its time to ship!!!
Ships:
fraktalized ship: fraktalized is an an open-source, cross-platform, ultra smooth real time fractal explorer built using a hybrid architecture of Qt6 (QML/C++) and openGL (GLSL 330 core / 4.3 compute shaders). fraktalized currently has 10 fractal sets: mandelbrot set: the classic fractal set julia set: cool swirly stuff, complete with adjustable constant coords burning ship set: cool pointy stuff newton set: kinda spidery looking buddhabrot: like the mandelbrot but galaxy looking anti-buddhabrot: reverse buddhabrot barnsley fern: looks very naturey mandelbulb: like the mandelbrot but 3d menger sponge: cube, but with infinite* surface ar a icebox: spiky box! there is both a set of 3 precompiled binaries on the github and a demo video: https://youtu.be/x9lH_pPzvbw...
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Title: fpv freestyle drone by @Tito_decorazon | St Title: fpv freestyle drone by @Tito_decorazon | Stardance...
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