|
58792
|
rememberance by @Tyo | Stardance
|
Tyo
|
1
|
25.0
|
331
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T14:28:52Z", "hours": 25.0, "multiplier": 13.41, "payout": 331, "blessing": "neutral", "text": "Remember me~ Oh shoot! Rememberance!~ Is a game I had in a dream!~ Imagine you had the biggest amnesia that you don’t even remember your name! Well then, 24 hours, find it, find other information about you and confront God!! Maybe?", "repo": "https://github.com/SteelyxEpic/Rememberance", "demo": "https://tyoepic.itch.io/rememberance"}]...
|
[{"post_id": 74487, "ts": "202 [{"post_id": 74487, "ts": "2026-09-27T14:23:34Z", "hours": 1.5094, "text": "It’s finally done! The ending, the VA, the everything! YESS, I can finally slep _"}, {"post_id": 73622, "ts": "2026-09-25T14:44:04Z", "hours": 8.2239, "text": "ARGHHHH, it’s been a week!~ and I’ve been busy adding all the voicelines and LOREEE into the gamee!~~~ All I need more is to do some more polishing and package it up into a sweet deal! p.s stardance is continuing until october! which means more time to finish this project!!! (I’m genuinely so burned out :p)"}, {"post_id": 69044, "ts": "2026-09-16T08:34:45Z", "hours": 2.3375, "text": "Quick break to add a lil bit of Sound effect!~~~ Okie that’s all, back to making the LOREEEE. Hehe~"}, {"post_id": 68951, "ts": "2026-09-16T03:12:18Z", "hours": 2.2036, "text": "The last room!!!! The last room has been added and therefore it’s now finally time to add contenttttt! Yey!~~~ <3 The plan is simple, you find notes, cassettes and other items to piece together who you are. Then when the day ends, God will ask for who you are, answer right and you wake from this nightmare. Answer wrong and you will dwell in eternity…. OMG I can’t wait to add all the LORE (if you can’t tell, I love game theory hehe~ :3) okie bai!"}, {"post_id": 67080, "ts": "2026-09-13T04:04:09Z", "hours": 1.5656, "text": "Hi Hi!~~~ Kinda small today but I just really wanna show you guys what I did!!!! I finally made the mirrors workinggggg!!!!! AND I LOVE IT <3 it’s exactly how I imagined the mirrors to act!!! Anyways, that’s all!~ I’m gonna go actually make the puzzles now. Bai~~"}, {"post_id": 66563, "ts": "2026-09-12T12:17:25Z", "hours": 3.0983, "text": "Woah! More kewl stuff!~ The lights are still out but I have reached an agreement, this game is like a rougelite, however the only thing carried over is information on yourself, and within 7 days, you have to have all the information about yourself. Yea! Keys are universal in this so it can unlock any type of door or other containers. That’s all, cya!~"}, {"post_id": 66002, "ts": "2026-09-11T14:56:46Z", "hours": 2.3408, "text": "Another day, another something I wanted to add! This time it’s the really cool Interaction circle. I thought it would be fun to add it and also allows me to be able to help in a lot of things like, using items in the future wink wink anyways that’s all! I think I wanna try my hands on something more extraterrestrial next, hehe~ cya! <3"}, {"post_id": 64612, "ts": "2026-09-09T04:08:46Z", "hours": 3.4489, "text": "Time for something new! I had this idea since I started godot while making the best minigame game ever (true to title :3) so I’m doing it now!~ I started off with this ominous little safe that took me much longer than I expected to make and also a bunch of artwork!~ (like 30 different drawings :p) hopefully the rest of the parts would be smooth sailing and I can finally make the game of my dreams (literally! Hehe~)"}]...
|
Title: rememberance by @Tyo | Stardance
Devlogs:
Title: rememberance by @Tyo | Stardance
Devlogs:
Time for something new! I had this idea since I started godot while making the best minigame game ever (true to title :3) so I’m doing it now!~ I started off with this ominous little safe that took me much longer than I expected to make and also a bunch of artwork!~ (like 30 different drawings :p) hopefully the rest of the parts would be smooth sailing and I can finally make the game of my dreams (literally! Hehe~)
Another day, another something I wanted to add! This time it’s the really cool Interaction circle. I thought it would be fun to add it and also allows me to be able to help in a lot of things like, using items in the future wink wink anyways that’s all! I think I wanna try my hands on something more extraterrestrial next, hehe~ cya! <3
Woah! More kewl stuff!~ The lights are still out but I have reached an agreement, this game is like a rougelite, however the only thing carried over is information on yourself, and within 7 days, you have to have all the information about yourself. Yea! Keys are universal in this so it can unlock any type of door or other containers. That’s all, cya!~
Hi Hi!~~~ Kinda small today but I just really wanna show you guys what I did!!!! I finally made the mirrors workinggggg!!!!! AND I LOVE IT <3 it’s exactly how I imagined the mirrors to act!!! Anyways, that’s all!~ I’m gonna go actually make the puzzles now. Bai~~
The last room!!!! The last room has been added and therefore it’s now finally time to add contenttttt! Yey!~~~ <3 The plan is simple, you find notes, cassettes and other items to piece together who you are. Then when the day ends, God will ask for who you are, answer right and you wake from this nightmare. Answer wrong and you will dwell in eternity…. OMG I can’t wait to add all the LORE (if you can’t tell, I love game theory hehe~ :3) okie bai!
Quick break to add a lil bit of Sound effect!~~~ Okie that’s all, back to making the LOREEEE. Hehe~
ARGHHHH, it’s been a week!~ and I’ve been busy adding all the voicelines and LOREEE into the gamee!~~~ All I need more is to do some more polishing and package it up into a sweet deal! p.s stardance is continuing until october! which means more time to finish this project!!! (I’m genuinely so burned out :p)
It’s finally done! The ending, the VA, the everything! YESS, I can finally slep _
Ships:
Remember me~ Oh shoot! Rememberance!~ Is a game I had in a dream!~ Imagine you had the biggest amnesia that you don’t even remember your name! Well then, 24 hours, find it, find other information about you and confront God!! Maybe?...
|
1793152497.9883711
|
1793238897.9883711
|
|
57008
|
relay by @shailesh | Stardance
|
|
0
|
1.1
|
0
|
[]
|
[{"post_id": 59397, "ts": "202 [{"post_id": 59397, "ts": "2026-09-01T06:13:52Z", "hours": 1.1, "text": "made the base of both the arms, the follower and leader will have like 90% similar parts. designed teh base In such a way that It can be mounted onto the edge of a desk using c clamps"}]...
|
Title: relay by @shailesh | Stardance
Devlogs:
ma Title: relay by @shailesh | Stardance
Devlogs:
made the base of both the arms, the follower and leader will have like 90% similar parts. designed teh base In such a way that It can be mounted onto the edge of a desk using c clamps...
|
1792925552.121388
|
1793789552.121388
|
|
31653
|
rekker, a personal portfolio by @gidmin | Stardanc rekker, a personal portfolio by @gidmin | Stardance...
|
gidmin
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T19:29:44Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship #1: I made a simple and professional portfolio for myself in order to display my skills and projects, called rekker. It includes an intro, about me, skills section, project section, contact info, and a nav bar at the top. The backgrounds of each section are formatted, for example the projects section has an interactive dot grid, the about me has a blurred shapes background, and the skills has a shifting gradient background. The nav bar has tabs to the right that will auto scroll to the section clicked, and the projects tab has a horizontal scroll bar for when I add more projects that I’ve made. I am really proud of the whole thing, but if I had to choose one thing that I’m most proud of, it would be the dot grid. It took a long time to build and format to only one section, and even longer to debug.", "repo": "https://github.com/rubberducky-png/rekker", "demo": "https://rubberducky-png.github.io/rekker/"}]...
|
[{"post_id": 27260, "ts": "202 [{"post_id": 27260, "ts": "2026-07-12T17:42:12Z", "hours": 1.3517, "text": "Devlog# 2: I fixed up the little things and polished the UI. I made the words on the upper right of the nav bar links so that you can click them and be scrolled to their respective sections. I also added an Onshape modeling card to the projects section. I added styling to each section, with a blurred moving shapes background to the about me, a gradient to the contact/links section, and a different, moving/rotating gradient to the skills section. I am going to ship this."}, {"post_id": 24439, "ts": "2026-07-08T00:13:18Z", "hours": 3.4694, "text": "DevLog #1: I just started to buil my personal website/portfolio, rekker . Today I made an outline for future improvement, creating all of the sections like the about me , skills , projects , my github , and my LinkedIn . I messed around with some styling and JavaScript in order to “fine-tune” the Things I’ve Built page, which now includes an interactive dot grid, animated project tabs, and the capacity for a horizontal scroll option when there are too many tabs to fit on screen at one. Most of this was pretty difficult for me, which is why it took over 3 hours, especially containing the dot grid, mouse positioning, and issues with disappearing borders. But I managed to debug anf fix most of everything."}]...
|
Title: rekker, a personal portfolio by @gidmin | S Title: rekker, a personal portfolio by @gidmin | Stardance
Devlogs:
DevLog #1: I just started to buil my personal website/portfolio, rekker . Today I made an outline for future improvement, creating all of the sections like the about me , skills , projects , my github , and my LinkedIn . I messed around with some styling and JavaScript in order to “fine-tune” the Things I’ve Built page, which now includes an interactive dot grid, animated project tabs, and the capacity for a horizontal scroll option when there are too many tabs to fit on screen at one. Most of this was pretty difficult for me, which is why it took over 3 hours, especially containing the dot grid, mouse positioning, and issues with disappearing borders. But I managed to debug anf fix most of everything.
Devlog# 2: I fixed up the little things and polished the UI. I made the words on the upper right of the nav bar links so that you can click them and be scrolled to their respective sections. I also added an Onshape modeling card to the projects section. I added styling to each section, with a blurred moving shapes background to the about me, a gradient to the contact/links section, and a different, moving/rotating gradient to the skills section. I am going to ship this.
Ships:
Ship #1: I made a simple and professional portfolio for myself in order to display my skills and projects, called rekker. It includes an intro, about me, skills section, project section, contact info, and a nav bar at the top. The backgrounds of each section are formatted, for example the projects section has an interactive dot grid, the about me has a blurred shapes background, and the skills has a shifting gradient background. The nav bar has tabs to the right that will auto scroll to the section clicked, and the projects tab has a horizontal scroll bar for when I add more projects that I’ve made. I am really proud of the whole thing, but if I had to choose one thing that I’m most proud of, it would be the dot grid. It took a long time to build and format to only one section, and even longer to debug....
|
1793098073.1499553
|
1793184473.1499553
|
|
58659
|
rehabspeczz by @ajaaramanan | Stardance
|
ajaaramanan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rehabspeczz by @ajaaramanan | Stardance
|
1792760003.7757196
|
1793364803.7757196
|
|
67239
|
regression model for my jaw-opening appliance by @ regression model for my jaw-opening appliance by @MoonRock | Stardance...
|
MoonRock
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: regression model for my jaw-opening applian Title: regression model for my jaw-opening appliance by @MoonRock | Stardance...
|
1793108955.4477708
|
1793713755.4477708
|
|
44959
|
registration by @Nafy | Stardance
|
Nafy
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T07:42:27Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a registration website that can be modified by anyone easy i made this bcs we had a program in school and we were near the date of the program ", "repo": "https://github.com/Muhammed-Nafy-KK/registration", "demo": "https://registration-theta-cyan.vercel.app"}]...
|
[{"post_id": 52864, "ts": "202 [{"post_id": 52864, "ts": "2026-08-23T07:23:21Z", "hours": 1.9236, "text": "i am working on a registration site that can be edited by any one to any use of any one as a template"}]...
|
Title: registration by @Nafy | Stardance
Devlogs: Title: registration by @Nafy | Stardance
Devlogs:
i am working on a registration site that can be edited by any one to any use of any one as a template
Ships:
i made a registration website that can be modified by anyone easy i made this bcs we had a program in school and we were near the date of the program ...
|
1793087538.8402896
|
1793173938.8402896
|
|
68810
|
reflexclock by @akshat_singh1738 | Stardance
|
akshat_singh1738
|
0
|
0.7
|
0
|
[]
|
[{"post_id": 81266, "ts": "202 [{"post_id": 81266, "ts": "2026-10-20T15:24:40Z", "hours": 0.7008, "text": "devlog 1: worked on the pcb design for my relfex test based alarm . So the idea for my alarm is that you need to take a quick reflex test to stop it and this wakes you up fully! Today i worked on learning kicad and how pcb design works and then designed the pcb with the help of the guide!"}]...
|
Title: reflexclock by @akshat_singh1738 | Stardanc Title: reflexclock by @akshat_singh1738 | Stardance
Devlogs:
devlog 1: worked on the pcb design for my relfex test based alarm . So the idea for my alarm is that you need to take a quick reflex test to stop it and this wakes you up fully! Today i worked on learning kicad and how pcb design works and then designed the pcb with the help of the guide!...
|
1793126955.6026976
|
1793731755.6026976
|
|
15644
|
reflection system for the rust programming languag reflection system for the rust programming language by @jsumme205 | Stardance...
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jsumme205
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0
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0.0
|
0
|
[]
|
[]
|
Title: reflection system for the rust programming Title: reflection system for the rust programming language by @jsumme205 | Stardance...
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1792648412.229183
|
1793253212.229183
|
|
34778
|
ref os by @samarth_hota | Stardance
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samarth_hota
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0
|
0.0
|
0
|
[]
|
[]
|
Title: ref os by @samarth_hota | Stardance
|
1792918297.4166925
|
1793782297.4166925
|
|
9351
|
reelr by @faizaaaaaaan | Stardance
|
faizaaaaaaan
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0
|
0.0
|
0
|
[]
|
[]
|
Title: reelr by @faizaaaaaaan | Stardance
|
1792626909.3415956
|
1793231709.3415956
|
|
42605
|
reel steel by @amitesh_senthil | Stardance
|
amitesh_senthil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: reel steel by @amitesh_senthil | Stardance
|
1793184510.208586
|
1793789310.208586
|
|
71009
|
redoo by @bareerakhalid | Stardance
|
bareerakhalid
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: redoo by @bareerakhalid | Stardance
|
1792748847.3255894
|
1793353647.3255894
|
|
66657
|
redo hruss.com by @hruss | Stardance
|
hruss
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: redo hruss.com by @hruss | Stardance
|
1793101804.6665542
|
1793706604.6665542
|
|
23868
|
redline by @pinetree182 | Stardance
|
pinetree182
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: redline by @pinetree182 | Stardance
|
1792914652.236727
|
1793778652.236727
|
|
64648
|
redhalOS by @gober | Stardance
|
gober
|
0
|
6.0
|
0
|
[]
|
[{"post_id": 74843, "ts": "202 [{"post_id": 74843, "ts": "2026-09-28T12:47:15Z", "hours": 2.2208, "text": "I followed the tutorial some more to finally get the window to be draggable and closable! (Yes, I seriously spent 2 hours trying to figure it out, because I MISMATCHED NAMES AGAIN!! ) Also I polished up the welcome window so it doesn’t look stupid"}, {"post_id": 73312, "ts": "2026-09-24T20:40:52Z", "hours": 1.3206, "text": "Okay, so I gave it a wallpaper (hey this looks familiar…), and I made the top bar from the tutorial, but in TRANSLUCENT RED!!! I broke my brain trying to get the time to work, and then I found out it was stupidly simple and I plugged in the variables wrong (I thought I was supposed to put another script tag where the time and date is printed 😭)"}, {"post_id": 73107, "ts": "2026-09-24T12:31:05Z", "hours": 1.0275, "text": "Added a font and turned the page into a little window!"}, {"post_id": 72823, "ts": "2026-09-23T20:09:58Z", "hours": 0.3272, "text": "Spent a bit of time making a little favicon on Figma, sadly my time wasnt logged ;-;"}, {"post_id": 72667, "ts": "2026-09-23T13:48:02Z", "hours": 1.1069, "text": "Getting started! This is the base of the WebOS, the 1 hour is probably fake"}]...
|
Title: redhalOS by @gober | Stardance
Devlogs:
Ge Title: redhalOS by @gober | Stardance
Devlogs:
Getting started! This is the base of the WebOS, the 1 hour is probably fake
Spent a bit of time making a little favicon on Figma, sadly my time wasnt logged ;-;
Added a font and turned the page into a little window!
Okay, so I gave it a wallpaper (hey this looks familiar…), and I made the top bar from the tutorial, but in TRANSLUCENT RED!!! I broke my brain trying to get the time to work, and then I found out it was stupidly simple and I plugged in the variables wrong (I thought I was supposed to put another script tag where the time and date is printed 😭)
I followed the tutorial some more to finally get the window to be draggable and closable! (Yes, I seriously spent 2 hours trying to figure it out, because I MISMATCHED NAMES AGAIN!! ) Also I polished up the welcome window so it doesn’t look stupid...
|
1793065855.4502535
|
1793670655.4502535
|
|
809
|
redditstockscraper by @opmasterajar | Stardance
|
opmasterajar
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: redditstockscraper by @opmasterajar | Stard Title: redditstockscraper by @opmasterajar | Stardance...
|
1792554764.375151
|
1793159564.375151
|
|
294
|
redaptcha by @redac1ed | Stardance
|
redac1ed
|
0
|
0.53
|
0
|
[]
|
[{"post_id": 857, "ts": "2026- [{"post_id": 857, "ts": "2026-06-02T15:49:32Z", "hours": 0.5281, "text": "Heya! This is the starting of this captcha that I am making in Rust! Changes: added a frontend to test the captcha added a backend to make the prototype Commits: cbad970 Now, I am going to lock in to make a plan for the backend."}]...
|
Title: redaptcha by @redac1ed | Stardance
Devlogs Title: redaptcha by @redac1ed | Stardance
Devlogs:
Heya! This is the starting of this captcha that I am making in Rust! Changes: added a frontend to test the captcha added a backend to make the prototype Commits: cbad970 Now, I am going to lock in to make a plan for the backend....
|
1792522300.2747133
|
1793127100.2747133
|
|
68098
|
red0x-OS by @Red0x | Stardance
|
Red0x
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: red0x-OS by @Red0x | Stardance
|
1793116462.2733052
|
1793721262.2733052
|
|
4238
|
red bull tracker by @neset | Stardance
|
neset
|
1
|
22.29
|
336
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T20:00:22Z", "hours": 22.0, "multiplier": 15.51, "payout": 336, "blessing": "neutral", "text": "this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma.", "repo": "https://github.com/nesetkab/redbull", "demo": "https://redbull.nesetk.com"}]...
|
[{"post_id": 77666, "ts": "202 [{"post_id": 77666, "ts": "2026-10-07T19:35:28Z", "hours": 0.2911, "text": "bug fixes"}, {"post_id": 77399, "ts": "2026-10-06T19:58:44Z", "hours": 2.0128, "text": "ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks"}, {"post_id": 19639, "ts": "2026-07-01T00:46:56Z", "hours": 1.6789, "text": "more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi"}, {"post_id": 18904, "ts": "2026-06-30T02:59:09Z", "hours": 2.9706, "text": "im highkey across the country but wtv working on makign picker ux way better look at this yummy anim"}, {"post_id": 16070, "ts": "2026-06-26T03:45:21Z", "hours": 1.8869, "text": "working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there"}, {"post_id": 15365, "ts": "2026-06-24T23:49:42Z", "hours": 0.5797, "text": "wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world"}, {"post_id": 15160, "ts": "2026-06-24T17:02:58Z", "hours": 0.585, "text": "statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!"}, {"post_id": 13894, "ts": "2026-06-22T19:36:41Z", "hours": 2.8711, "text": "LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!"}, {"post_id": 12791, "ts": "2026-06-20T22:21:44Z", "hours": 1.43, "text": "new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!"}, {"post_id": 12279, "ts": "2026-06-20T01:40:43Z", "hours": 0.5042, "text": "havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333"}, {"post_id": 12267, "ts": "2026-06-20T01:01:09Z", "hours": 1.1347, "text": "multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!"}, {"post_id": 11668, "ts": "2026-06-19T00:38:31Z", "hours": 0.5356, "text": "added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice."}, {"post_id": 11048, "ts": "2026-06-18T02:29:21Z", "hours": 0.6739, "text": "today count works now. i wanna go eep but ill work on data analysis tmr"}, {"post_id": 11000, "ts": "2026-06-18T00:52:01Z", "hours": 1.2214, "text": "deleting works now. the beginnings of a viewer exists"}, {"post_id": 10916, "ts": "2026-06-17T21:50:28Z", "hours": 0.4422, "text": "finally added all of the red bull flavors, including the sugarfree ones"}, {"post_id": 10709, "ts": "2026-06-17T15:59:38Z", "hours": 3.16, "text": "i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats"}]...
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Title: red bull tracker by @neset | Stardance
Dev Title: red bull tracker by @neset | Stardance
Devlogs:
i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats
finally added all of the red bull flavors, including the sugarfree ones
deleting works now. the beginnings of a viewer exists
today count works now. i wanna go eep but ill work on data analysis tmr
added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice.
multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!
havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333
new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!
LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!
statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!
wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world
working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there
im highkey across the country but wtv working on makign picker ux way better look at this yummy anim
more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi
ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks
bug fixes
Ships:
this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma....
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1793148735.3318043
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1793235135.3318043
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10206
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recycle helper by @maruitus | Stardance
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maruitus
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0
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0.0
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0
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[]
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[]
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Title: recycle helper by @maruitus | Stardance
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1792680620.6405883
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1793285420.6405883
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8783
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recognizer by @cyberft | Stardance
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cyberft
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0
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0.0
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0
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[]
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[]
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Title: recognizer by @cyberft | Stardance
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1793170265.6136892
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1793775065.6136892
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65177
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receipt-stardance by @kaxokaze | Stardance
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kaxokaze
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0
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1.08
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0
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[]
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[{"post_id": 73704, "ts": "202 [{"post_id": 73704, "ts": "2026-09-25T18:55:47Z", "hours": 1.0825, "text": "issssSPIDERMANNN issssSPIDERMANNN. checkout now:"}]...
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Title: receipt-stardance by @kaxokaze | Stardance
Title: receipt-stardance by @kaxokaze | Stardance
Devlogs:
issssSPIDERMANNN issssSPIDERMANNN. checkout now:...
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1793084039.816749
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1793688839.816749
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65220
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receipt by @furgenramen | Stardance
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furgenramen
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0
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0.0
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0
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[]
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[]
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Title: receipt by @furgenramen | Stardance
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1793084122.3587897
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1793688922.3587897
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65447
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receipt by @Alan-Betty | Stardance
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Alan-Betty
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0
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0.0
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0
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[]
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[]
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Title: receipt by @Alan-Betty | Stardance
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1793087491.148771
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1793692291.148771
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42453
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really bad cyberdeck by @phamezz_t | Stardance
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phamezz_t
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0
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0.0
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0
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[]
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[]
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Title: really bad cyberdeck by @phamezz_t | Starda Title: really bad cyberdeck by @phamezz_t | Stardance...
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1793177504.4917946
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1793782304.4917946
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54761
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realistic shooter by @Sium | Stardance
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Sium
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0
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0.0
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0
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[]
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[]
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Title: realistic shooter by @Sium | Stardance
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1792803220.0506632
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1793408020.0506632
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68312
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realistic F1 inspired game by @pmandal7355 | Stard realistic F1 inspired game by @pmandal7355 | Stardance...
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pmandal7355
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0
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0.0
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0
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[]
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[]
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Title: realistic F1 inspired game by @pmandal7355 Title: realistic F1 inspired game by @pmandal7355 | Stardance...
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1793119952.6469693
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1793724752.6469693
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24433
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real time telescope organizer by @hyokang | Starda real time telescope organizer by @hyokang | Stardance...
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hyokang
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0
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0.0
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0
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[]
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[]
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Title: real time telescope organizer by @hyokang | Title: real time telescope organizer by @hyokang | Stardance...
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1792576298.23921
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1793181098.23921
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25726
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real life jarvis by @dummy | Stardance
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dummy
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1
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12.29
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T09:48:46Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a self-hosted real-life JARVIS using Proxmox, Home Assistant, Hermes Agent, View Assist, and an old Echo Show. The system can listen for a wake word, understand speech, respond with a voice, control smart-home devices, and show information on a dedicated screen without needing a phone or computer.", "repo": "https://github.com/getthreadcontext/homey", "demo": "https://github.com/getthreadcontext/homey/blob/main/Guides/how_to_deploy.md"}]...
|
[{"post_id": 18294, "ts": "202 [{"post_id": 18294, "ts": "2026-06-29T12:15:47Z", "hours": 1.2947, "text": "I properly configured the repository so it works as a HACS integration. I also removed the text-to-speech and speech-to-text parts from the integration. In the future, I plan to move the TTS and STT features into a separate service so they can be developed, updated, and used independently."}, {"post_id": 18216, "ts": "2026-06-29T09:00:44Z", "hours": 3.0658, "text": "worte the last guide and fix bugs added better error loging"}, {"post_id": 17075, "ts": "2026-06-27T18:39:09Z", "hours": 1.2231, "text": "I set up a working voice device for JARVIS. I can now talk to JARVIS directly without needing to use my phone or computer. I also created configuration files that should work for everyone and wrote a guide explaining how to set up the voice device and connect it to Home Assistant and Hermes Agent."}, {"post_id": 16507, "ts": "2026-06-26T21:13:49Z", "hours": 1.5731, "text": "I fixed the text-to-speech and speech-to-text providers in the Home Assistant Hermes integration.The Hermes conversation agent, TTS provider, and STT provider are now all working inside Home Assistant."}, {"post_id": 16225, "ts": "2026-06-26T11:12:13Z", "hours": 1.5672, "text": "I created a HACS integration for connecting Hermes Agent to Home Assistant. The integration adds: A Hermes conversation agent and tts/sst form Hermes. The conversation agent is working, but the TTS and STT are currently broken."}, {"post_id": 16170, "ts": "2026-06-26T08:45:00Z", "hours": 1.5303, "text": "The tts and stt API plugin for Hermes fully work now. The next step is to create a Home Assistant add-on that connects Home Assistant’s AI and voice features to Hermes Agent. This will allow Home Assistant to use Hermes as part of the JARVIS voice-assistant system."}, {"post_id": 16107, "ts": "2026-06-26T06:08:15Z", "hours": 0.9978, "text": "Today, I started working on a plugin for Hermes Agent that exposes its stt and tts through an API .The goal is to use this API later to connect Hermes Agent to Home Assistant and other parts of the JARVIS project. I have not managed to get the plugin working yet, so I will continue working on it today and try to fix it."}, {"post_id": 15639, "ts": "2026-06-25T13:09:22Z", "hours": 1.1489, "text": "Dev Log 001. I started building the foundation of my real-life JARVIS project. I chose an old laptop with an AMD Ryzen 7 5700U and 16 GB of RAM as the main server. I installed Proxmox VE so I can run multiple virtual machines and services on the same computer. After setting up Proxmox, I installed Home Assistant OS using the Proxmox community installation script. I then completed the Home Assistant setup and installed HACS so I can easily add community integrations and custom features later. I also wrote the first setup guides for the project. These guides explain which hardware I am using, why I chose Proxmox, how to install Proxmox VE, how to open the Proxmox web interface, and how to install Home Assistant OS and HACS."}]...
|
Title: real life jarvis by @dummy | Stardance
Dev Title: real life jarvis by @dummy | Stardance
Devlogs:
Dev Log 001. I started building the foundation of my real-life JARVIS project. I chose an old laptop with an AMD Ryzen 7 5700U and 16 GB of RAM as the main server. I installed Proxmox VE so I can run multiple virtual machines and services on the same computer. After setting up Proxmox, I installed Home Assistant OS using the Proxmox community installation script. I then completed the Home Assistant setup and installed HACS so I can easily add community integrations and custom features later. I also wrote the first setup guides for the project. These guides explain which hardware I am using, why I chose Proxmox, how to install Proxmox VE, how to open the Proxmox web interface, and how to install Home Assistant OS and HACS.
Today, I started working on a plugin for Hermes Agent that exposes its stt and tts through an API .The goal is to use this API later to connect Hermes Agent to Home Assistant and other parts of the JARVIS project. I have not managed to get the plugin working yet, so I will continue working on it today and try to fix it.
The tts and stt API plugin for Hermes fully work now. The next step is to create a Home Assistant add-on that connects Home Assistant’s AI and voice features to Hermes Agent. This will allow Home Assistant to use Hermes as part of the JARVIS voice-assistant system.
I created a HACS integration for connecting Hermes Agent to Home Assistant. The integration adds: A Hermes conversation agent and tts/sst form Hermes. The conversation agent is working, but the TTS and STT are currently broken.
I fixed the text-to-speech and speech-to-text providers in the Home Assistant Hermes integration.The Hermes conversation agent, TTS provider, and STT provider are now all working inside Home Assistant.
I set up a working voice device for JARVIS. I can now talk to JARVIS directly without needing to use my phone or computer. I also created configuration files that should work for everyone and wrote a guide explaining how to set up the voice device and connect it to Home Assistant and Hermes Agent.
worte the last guide and fix bugs added better error loging
I properly configured the repository so it works as a HACS integration. I also removed the text-to-speech and speech-to-text parts from the integration. In the future, I plan to move the TTS and STT features into a separate service so they can be developed, updated, and used independently.
Ships:
I built a self-hosted real-life JARVIS using Proxmox, Home Assistant, Hermes Agent, View Assist, and an old Echo Show. The system can listen for a wake word, understand speech, respond with a voice, control smart-home devices, and show information on a dedicated screen without needing a phone or computer....
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1793091080.9345145
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1793177480.9345145
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24244
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readthisshit.fyi by @futuraura | Stardance
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futuraura
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0
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36.1
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0
|
[]
|
[{"post_id": 33765, "ts": "202 [{"post_id": 33765, "ts": "2026-07-23T23:02:09Z", "hours": 0.4733, "text": "Why you should think twice about separating the frontend from the backend"}, {"post_id": 33718, "ts": "2026-07-23T20:56:21Z", "hours": 8.2783, "text": "Devlog 6 :^"}, {"post_id": 30743, "ts": "2026-07-18T15:58:33Z", "hours": 9.9694, "text": "Devlog number 3 or 4 :3"}, {"post_id": 25566, "ts": "2026-07-09T21:57:13Z", "hours": 4.725, "text": "So, today I’ve finally finished the language switcher and have done some refactoring on how the modals work, etc, etc. Nothing too interesting basically. I am planning on working with the backend next and also I’ll have to come up with some way of displaying search results. For now tho I’ll keep on working with the basics"}, {"post_id": 24879, "ts": "2026-07-08T18:45:19Z", "hours": 4.2442, "text": "I’ve almost completed all of the pages. I’ll have to probably rewrite the language stuff, cause I am planning on supporting wayy more than just english. Anyway, I yet have to finish the contribution page and refactor the other pages to use a separate vue modal since it’s just more efficient."}, {"post_id": 16155, "ts": "2026-06-26T08:14:20Z", "hours": 7.2911, "text": "HELL YEAH! FINALLY THE MODALS ARE DONE!!! IT TOOK ME 8 HOURS TO CENTER A DIV, Just kidding though 😂 Yet and still the pop up window when you click on a link finally works and looks somewhat fine.. I will have to rework the design later on.. (Also, here’s another screenshot of the cards on the home page xD"}, {"post_id": 13956, "ts": "2026-06-22T22:11:09Z", "hours": 1.1142, "text": "There has been so much time unlogged, but I’ve made the figma designs, homepage and currently am building a simple backend for placeholder generation and to map out the API structure. I’ve added screenshots from figma of what the website should theoretically look like… Anyway, I’ll get back to writing the placeholder backend. See you guys in 10 hours. I will also have to make a tablet and mobile design… But for now I wanna ship atleast the sh***y pc version."}]...
|
Title: readthisshit.fyi by @futuraura | Stardance
Title: readthisshit.fyi by @futuraura | Stardance
Devlogs:
There has been so much time unlogged, but I’ve made the figma designs, homepage and currently am building a simple backend for placeholder generation and to map out the API structure. I’ve added screenshots from figma of what the website should theoretically look like… Anyway, I’ll get back to writing the placeholder backend. See you guys in 10 hours. I will also have to make a tablet and mobile design… But for now I wanna ship atleast the sh***y pc version.
HELL YEAH! FINALLY THE MODALS ARE DONE!!! IT TOOK ME 8 HOURS TO CENTER A DIV, Just kidding though 😂 Yet and still the pop up window when you click on a link finally works and looks somewhat fine.. I will have to rework the design later on.. (Also, here’s another screenshot of the cards on the home page xD
I’ve almost completed all of the pages. I’ll have to probably rewrite the language stuff, cause I am planning on supporting wayy more than just english. Anyway, I yet have to finish the contribution page and refactor the other pages to use a separate vue modal since it’s just more efficient.
So, today I’ve finally finished the language switcher and have done some refactoring on how the modals work, etc, etc. Nothing too interesting basically. I am planning on working with the backend next and also I’ll have to come up with some way of displaying search results. For now tho I’ll keep on working with the basics
Devlog number 3 or 4 :3
Devlog 6 :^
Why you should think twice about separating the frontend from the backend...
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1792547627.0329063
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1793152427.0329063
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18112
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readingflow by @roy | Stardance
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roy
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0
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0.0
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0
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[]
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[]
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Title: readingflow by @roy | Stardance
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1792947168.7182622
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1793811168.7182622
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42191
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reader by @archa | Stardance
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archa
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0
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0.0
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0
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[]
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[]
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Title: reader by @archa | Stardance
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1793166508.6843324
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1793771308.6843324
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1112
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reaction wheel by @berzs | Stardance
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berzs
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0
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0.39
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0
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[]
|
[{"post_id": 353, "ts": "2026- [{"post_id": 353, "ts": "2026-06-01T17:43:47Z", "hours": 0.3875, "text": "created the first prototype which is a triangle and uses only one motor, later this will go up to 3 and become a cube. Put together all the components on the bredboard asqwell but dont know how should i log that. This prototype uses a brushed coreless dc motor. drv883x h-bridge. An mpu 6050 imu and an esp 8266"}]...
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Title: reaction wheel by @berzs | Stardance
Devlo Title: reaction wheel by @berzs | Stardance
Devlogs:
created the first prototype which is a triangle and uses only one motor, later this will go up to 3 and become a cube. Put together all the components on the bredboard asqwell but dont know how should i log that. This prototype uses a brushed coreless dc motor. drv883x h-bridge. An mpu 6050 imu and an esp 8266...
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1792554824.0581183
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1793159624.0581183
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31917
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reaction time game by @alton | Stardance
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alton
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T14:06:46Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a reaction game tester, the challenging part of this project was the coding, I am new to coding so i used Ai to assist me, I am proud of this project because it works and I managed to make something fun to play around with and my friends enjoy playing with it aswell.", "repo": "https://github.com/altonguvs-arch/reaction-time-game-", "demo": ""}]...
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[{"post_id": 26539, "ts": "202 [{"post_id": 26539, "ts": "2026-07-11T12:39:39Z", "hours": 0.3331, "text": "I just finished assembling all the hardware today, this is me testing it and it works perfectly but as you can see I’m terrible at this game ( but my high score off camera was 6 in a row so). Now I just need to make a housing for it to hide all the wires and turn it into a mini arcade game."}, {"post_id": 26257, "ts": "2026-07-10T22:54:26Z", "hours": 0.2828, "text": "I added in an active buzzer, so that when you land on the wrong led it double beeps, so that’s the new feature"}]...
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Title: reaction time game by @alton | Stardance
D Title: reaction time game by @alton | Stardance
Devlogs:
I added in an active buzzer, so that when you land on the wrong led it double beeps, so that’s the new feature
I just finished assembling all the hardware today, this is me testing it and it works perfectly but as you can see I’m terrible at this game ( but my high score off camera was 6 in a row so). Now I just need to make a housing for it to hide all the wires and turn it into a mini arcade game.
Ships:
I made a reaction game tester, the challenging part of this project was the coding, I am new to coding so i used Ai to assist me, I am proud of this project because it works and I managed to make something fun to play around with and my friends enjoy playing with it aswell....
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1793116120.0307193
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1793202520.0307193
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10129
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reMDer by @Keyboard1000n17 | Stardance
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Keyboard1000n17
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0
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197.03
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0
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[]
|
[{"post_id": 71282, "ts": "202 [{"post_id": 71282, "ts": "2026-09-20T16:00:28Z", "hours": 25.7911, "text": "last devlog this is my last devlog the project isn’t complete and i won’t be shipping it. you see, i was banned for 2 months for misconduct on slack (i will not provide details here but i deserved it, it was corny anyway), and as part of that ban, i can’t participate in any events, including stardance. in this time however, i’ve done a lot. there’s now spinners for images, proper tables, and so many more improvements. keep your eyes peeled for a release on the github ! 👀 also it doesn’t matter that this devlog is 15 hours over the limit, its not like i can do anything about it. also if one of you regulars in #stardance see this, can you please ask amber if i can have my sticky streak rewards? i really want the stickers and plushie Changelog ( 446103b ) Render details elements properly again ( f527e5d ) Better logs, align images in row when a paragraph contains only images ( 3df2f59 ) Make task list function use TextChunk over ANSI escapes ( 2367089 ) Add proper tables ( 47c2b42 ) Add aligning components ( 00785d7 ) Move from Chalk/ANSI escapes to OpenTUI StyledText for styles ( 429e4b6 ) Load images lazily with spinner while loading ( a993197 ) Use OpenTUI ImageRenderable for images in renderer ( aa96067 ) Improve types and error handling, work on image bug ( b54ad43 ) Revert “Add footnote plugin (usage WIP) (errors on run)”"}, {"post_id": 64726, "ts": "2026-09-09T11:11:17Z", "hours": 6.0719, "text": "scroll one line at a time, render div and details elements not very big news here, but now you can: scroll just one line at a time instead of a whole renderable/element at once render div and details properly! now you can click on a details element to open and close it! this didn’t even take too long more technical, but i switched to mostly using the opentui renderable api which uses classes like TextRenderable or BoxRenderable that return a Renderable instance instead of functions like Text and Box which return a ProxiedVNode<T> . this is mostly because there’s a bunch of things a Renderable has that a ProxiedVNode doesn’t anyways im currently working on adding footnotes, so see you in a few days Changelog ( 64f6ed8 ) Add footnote plugin (usage WIP) (errors on run) ( ddd5c46 ) Add indicators to details elements and opening on click/space/enter ( 344806a ) Add support for rendering div and details elements ( d3b4a1d ) Fix small layout issues ( 5eb11b9 ) Scroll only one line at a time and convert (mostly) to Renderable API"}, {"post_id": 62808, "ts": "2026-09-06T10:22:48Z", "hours": 10.2442, "text": "table of contents feature is done! took only 10 hours, but im done with the table of contents thing! you can press shift+j to go down to the next heading, and i forgot to add shift+k 😭 anyway this took a while since i couldn’t figure out how to position the box properly and how to style it. this was fucking ass icl. i usually have much more to talk about but this wasn’t the most fun so here’s the commits: Changelog ( 5ccec11 ) Remove unnecessary focusing ToC ( 927cae9 ) Add tab cycling ( ae72d3d ) Scroll ToC menu to selected index instead of blindly 1 down ( 249d61a ) Implement scrolling ToC on pressing J ( a2ae0f2 ) Get table of contents feature working ( a6c7744 ) Add scrolling to next heading on pressing J ( 49f8fec ) Add “? - Help” hint to end of bottom bar"}, {"post_id": 60445, "ts": "2026-09-02T19:38:19Z", "hours": 10.6467, "text": "figlet headings, small headings, bottom bar, help menu and keybinds we’ve got a lot of new stuff! firstly we’ve got a bottom bar! all it does for now is show reMDer with a green bg and the file name next to it, but i’ll add more later! next we’ve got figlet headings! at the start i was thinking about using figlet for headings but i gave up on that. but now, i’m back to using it! this took a good chunk of the overflowing hours here but they look really cool too! passing a --no-render-headings or -H flag will make the headings render as normal text with colors instead of figlet fonts now! there’s now a tiny help menu in the corner! it only shows two keybinds right now–oh and speaking of keybinds… keybindings are now in ! for now you can press q to quit, ? to toggle the help menu, and C (shift+c) to open the console in debug mode and that’s about it next steps? here’s what i’m gonna do next: add support for horizontal rules add a table of contents feature like that of the leaf markdown viewer add some stuff to the bottom bar add an option to put the bottom bar at the top instead add support for a config file using YAML Changelog ( 9557586 ) Add help menu ( a4149e2 ) Add keybinds: q to quit, C to toggle console ( 4b18153 ) Finish figlet fonts support ( d23466d ) Start trying figlet again for ASCII art ( 33d52ea ) Start working on ASCII art for h2 headings ( b0e1668 ) Add option to not print big headings ( c58369c ) Start with bottom bar"}, {"post_id": 56522, "ts": "2026-08-28T10:01:31Z", "hours": 7.42, "text": "code blocks, alerts, emojis and task lists! we’ve got loads of new cool stuff that get rendered now! first, github alerts/callouts now render nicely! they look like this: > [!TAG] > content where TAG can be NOTE , IMPORTANT , TIP , WARNING or CAUTION . they also have these cool icons next to them, but the catch is you need a nerd font for it. i’ll add an option to not need it and only use ascii characters next, we have highlighted code blocks! the renderer can highlight hundreds of languages using shiki ! you might not even have heard of some of the languages that it can highlight! imo its really nice looking and i love it! the bulk of this time came from adding support for task list items because i couldn’t figure out how to do it. eventually after some tinkering i’ve got it to work! it looks kinda cool too tbh i also got emoji support using an extension. it automatically converts :emoji: to the corresponding emoji if its in the unicode specification. finally, i added a simple height option that just sets the height of the renderer. it allows you to set the height of the renderer manually and that’s about it lmao Changelog ( b4f69ad ) Add height option ( beea3a6 ) Add task list items support ( 4c42c84 ) Add emoji support ( 564a761 ) Upgrade markdown-it, fix breaking changes ( 963d910 ) Add alerts support ( 5e266e8 ) Add icons in code blocks ( 0bf0af7 ) Add code block support"}, {"post_id": 54062, "ts": "2026-08-24T20:36:45Z", "hours": 4.4367, "text": "holy fuck, you can pipe into stdin and tables render properly! while this is quite out of schedule (i usually post every 2-3 days), today brings some peak stuff! the peakest part is at the end firstly, i have in fact fixed tables! the issue was i was pushing the accumulated cells array to the rows array in the wrong loop. i was doing this in the loop that iterates over the cells in a row, so it was causing it to repeatedly push the same strings over and over. the fix was putting it in the loop just outside, that is, the loop that iterates over the rows in the table token! i’ve also improved the image handling! now Image classes have the buffer property renamed to content , and has a new property called properties , which is always {} . with this, it has all the properties of ProcessedToken , so my lsp won’t complain that some property doesn’t exist on Image speaking of ProcessedToken , its now an interface instead of a type. there’s also a new TableToken interface that extends ProcessedToken , with an alignment property. this makes it a bit easier to handle tables since the content property is narrowed. also, it seems like opentui’s tables don’t support alignment, so i might have to make a custom table function. i also upgraded opentui from 0.5.7 to 0.5.8! i have no idea what changed, but whatever i’ve also stopped using chalk to color my errors since the opentui console doesn’t support ansi now the peakest part is you can pipe markdown into the program . this is pretty peak and you must agree since there’s a lot of stuff you can do with this. for example, you could render arbitrary markdown without having to create a file first! it has a limitation though: if you’re on windows, you can’t use the interactive mode, and the rendered content is forced to print to stdout. this is because of a bug with bun. if you’re piping into the program, it’ll get the input by calling await Bun.stdin.text() , but this stops sending keypresses to opentui because of a bug in the bun runtime, so you can’t scroll down. i solved this issue (or rather, chatgpt solved this issue) by opening a read stream on /dev/tty . the issue with this is that /dev/tty doesn’t exist on windows since its not unix-like. my idea was to just, not let you do interactive mode on windows if you’re piping content to it. again, this is a bug with bun, and i’ll remove this limitation once one of the two is merged. that’s right, there’s two! here’s one for reference: https://github.com/oven-sh/bun/pull/32153 shit that was long Changelog ( dd07e14 ) Upgrade packages ( 77e6d34 ) Add support for piping into renderer.ts from stdin ( 1995f45 ) Improve image and ANSI handling, stop using chalk in errors ( 22cfacd ) Improve table handling, switch some types to interfaces pls like"}, {"post_id": 53181, "ts": "2026-08-23T16:52:59Z", "hours": 9.7842, "text": "better types. debug mode and stdout! from my last devlog: next up: code blocks (~2-4 hours) fixes to table rendering (<30 mins) fix image handling (it doesn’t handle relative paths correctly) (<1hr?) of these, i’ve done none! what i have done though is add flags and types! i spent a while dealing with type errors because i decided to specify types instead of just putting any on ProcessedToken.content . i also added a debug flag, but literally all it does is show the console i also fixed the width thing, so the content is only as wide as the space you give it so cooll!! the main part of this is that i added a --print-to-stdout flag that just prints the formatted markdown to stdout! you can just scroll in your terminal instead of having a whole ass tui its kinda borked and incomplete though, so i’ll fix it up! it does print some garbage at the beginning so that’s not great anyways, i’d better do what i said i’ll do last devlog! i went off track for this lmao Changelog ( b1c0489 ) Implement half-baked print to stdout option ( aa3c029 ) Add debug flag, fix logic errors ( aa33e84 ) Specify types for ProcessedToken.content instead of any"}, {"post_id": 51600, "ts": "2026-08-21T11:25:29Z", "hours": 8.0094, "text": "(back to) opentui! if you’ve read my last devlog, you might remember that i was considering the jsvision library. however, i came back to opentui because its still much simpler. also, i found that there are libs to adapt ansi! or at least chatgpt did at first i was doing ghostty-opentui , but i realized after some time that it was literally a whole terminal. then i got chatgpt to find me this package called ansi-sequence-parser ( https://www.npmjs.com/package/ansi-sequence-parser ) and its perfect! so now im using that to render the bold and italics! tbh i could just eliminate the middle stage ( stylize.ts ), but i put a lot of work into it and i’m extremely vulnerable to the sunken cost fallacy, so i’m doing this bloat lmao. also, i got ordered lists, bullet lists, and blockquotes working! they look so cool! as for the menu, its not doing very fine, but that’s because i’ve not worked on it! i’ll get to it, don’t worry! next up: code blocks (~2-4 hours) fixes to table rendering (<30 mins) fix image handling (it doesn’t handle relative paths correctly) (<1hr?) Changelog ( 8b44667 ) Add blockquotes and 1 row bottom margin to second-level renderables ( 3e5182f ) Add oredered list handling ( d997aff ) Switch back to OpenTUI, get things working"}, {"post_id": 49847, "ts": "2026-08-18T19:57:55Z", "hours": 8.505, "text": "generational fuck up well i’ve messed up big time, sunken cost fallacy is real and it got me you see, i was using opentui earlier, but i decided to change because i realized that it doesn’t support ansi escape sequences. i landed on neo-neo-blessed , and it seemed cool, until i realized the list selection thing got fucked up because it didn’t handle scrolling list options with heights greater than 1 row properly which is a deal breaker. i also spent a lot of time patching its types, in fact that’s what most of this time went to i think i’ll use jsvision. it seems interesting and i’ve got nothing to lose. the only issue is it has one maintainer and 9 stars, but gpt found it, and it seems cool. also they have demos of the unmodified lib running in the browser which i wanted to do, so this will be fun Changelog ( 33e1c91 ) Start using neo-neo-blessed and do a generational fuck up"}, {"post_id": 47449, "ts": "2026-08-15T11:47:19Z", "hours": 9.8211, "text": "TUI! i’ve got news: the TUI renders! for this tui, im using opentui! right now, the tui only shows an interactive list of files, and its supposed to render the file content if you select one, but that’s not happening right now. i’ve been working on the function to make opentui render the markdown. while opentui does have its own thing for markdown rendering ( ), i’m gonna render my own markdown. im currently trying to get tables working! Changelog ( c8ab716 ) Work further on rendering, start with rendering tables ( dc8b0be ) Start using OpenTUI for rendering TUI ( 86347cf ) Render unknown HTML correctly (without showing tags)"}, {"post_id": 44744, "ts": "2026-08-10T18:22:19Z", "hours": 2.7394, "text": "it works holy shit it works, the problem was that i was running a function but i wasn’t putting it in a console.log . the test function for reference returned a string. also, unknown tags are handled somewhat properly. i need to actually fix that, but once i do, im gonna start on the tui!! its been 96+ hours now what a crazy thing, i expected this to take 10-20 hours and now look at this… anyways, i’ll go fix the unknown tag thing! after that i’ll start working on the tui Changelog ( c1461c3 ) Get unknown HTML tags rendering"}, {"post_id": 43978, "ts": "2026-08-09T13:44:03Z", "hours": 10.3797, "text": "headings! unknown tag handling (that doesn’t work)! well we’ve got some nice stuff now! here’s a list of everything, including problems!: just whitespace? no more! : tokens that are just whitespace get omitted typescript lsp doesn’t complain : oh my god finally that was so annoying what’s this tag? : if it doesn’t have a handler, it falls back to the default, that is, it turns into a string! this doesn’t work properly though, i have to fix this ching chong ruby tags : now ruby tags are supported! is that a highlighter? : mark elements are now supported, which just put a yellow bg on some text is this a block element or not? : now the renderer can tell by looking at a token’s block property proper heading rendering?!?!? : chatgpt wrote the entirety of this part because you cannot bother me to make an efficient function that wraps giant text art letters based on width where’s the inline code? : that’s right, it doesn’t work and gets completely omitted! Changelog ( 456161f ) Trim content, add boolean property ( 07da8a6 ) Add handlers type to make the LSP shut up, trim strings in test file ( b4d251c ) Add handling for unknown tags ( d903b48 ) Add support for dfn , samp , ruby tags ( 813d934 ) Fix code to stop TypeScript ( vtsls lsp) warnings"}, {"post_id": 40582, "ts": "2026-08-04T07:04:35Z", "hours": 9.9967, "text": "typescript! i’ve moved to typescript, cleaned up some code, finished that image function from last devlog, and upgraded packages! finished the image function : now it works perfectly! upgraded packages : shiki was upgraded! its the code coloring package btw added a test : i can’t keep pressing the arrow keys in bun repl i have to do this moved to typescript : this is the main thing. devs on discord kept telling me to use and i said i’d do it soon. i wasn’t planning on it at this time, but i did because i got fed up with a stupid bug where i was accidentally setting token types to a boolean instead of a string. that prompted me to just do it™ and now i’m fixing a bunch of bugs! still not sure why the language server is just complaining about cases that can’t happen, but that’s what typescript is for i guess Changelog ( 688afd8 ) Start moving to TypeScript ( ac99373 ) Switch to map for aliases, add test, clean up code ( c62c57b ) Upgrade packages, clean up code ( f98e65c ) Finish revamping image function"}, {"post_id": 38811, "ts": "2026-08-01T11:37:47Z", "hours": 10.2436, "text": "WIP WORK // INCOMPLETE // this was a lot of work, and i’m still not done with html in the stylizer! here’s a list of changes with explanations: add more aliases to the aliases array in the html parsing section: this makes it so that html tokens and markdown tokens have the same types convert the array of allowed html tags into a set : sets have a .has() function that lets us find an element in O(1) time complexity which is much faster compared to Array.prototype.includes() which has an O(n) time complexity properly implement disallowed tags: these tags show as plain text because they are disallowed and shouldn’t be processed in markdown put non-block tokens as children of an inline token: non-block tokens only got parsed in the part where inline tokens were processed set attributes: the objects returned by the stylize function now have a properties key better error handling: now, where it used to just throw an error about being undefined or whatever, it will catch it, and throw a more useful error with better debug info [BUGFIX] make sure that arrays don’t get nested: this was a bug where arrays would get nested for some reason [BUGFIX] set token.level and token.nesting properly when processing html: this is necessary because the while loop depends on the nesting to know when to stop accumulating tokens and process them [WIP] html handling: any tokens having the substring _open in their .type property are handled all together, with a handlers object made up of functions. this handling is recursive token with types that don’t match the substring _open get handled through other branches of the if statement ( else if(...) {..} ) [WIP] bullet list handling: i did not realize that there were more markdown-it tokens that i had not added handling for in the stylize function. i also need to do this for some more token types too [WIP] revamp image handling: instead of just a complicated function, i added a class called Image that has a function to render the image. its nearly complete but it has some errors that i committed because i need to commit often lmao chatpgt usage now here i used chatgpt a lot for debugging. here’s exactly what i used it for: why tokens weren’t being processed: this is the problem the array nesting bugfix fixed fixing infinite recursion: i accidentally did that lmfao replacing top-level non-block tokens with an inline token that contains those top-level non-block tokens as children figuring how to set the level property of the tokens questions about syntax and mutation of global vars Changelog ( 5e931f7 ) Revamp image function (WIP) ( 0ce066f ) Improve error handling and fix token.level assignment ( 0f28b75 ) Process details element in stylizer ( 0e154f3 ) Start improving stylizer (WIP) why such long devlogs? you may have noticed i’ve been going more and more time without devlogging. that’s because i like devlogging when there’s a big new thing, not for every small little thing. my plan for this devlog was to announce that i was done with processing html in the stylize function, but that hasn’t happened yet because well, there were a latta bugs here and there, and i had to fix those too. as for the length of the devlog text, i like writing about my progress here because its the only place where it makes sense to talk about it in-depth"}, {"post_id": 35679, "ts": "2026-07-27T08:45:19Z", "hours": 7.8072, "text": "HTML parsing is now complete its been nearly 2 weeks and i have great news: html parsing is complete what this means is that html blocks get processed into token streams like the one’s markdown-it makes. now, i must clarify that these html blocks were already in a token stream but they were distinctly html, having the type html_block , and if i didn’t convert those html blocks into markdown-it’s _open / _close tokens, i’d have to parse it in the file that styles the tokens, and many html tags do the exact same thing as their markdown counterparts so i could reuse some functions. i must also clarify that i have NOT done anything for stylizing html in the stylize.js file, which deals with processing text formatting and image processing next up: stylizing html! Changelog ( c5a5ce0 ) Finish HTML parsing ( 841ba42 ) Start work on HTML parsing"}, {"post_id": 29515, "ts": "2026-07-16T14:30:25Z", "hours": 1.24, "text": "improvements and fixes to inline rendering this is way earlier than my normal schedule, but that’s because i’ve got something to show . basically, inline rendering was bugged , and not only did i fix it , i also made it so that it works better ! that’s all you need to know, do NOT read the rest of this if you don’t want to be bored to death, its a really lengthy explanation of this the initial bug was that inline rendering wouldn’t work at all. i figured out the problem was that i wasn’t pushing \"inline\" to the state array somewhere. i realized that it wasn’t working when called in the table rendering function, and that was because i wasn’t pushing \"inline\" to the state array. the reason for this is because the renderInline function slices the state array at the index after the \"inline\" string, so if its something like [\"paragraph\", \"inline\", \"bold\", \"italic\"] , the function slices at index 2 because \"inline\" is at index 1, and we get [\"bold\", \"italic\"] . the problem is, if \"inline\" doesn’t exist, running indexOf(\"inline\") returns -1, so it slices at -1 + 1 , which is 0, so its just the whole array. but anything before “inline” isn’t a valid style, and since the function for that is undefined, it goes kaboom and throws an error saying that it’s not a function. also gpt found 5 other bugs but they’re kinda irrelevant the fix was making it so that the renderInline function itself pushed \"inline' to the state array instead of depending on it being already there. this also removed the need for making sure that the inline string was already there. i might do this with the rest of the functions too actually :goonology: also removed unnecessary state.pop() occurrences since the pop method is destructive and can mess up everything as for the improvement, you might see in the first screenshot that there’s a bunch of text tokens together. yk, they could be squished together into one token… oh right, that’s what i did! i changed the renderInline function to make a variable where the text accumulates until there’s no more text or if there’s an image, on which it gets pushed to the contents array now the most important thing is that there’s only one more thing left to do: html rendering . this is the last thing before i get to actually rendering stuff on the screen! this is exciting! Changelog ( 9de477d ) Fix, improve inline rendering please like this took more than an hour to write"}, {"post_id": 29168, "ts": "2026-07-15T21:42:41Z", "hours": 4.2522, "text": "THAT WAS SO LONG WHAT ON EARTH in short, tables now work and the inline rendering function is fixed! this took a while because i genuinely had no idea what i was doing. now the long stuff: tables go brr i got distracted while writing this and realized everything’s actually borked, but tables do somewhat work! its still borked tho– also i realized that my whole code is borked, but… inline rendering includes links now! still have no idea how i missed that other i just changed image function so that it returns an object with a prototype function instead of unnecessarily repeating the function as a property of all the image objects, so if there’s 10 pictures in a file, there will only be one function to render each as opposed to 10 instances of that function Changelog ( d8feb46 ) Add table support, fix inline rendering oh fuck, my code is COMPLETELY borked"}, {"post_id": 27805, "ts": "2026-07-13T17:59:20Z", "hours": 2.5478, "text": "PEAK CODE gng TS IS PEAK!!!! i added a function that renders code AND ITS PEAK JUST SEE THE SS now some of this time came from trying to figure out why my code was joining the contents of a function, and it was because i forgot to add the argument that gave the coloring function (chalk library) the text to color. hey, at least i found a way to read the contents of functions time to go steal code from closed-source packages leaving that aside, my next step is thematic breaks. this shouldn’t be too hard, in fact, i’ll do it rn since it’s that easy. rn its 8:49 PM GMT+0300, i’ll tell in the next paragraph when i finish it. [8:54 PM] just did it, it only took like 2 mins, the other 3 were because i found a bug that never removed codeBlock from the stack after it was added. that’s about it, and this devlog was quite short. well, comparatively, to my other devlogs, after all there’s people posting 4 word devlogs. you should follow this project tho Changelog ( a17bd2b ) Add thematic break support ( e28f1b1 ) Add code block styling"}, {"post_id": 26701, "ts": "2026-07-11T17:20:33Z", "hours": 4.4769, "text": "when the FUCK did this become 4 hours so uhh i spent like all of this time debugging and improving my code. first thing is, i replaced these “microfunctions”, as i call them, with an object that had keys whose values were arrow functions. these arrow functions did the exact same thing and took up less space and was even more readable! second, i spent some time on a stupid bug where the main function in stylize.js would hang. i thought it was an issue with the image function, but after half an hour or so, when i added console.log(done) right before the return, i realized it had to do with the main function that was calling the image function, and sure enough, the second i looked at it, i realized the problem: it was a while loop and i forgot to add a line that incremented the index, so it just kept doing the same thing forever until i killed the process oh well, more hours for me third, i improved (or rather cleaned) my image function. it returns promises and doesn’t use terminal-image directly. instead, i made it so that it would return an object with a bunch of keys, one of which is a function that takes the whole object as an input. this function actually renders the image, since i plan to write the function to display it in a way that deals with image rendering after rendering text, and while the images get rendered, a spinner takes their place temporarily, but the images replace those spinners once they are processed fourth thing is, i made it so that the main function calls the renderInline function instead of the paragraph function. in fact, this paragraph function is completely useless, so i went ahead and removed it too. lastly, i upgraded a bunch of packages: upgraded typescript from version 5 to 5.9.3 upgraded got from version 15.0.7 to 15.1.0 upgraded markdown-it from version 14.2.0 to 14.3.0 upgraded shiki from version 4.3.0 to 4.3.1 if you wonder what these packages are typescript is, well, the typescript language, not sure why i have it, might be a dependency for another package. got is some package that does pretty much the same thing as the default fetch() but it can give me a buffer, which i need for images markdown-it is the markdown parser shiki is for coloring code. fancy, right? Changelog ( 9118913 ) Improve code ( 5b9c953 ) Remove test file ( ab3af08 ) Test image URL parsing on GitHub aight this took me 2 hours to write and i started coding again in the middle of writing this"}, {"post_id": 21475, "ts": "2026-07-03T13:24:58Z", "hours": 5.595, "text": "oof! that was a lot of work, but now we’re REALLY getting somewhere!!! first thing, headings actually work now, and if there’s a link in the heading, it gets displayed right below the heading! tbf i did rip the heading thing straight out of the original index.js file when i was trying to make a markdown parser using regex secondly, and the more important thing, image rendering now works . pretty big milestone. i achieved this through the terminal-image npm package. however, this took a while because i couldn’t figure out why it wouldn’t render. the problem was tmux–it was stripping the codes it didn’t recognise so i implemented another system to detect if the terminal had color and/or image support to decide whether to use ansi blocks or actual images. now, it works! ts so peak fr tl;dr headings work (i ripped them out of my original implementation in index.js ) images work (took me a while because it didn’t work properly in tmux we getting somewhere with this one 🔥 Changelog ( 9941b1b ) Finish image rendering ( 007b3f4 ) Work on image rendering ( 609be18 ) Make heading work"}, {"post_id": 18690, "ts": "2026-06-29T21:31:37Z", "hours": 6.2242, "text": "holy this shit is so long heyo! this is a long one, so i’ll go over this commit by commit ( 0ad2cb2 ) Start paragraph parsing here, i did these: i made a global string state to maintain the nesting while styling. managing this was quite tedious and useless i added a helper function to get the style of a token called getStyle() . i’ll explain the use for it below. i continued working on the heading() and paragraph() functions as well as the stylize() function ( eb218d2 ) Add markdown extensions as for this one, i added a bunch of packages, mostly extensions for markdown-it . these are: markdown-it-footnote markdown-it-github-alerts markdown-it-sanitizer markdown-it-table markdown-it-task-lists shiki (for code highlighting) terminal-image i removed a few of these later because they were either not really working properly or just weren’t necessary. besides these, i also configured the plugin to use the plugins, enable the autolink extension and also replace all HTML line breaks ( <br> ) with double newlines ( \\n\\n ) ( 5ecef2c ) Start working on image rendering and colors/styles now here is where i found a gem in my dependency tree. you see, i was searching for a package to handle color rendering since i sure as hell wasn’t gonna deal with the hex codes shiki , the code-highlighting plugin, was giving me for the colors of the tokens. so i saw a package called chalk and it sounded familiar. turns out, shiki had chalk as a dependency, so it was already installed! for that reason, i added a chalk import in this commit. i also started working on an image function to render images, and named it renderImage() . also added a great error message if two requirements weren’t met: throw new Error ( \" WRONG TOKEN IDIOT DEV \" ); but that was all i really did in that function ( 0dc393d ) Remove unnecessary object processing and dependencies this is where i removed markdown-it-footnote and markdown-it-table because i realized there just wasn’t a point in those since they weren’t letting me test my function, they were erroring out for some reason and i found out markdown-it-table already had support for markdown tables. i also removed the mapping function in the parser stage that i made to give myself only a few fields. it was pretty useless since i kept randomly finding that i’d need some new property. ( 8a5200c ) Continue work on inline parsing, add terminal-link latest commit, this is where i did a lot of work: i removed terminal-image as a dependency since i found that bun already provided a class for it ( Bun.Image ) and it also had webp support unlike terminal-image , so no point in another package when a built-in one works better i made the getStyles() function better i added a bunch of micro-functions like bold() , italic() , etc. i also renamed renderImage() to image() i combined two if statements into one in this image() function because why 2 if statements when 1 i did a lot of work in the renderInline() function. now it uses computed function names that call those micro-functions. i also changed that global string state to a global array, made things much easier. i worked on the heading() and paragraph() functions further that’s about it gng, also its 12:28 am for me rn this is why we devlog more often gng ✌️"}, {"post_id": 17162, "ts": "2026-06-27T21:04:18Z", "hours": 2.7842, "text": "toiling away… toiling away at this code… today was a bunch of stuff i added a renderInline() function to render stuff inline. i still need to add images and links, but i’d need a lib for links, and maybe for the images too i worked more on the main function. right now, im trying to get paragraphs actually rendered, which will take a while. i also added a heading() function that will render headings, emphasis on will because its not being called yet it took me a lot of thinking to get here so that part wasn’t too fun (a person who thinks all the time, has nothing to think about 🔥) changelog ( e24a192 ) Work more on the stylizer ( 1a02163 ) Start actual work on stylizer"}, {"post_id": 16483, "ts": "2026-06-26T20:35:10Z", "hours": 1.5342, "text": "revamp! i revamped the parse-input.js file! now, it has two functions: giveFields(obj) this is a function called by the second function. since markdown-it (the parser im using now!) has a lot of fields that i don’t need. so this function returns a mapped array with the fields type , tag , nesting , content , and children . as for this children field, the children field is an array of objects, where the objects are just like the parent object, with lots of unnecessary fields. for those, i used recursion! (it’s my first time using recursion ) parse(input) : this is the function that i’ll be using to get the tokens i need to style! what it does is pretty simple: initialize a new instance of the MarkdownIt constructor (? i’m not too sure if it’s a constructor) get markdown-it ’s tokens using their parsing function make a constant whose content is an array of objects returned by the first function ( giveFields() if your memory is that terrible). again its a mapped array that gives only select fields from the markdown-it tokens return that constant in other news, i wrote 2 more test markdown files. one tests the behaviour of headings and the other tests the behaviour of inline stuff like bold and italic text! Changelog ( 88bad121 ) Revamp parse-input.js ( 3eda61e5 ) Add more stuff to inlines.md"}, {"post_id": 15772, "ts": "2026-06-25T17:18:25Z", "hours": 2.5692, "text": "FUCK fuck this rewrite, i’m abandoning this shithole of a parser i’m trying to make, i’ll just go use an already existing parser, its just not worth it it’s too much hassle to make an in-house parser, so here’s my plan: i install a markdown parser that returns a tree of text, not html, and as a dependency in the styling part, i’ll go ahead and read the tree of text that the parser returns it gets passed to the renderer hopefully this will move much faster now!"}, {"post_id": 11542, "ts": "2026-06-18T20:48:29Z", "hours": 2.0211, "text": "rewrite i started a rewrite! what i was doing earlier was honestly too messy to actually use. my earlier way was making a bunch of regexes and using those to match the remaining text. my new method is still using regexes, but i split the whole thing into two parts: block parser and inline parser. block parser the block parser splits the markdown doc on newlines and checks what it starts with or ends with. when it finds that some line is not a paragraph, it pushes a token to the tokens array indicating that it is the start of a block. when it detects that the block has ended, it pushes a token to the tokens array indicating the end of the block. this is currently only implemented for headings, more are coming. it took this long because me dumb inline parser the inline parser loops through the existing tokens array made by the block parser and looks for characters that indicate the start of an inline token like bold, italic and so on. like the block parser, it will push start and end tokens to the tokens array the implementation of the inline parser has not started yet new character i added a backslash to the giant block letters i made for headings! Changelog (bac8c5a) Start parser rewrite (664713e) Add backslash in heading"}, {"post_id": 10859, "ts": "2026-06-17T20:14:25Z", "hours": 7.0403, "text": "help me what on god’s green earth is this so after dealing with a shit ton of regex and doing pretty much nothing with it besides some stuff that would improve performance, i have decided that regex is not the way. instead, i’ll just set a bunch of flags with empty content and make a separate function that processes everything. i think the styling function will handle tokens because that’s its job, to style the tokens. at least i have something to follow now. (i did not implement any of this yet) Changelog fc8de72 : Fix some regexes fe6eeef : Change some regexes f67c3b5 : Change matching system in parser 8a80409 : Add some HTML support in lexical parser 0727d82 : Finish lexical parser (almost) b7bc45b : Make lexical parser work"}, {"post_id": 7594, "ts": "2026-06-12T18:16:30Z", "hours": 6.0661, "text": "i got bombed by my own regex anyways, so i started making a lexical parser and uhh its not going all sunshine and rainbows. the blockquote regex doesn’t really work right and also i checked the gfm spec since i want to adhere to it and uhh fuck i might be cooked. i thought ts was going to be a 20h project help meeeeeee also yes it took me 6 hours for 74 lines of code sob this is just great"}, {"post_id": 6452, "ts": "2026-06-10T21:06:48Z", "hours": 1.475, "text": "HEADINGS NOW RENDER! headings now render! as you can see in the screenshot, it now renders the headings as big boys also, me very happy. this took a while because i lowk didn’t know what to really do. i didn’t think about how i would do it, i was only thinking about doing it anyways gn gng"}, {"post_id": 5881, "ts": "2026-06-09T20:48:17Z", "hours": 6.8622, "text": "took only this long to make a bunch of letters you see, i had to make a bunch of custom glyphs to render headings in the terminal. making that for pretty much all the characters on your keyboard isn’t quite easy but hey its done now. the thing is, this is only for level one headings. once i finish the actual parser, i’ll add glyphs for the rest of the headings. in the meantime, i’ll have to do the rest. i did not expect to have spent this long on the project already yk"}, {"post_id": 4481, "ts": "2026-06-07T20:14:04Z", "hours": 0.4414, "text": "a terminal markdown reader that has actual headings? never could have thought of it huh well this is what i’m doing. literally a markdown reader that prints text the way you might have written it. anyways so this is gonna use bun since bun is ultra fast. also this might be a 10-20h proj, shouldn’t be too hard. well i like more hours, so i might also add stuff like: browsing all the markdown files in a directory (and subdirectories) editing (very unlikely!) well i don’t really know what else to put so ig that’s it? anyways i have actually done some work, that is, my file currently ouputs some text. literally the raw original text. what’d you expect from 24m of coding"}]...
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Title: reMDer by @Keyboard1000n17 | Stardance
Dev Title: reMDer by @Keyboard1000n17 | Stardance
Devlogs:
a terminal markdown reader that has actual headings? never could have thought of it huh well this is what i’m doing. literally a markdown reader that prints text the way you might have written it. anyways so this is gonna use bun since bun is ultra fast. also this might be a 10-20h proj, shouldn’t be too hard. well i like more hours, so i might also add stuff like: browsing all the markdown files in a directory (and subdirectories) editing (very unlikely!) well i don’t really know what else to put so ig that’s it? anyways i have actually done some work, that is, my file currently ouputs some text. literally the raw original text. what’d you expect from 24m of coding
took only this long to make a bunch of letters you see, i had to make a bunch of custom glyphs to render headings in the terminal. making that for pretty much all the characters on your keyboard isn’t quite easy but hey its done now. the thing is, this is only for level one headings. once i finish the actual parser, i’ll add glyphs for the rest of the headings. in the meantime, i’ll have to do the rest. i did not expect to have spent this long on the project already yk
HEADINGS NOW RENDER! headings now render! as you can see in the screenshot, it now renders the headings as big boys also, me very happy. this took a while because i lowk didn’t know what to really do. i didn’t think about how i would do it, i was only thinking about doing it anyways gn gng
i got bombed by my own regex anyways, so i started making a lexical parser and uhh its not going all sunshine and rainbows. the blockquote regex doesn’t really work right and also i checked the gfm spec since i want to adhere to it and uhh fuck i might be cooked. i thought ts was going to be a 20h project help meeeeeee also yes it took me 6 hours for 74 lines of code sob this is just great
help me what on god’s green earth is this so after dealing with a shit ton of regex and doing pretty much nothing with it besides some stuff that would improve performance, i have decided that regex is not the way. instead, i’ll just set a bunch of flags with empty content and make a separate function that processes everything. i think the styling function will handle tokens because that’s its job, to style the tokens. at least i have something to follow now. (i did not implement any of this yet) Changelog fc8de72 : Fix some regexes fe6eeef : Change some regexes f67c3b5 : Change matching system in parser 8a80409 : Add some HTML support in lexical parser 0727d82 : Finish lexical parser (almost) b7bc45b : Make lexical parser work
rewrite i started a rewrite! what i was doing earlier was honestly too messy to actually use. my earlier way was making a bunch of regexes and using those to match the remaining text. my new method is still using regexes, but i split the whole thing into two parts: block parser and inline parser. block parser the block parser splits the markdown doc on newlines and checks what it starts with or ends with. when it finds that some line is not a paragraph, it pushes a token to the tokens array indicating that it is the start of a block. when it detects that the block has ended, it pushes a token to the tokens array indicating the end of the block. this is currently only implemented for headings, more are coming. it took this long because me dumb inline parser the inline parser loops through the existing tokens array made by the block parser and looks for characters that indicate the start of an inline token like bold, italic and so on. like the block parser, it will push start and end tokens to the tokens array the implementation of the inline parser has not started yet new character i added a backslash to the giant block letters i made for headings! Changelog (bac8c5a) Start parser rewrite (664713e) Add backslash in heading
FUCK fuck this rewrite, i’m abandoning this shithole of a parser i’m trying to make, i’ll just go use an already existing parser, its just not worth it it’s too much hassle to make an in-house parser, so here’s my plan: i install a markdown parser that returns a tree of text, not html, and as a dependency in the styling part, i’ll go ahead and read the tree of text that the parser returns it gets passed to the renderer hopefully this will move much faster now!
revamp! i revamped the parse-input.js file! now, it has two functions: giveFields(obj) this is a function called by the second function. since markdown-it (the parser im using now!) has a lot of fields that i don’t need. so this function returns a mapped array with the fields type , tag , nesting , content , and children . as for this children field, the children field is an array of objects, where the objects are just like the parent object, with lots of unnecessary fields. for those, i used recursion! (it’s my first time using recursion ) parse(input) : this is the function that i’ll be using to get the tokens i need to style! what it does is pretty simple: initialize a new instance of the MarkdownIt constructor (? i’m not too sure if it’s a constructor) get markdown-it ’s tokens using their parsing function make a constant whose content is an array of objects returned by the first function ( giveFields() if your memory is that terrible). again its a mapped array that gives only select fields from the markdown-it tokens return that constant in other news, i wrote 2 more test markdown files. one tests the behaviour of headings and the other tests the behaviour of inline stuff like bold and italic text! Changelog ( 88bad121 ) Revamp parse-input.js ( 3eda61e5 ) Add more stuff to inlines.md
toiling away… toiling away at this code… today was a bunch of stuff i added a renderInline() function to render stuff inline. i still need to add images and links, but i’d need a lib for links, and maybe for the images too i worked more on the main function. right now, im trying to get paragraphs actually rendered, which will take a while. i also added a heading() function that will render headings, emphasis on will because its not being called yet it took me a lot of thinking to get here so that part wasn’t too fun (a person who thinks all the time, has nothing to think about 🔥) changelog ( e24a192 ) Work more on the stylizer ( 1a02163 ) Start actual work on stylizer
holy this shit is so long heyo! this is a long one, so i’ll go over this commit by commit ( 0ad2cb2 ) Start paragraph parsing here, i did these: i made a global string state to maintain the nesting while styling. managing this was quite tedious and useless i added a helper function to get the style of a token called getStyle() . i’ll explain the use for it below. i continued working on the heading() and paragraph() functions as well as the stylize() function ( eb218d2 ) Add markdown extensions as for this one, i added a bunch of packages, mostly extensions for markdown-it . these are: markdown-it-footnote markdown-it-github-alerts markdown-it-sanitizer markdown-it-table markdown-it-task-lists shiki (for code highlighting) terminal-image i removed a few of these later because they were either not really working properly or just weren’t necessary. besides these, i also configured the plugin to use the plugins, enable the autolink extension and also replace all HTML line breaks ( <br> ) with double newlines ( \n\n ) ( 5ecef2c ) Start working on image rendering and colors/styles now here is where i found a gem in my dependency tree. you see, i was searching for a package to handle color rendering since i sure as hell wasn’t gonna deal with the hex codes shiki , the code-highlighting plugin, was giving me for the colors of the tokens. so i saw a package called chalk and it sounded familiar. turns out, shiki had chalk as a dependency, so it was already installed! for that reason, i added a chalk import in this commit. i also started working on an image function to render images, and named it renderImage() . also added a great error message if two requirements weren’t met: throw new Error ( " WRONG TOKEN IDIOT DEV " ); but that was all i really did in that function ( 0dc393d ) Remove unnecessary object processing and dependencies this is where i removed markdown-it-footnote and markdown-it-table because i realized there just wasn’t a point in those since they weren’t letting me test my function, they were erroring out for some reason and i found out markdown-it-table already had support for markdown tables. i also removed the mapping function in the parser stage that i made to give myself only a few fields. it was pretty useless since i kept randomly finding that i’d need some new property. ( 8a5200c ) Continue work on inline parsing, add terminal-link latest commit, this is where i did a lot of work: i removed terminal-image as a dependency since i found that bun already provided a class for it ( Bun.Image ) and it also had webp support unlike terminal-image , so no point in another package when a built-in one works better i made the getStyles() function better i added a bunch of micro-functions like bold() , italic() , etc. i also renamed renderImage() to image() i combined two if statements into one in this image() function because why 2 if statements when 1 i did a lot of work in the renderInline() function. now it uses computed function names that call those micro-functions. i also changed that global string state to a global array, made things much easier. i worked on the heading() and paragraph() functions further that’s about it gng, also its 12:28 am for me rn this is why we devlog more often gng ✌️
oof! that was a lot of work, but now we’re REALLY getting somewhere!!! first thing, headings actually work now, and if there’s a link in the heading, it gets displayed right below the heading! tbf i did rip the heading thing straight out of the original index.js file when i was trying to make a markdown parser using regex secondly, and the more important thing, image rendering now works . pretty big milestone. i achieved this through the terminal-image npm package. however, this took a while because i couldn’t figure out why it wouldn’t render. the problem was tmux–it was stripping the codes it didn’t recognise so i implemented another system to detect if the terminal had color and/or image support to decide whether to use ansi blocks or actual images. now, it works! ts so peak fr tl;dr headings work (i ripped them out of my original implementation in index.js ) images work (took me a while because it didn’t work properly in tmux we getting somewhere with this one 🔥 Changelog ( 9941b1b ) Finish image rendering ( 007b3f4 ) Work on image rendering ( 609be18 ) Make heading work
when the FUCK did this become 4 hours so uhh i spent like all of this time debugging and improving my code. first thing is, i replaced these “microfunctions”, as i call them, with an object that had keys whose values were arrow functions. these arrow functions did the exact same thing and took up less space and was even more readable! second, i spent some time on a stupid bug where the main function in stylize.js would hang. i thought it was an issue with the image function, but after half an hour or so, when i added console.log(done) right before the return, i realized it had to do with the main function that was calling the image function, and sure enough, the second i looked at it, i realized the problem: it was a while loop and i forgot to add a line that incremented the index, so it just kept doing the same thing forever until i killed the process oh well, more hours for me third, i improved (or rather cleaned) my image function. it returns promises and doesn’t use terminal-image directly. instead, i made it so that it would return an object with a bunch of keys, one of which is a function that takes the whole object as an input. this function actually renders the image, since i plan to write the function to display it in a way that deals with image rendering after rendering text, and while the images get rendered, a spinner takes their place temporarily, but the images replace those spinners once they are processed fourth thing is, i made it so that the main function calls the renderInline function instead of the paragraph function. in fact, this paragraph function is completely useless, so i went ahead and removed it too. lastly, i upgraded a bunch of packages: upgraded typescript from version 5 to 5.9.3 upgraded got from version 15.0.7 to 15.1.0 upgraded markdown-it from version 14.2.0 to 14.3.0 upgraded shiki from version 4.3.0 to 4.3.1 if you wonder what these packages are typescript is, well, the typescript language, not sure why i have it, might be a dependency for another package. got is some package that does pretty much the same thing as the default fetch() but it can give me a buffer, which i need for images markdown-it is the markdown parser shiki is for coloring code. fancy, right? Changelog ( 9118913 ) Improve code ( 5b9c953 ) Remove test file ( ab3af08 ) Test image URL parsing on GitHub aight this took me 2 hours to write and i started coding again in the middle of writing this
PEAK CODE gng TS IS PEAK!!!! i added a function that renders code AND ITS PEAK JUST SEE THE SS now some of this time came from trying to figure out why my code was joining the contents of a function, and it was because i forgot to add the argument that gave the coloring function (chalk library) the text to color. hey, at least i found a way to read the contents of functions time to go steal code from closed-source packages leaving that aside, my next step is thematic breaks. this shouldn’t be too hard, in fact, i’ll do it rn since it’s that easy. rn its 8:49 PM GMT+0300, i’ll tell in the next paragraph when i finish it. [8:54 PM] just did it, it only took like 2 mins, the other 3 were because i found a bug that never removed codeBlock from the stack after it was added. that’s about it, and this devlog was quite short. well, comparatively, to my other devlogs, after all there’s people posting 4 word devlogs. you should follow this project tho Changelog ( a17bd2b ) Add thematic break support ( e28f1b1 ) Add code block styling
THAT WAS SO LONG WHAT ON EARTH in short, tables now work and the inline rendering function is fixed! this took a while because i genuinely had no idea what i was doing. now the long stuff: tables go brr i got distracted while writing this and realized everything’s actually borked, but tables do somewhat work! its still borked tho– also i realized that my whole code is borked, but… inline rendering includes links now! still have no idea how i missed that other i just changed image function so that it returns an object with a prototype function instead of unnecessarily repeating the function as a property of all the image objects, so if there’s 10 pictures in a file, there will only be one function to render each as opposed to 10 instances of that function Changelog ( d8feb46 ) Add table support, fix inline rendering oh fuck, my code is COMPLETELY borked
improvements and fixes to inline rendering this is way earlier than my normal schedule, but that’s because i’ve got something to show . basically, inline rendering was bugged , and not only did i fix it , i also made it so that it works better ! that’s all you need to know, do NOT read the rest of this if you don’t want to be bored to death, its a really lengthy explanation of this the initial bug was that inline rendering wouldn’t work at all. i figured out the problem was that i wasn’t pushing "inline" to the state array somewhere. i realized that it wasn’t working when called in the table rendering function, and that was because i wasn’t pushing "inline" to the state array. the reason for this is because the renderInline function slices the state array at the index after the "inline" string, so if its something like ["paragraph", "inline", "bold", "italic"] , the function slices at index 2 because "inline" is at index 1, and we get ["bold", "italic"] . the problem is, if "inline" doesn’t exist, running indexOf("inline") returns -1, so it slices at -1 + 1 , which is 0, so its just the whole array. but anything before “inline” isn’t a valid style, and since the function for that is undefined, it goes kaboom and throws an error saying that it’s not a function. also gpt found 5 other bugs but they’re kinda irrelevant the fix was making it so that the renderInline function itself pushed "inline' to the state array instead of depending on it being already there. this also removed the need for making sure that the inline string was already there. i might do this with the rest of the functions too actually :goonology: also removed unnecessary state.pop() occurrences since the pop method is destructive and can mess up everything as for the improvement, you might see in the first screenshot that there’s a bunch of text tokens together. yk, they could be squished together into one token… oh right, that’s what i did! i changed the renderInline function to make a variable where the text accumulates until there’s no more text or if there’s an image, on which it gets pushed to the contents array now the most important thing is that there’s only one more thing left to do: html rendering . this is the last thing before i get to actually rendering stuff on the screen! this is exciting! Changelog ( 9de477d ) Fix, improve inline rendering please like this took more than an hour to write
HTML parsing is now complete its been nearly 2 weeks and i have great news: html parsing is complete what this means is that html blocks get processed into token streams like the one’s markdown-it makes. now, i must clarify that these html blocks were already in a token stream but they were distinctly html, having the type html_block , and if i didn’t convert those html blocks into markdown-it’s _open / _close tokens, i’d have to parse it in the file that styles the tokens, and many html tags do the exact same thing as their markdown counterparts so i could reuse some functions. i must also clarify that i have NOT done anything for stylizing html in the stylize.js file, which deals with processing text formatting and image processing next up: stylizing html! Changelog ( c5a5ce0 ) Finish HTML parsing ( 841ba42 ) Start work on HTML parsing
WIP WORK // INCOMPLETE // this was a lot of work, and i’m still not done with html in the stylizer! here’s a list of changes with explanations: add more aliases to the aliases array in the html parsing section: this makes it so that html tokens and markdown tokens have the same types convert the array of allowed html tags into a set : sets have a .has() function that lets us find an element in O(1) time complexity which is much faster compared to Array.prototype.includes() which has an O(n) time complexity properly implement disallowed tags: these tags show as plain text because they are disallowed and shouldn’t be processed in markdown put non-block tokens as children of an inline token: non-block tokens only got parsed in the part where inline tokens were processed set attributes: the objects returned by the stylize function now have a properties key better error handling: now, where it used to just throw an error about being undefined or whatever, it will catch it, and throw a more useful error with better debug info [BUGFIX] make sure that arrays don’t get nested: this was a bug where arrays would get nested for some reason [BUGFIX] set token.level and token.nesting properly when processing html: this is necessary because the while loop depends on the nesting to know when to stop accumulating tokens and process them [WIP] html handling: any tokens having the substring _open in their .type property are handled all together, with a handlers object made up of functions. this handling is recursive token with types that don’t match the substring _open get handled through other branches of the if statement ( else if(...) {..} ) [WIP] bullet list handling: i did not realize that there were more markdown-it tokens that i had not added handling for in the stylize function. i also need to do this for some more token types too [WIP] revamp image handling: instead of just a complicated function, i added a class called Image that has a function to render the image. its nearly complete but it has some errors that i committed because i need to commit often lmao chatpgt usage now here i used chatgpt a lot for debugging. here’s exactly what i used it for: why tokens weren’t being processed: this is the problem the array nesting bugfix fixed fixing infinite recursion: i accidentally did that lmfao replacing top-level non-block tokens with an inline token that contains those top-level non-block tokens as children figuring how to set the level property of the tokens questions about syntax and mutation of global vars Changelog ( 5e931f7 ) Revamp image function (WIP) ( 0ce066f ) Improve error handling and fix token.level assignment ( 0f28b75 ) Process details element in stylizer ( 0e154f3 ) Start improving stylizer (WIP) why such long devlogs? you may have noticed i’ve been going more and more time without devlogging. that’s because i like devlogging when there’s a big new thing, not for every small little thing. my plan for this devlog was to announce that i was done with processing html in the stylize function, but that hasn’t happened yet because well, there were a latta bugs here and there, and i had to fix those too. as for the length of the devlog text, i like writing about my progress here because its the only place where it makes sense to talk about it in-depth
typescript! i’ve moved to typescript, cleaned up some code, finished that image function from last devlog, and upgraded packages! finished the image function : now it works perfectly! upgraded packages : shiki was upgraded! its the code coloring package btw added a test : i can’t keep pressing the arrow keys in bun repl i have to do this moved to typescript : this is the main thing. devs on discord kept telling me to use and i said i’d do it soon. i wasn’t planning on it at this time, but i did because i got fed up with a stupid bug where i was accidentally setting token types to a boolean instead of a string. that prompted me to just do it™ and now i’m fixing a bunch of bugs! still not sure why the language server is just complaining about cases that can’t happen, but that’s what typescript is for i guess Changelog ( 688afd8 ) Start moving to TypeScript ( ac99373 ) Switch to map for aliases, add test, clean up code ( c62c57b ) Upgrade packages, clean up code ( f98e65c ) Finish revamping image function
headings! unknown tag handling (that doesn’t work)! well we’ve got some nice stuff now! here’s a list of everything, including problems!: just whitespace? no more! : tokens that are just whitespace get omitted typescript lsp doesn’t complain : oh my god finally that was so annoying what’s this tag? : if it doesn’t have a handler, it falls back to the default, that is, it turns into a string! this doesn’t work properly though, i have to fix this ching chong ruby tags : now ruby tags are supported! is that a highlighter? : mark elements are now supported, which just put a yellow bg on some text is this a block element or not? : now the renderer can tell by looking at a token’s block property proper heading rendering?!?!? : chatgpt wrote the entirety of this part because you cannot bother me to make an efficient function that wraps giant text art letters based on width where’s the inline code? : that’s right, it doesn’t work and gets completely omitted! Changelog ( 456161f ) Trim content, add boolean property ( 07da8a6 ) Add handlers type to make the LSP shut up, trim strings in test file ( b4d251c ) Add handling for unknown tags ( d903b48 ) Add support for dfn , samp , ruby tags ( 813d934 ) Fix code to stop TypeScript ( vtsls lsp) warnings
it works holy shit it works, the problem was that i was running a function but i wasn’t putting it in a console.log . the test function for reference returned a string. also, unknown tags are handled somewhat properly. i need to actually fix that, but once i do, im gonna start on the tui!! its been 96+ hours now what a crazy thing, i expected this to take 10-20 hours and now look at this… anyways, i’ll go fix the unknown tag thing! after that i’ll start working on the tui Changelog ( c1461c3 ) Get unknown HTML tags rendering
TUI! i’ve got news: the TUI renders! for this tui, im using opentui! right now, the tui only shows an interactive list of files, and its supposed to render the file content if you select one, but that’s not happening right now. i’ve been working on the function to make opentui render the markdown. while opentui does have its own thing for markdown rendering ( ), i’m gonna render my own markdown. im currently trying to get tables working! Changelog ( c8ab716 ) Work further on rendering, start with rendering tables ( dc8b0be ) Start using OpenTUI for rendering TUI ( 86347cf ) Render unknown HTML correctly (without showing tags)
generational fuck up well i’ve messed up big time, sunken cost fallacy is real and it got me you see, i was using opentui earlier, but i decided to change because i realized that it doesn’t support ansi escape sequences. i landed on neo-neo-blessed , and it seemed cool, until i realized the list selection thing got fucked up because it didn’t handle scrolling list options with heights greater than 1 row properly which is a deal breaker. i also spent a lot of time patching its types, in fact that’s what most of this time went to i think i’ll use jsvision. it seems interesting and i’ve got nothing to lose. the only issue is it has one maintainer and 9 stars, but gpt found it, and it seems cool. also they have demos of the unmodified lib running in the browser which i wanted to do, so this will be fun Changelog ( 33e1c91 ) Start using neo-neo-blessed and do a generational fuck up
(back to) opentui! if you’ve read my last devlog, you might remember that i was considering the jsvision library. however, i came back to opentui because its still much simpler. also, i found that there are libs to adapt ansi! or at least chatgpt did at first i was doing ghostty-opentui , but i realized after some time that it was literally a whole terminal. then i got chatgpt to find me this package called ansi-sequence-parser ( https://www.npmjs.com/package/ansi-sequence-parser ) and its perfect! so now im using that to render the bold and italics! tbh i could just eliminate the middle stage ( stylize.ts ), but i put a lot of work into it and i’m extremely vulnerable to the sunken cost fallacy, so i’m doing this bloat lmao. also, i got ordered lists, bullet lists, and blockquotes working! they look so cool! as for the menu, its not doing very fine, but that’s because i’ve not worked on it! i’ll get to it, don’t worry! next up: code blocks (~2-4 hours) fixes to table rendering (<30 mins) fix image handling (it doesn’t handle relative paths correctly) (<1hr?) Changelog ( 8b44667 ) Add blockquotes and 1 row bottom margin to second-level renderables ( 3e5182f ) Add oredered list handling ( d997aff ) Switch back to OpenTUI, get things working
better types. debug mode and stdout! from my last devlog: next up: code blocks (~2-4 hours) fixes to table rendering (<30 mins) fix image handling (it doesn’t handle relative paths correctly) (<1hr?) of these, i’ve done none! what i have done though is add flags and types! i spent a while dealing with type errors because i decided to specify types instead of just putting any on ProcessedToken.content . i also added a debug flag, but literally all it does is show the console i also fixed the width thing, so the content is only as wide as the space you give it so cooll!! the main part of this is that i added a --print-to-stdout flag that just prints the formatted markdown to stdout! you can just scroll in your terminal instead of having a whole ass tui its kinda borked and incomplete though, so i’ll fix it up! it does print some garbage at the beginning so that’s not great anyways, i’d better do what i said i’ll do last devlog! i went off track for this lmao Changelog ( b1c0489 ) Implement half-baked print to stdout option ( aa3c029 ) Add debug flag, fix logic errors ( aa33e84 ) Specify types for ProcessedToken.content instead of any
holy fuck, you can pipe into stdin and tables render properly! while this is quite out of schedule (i usually post every 2-3 days), today brings some peak stuff! the peakest part is at the end firstly, i have in fact fixed tables! the issue was i was pushing the accumulated cells array to the rows array in the wrong loop. i was doing this in the loop that iterates over the cells in a row, so it was causing it to repeatedly push the same strings over and over. the fix was putting it in the loop just outside, that is, the loop that iterates over the rows in the table token! i’ve also improved the image handling! now Image classes have the buffer property renamed to content , and has a new property called properties , which is always {} . with this, it has all the properties of ProcessedToken , so my lsp won’t complain that some property doesn’t exist on Image speaking of ProcessedToken , its now an interface instead of a type. there’s also a new TableToken interface that extends ProcessedToken , with an alignment property. this makes it a bit easier to handle tables since the content property is narrowed. also, it seems like opentui’s tables don’t support alignment, so i might have to make a custom table function. i also upgraded opentui from 0.5.7 to 0.5.8! i have no idea what changed, but whatever i’ve also stopped using chalk to color my errors since the opentui console doesn’t support ansi now the peakest part is you can pipe markdown into the program . this is pretty peak and you must agree since there’s a lot of stuff you can do with this. for example, you could render arbitrary markdown without having to create a file first! it has a limitation though: if you’re on windows, you can’t use the interactive mode, and the rendered content is forced to print to stdout. this is because of a bug with bun. if you’re piping into the program, it’ll get the input by calling await Bun.stdin.text() , but this stops sending keypresses to opentui because of a bug in the bun runtime, so you can’t scroll down. i solved this issue (or rather, chatgpt solved this issue) by opening a read stream on /dev/tty . the issue with this is that /dev/tty doesn’t exist on windows since its not unix-like. my idea was to just, not let you do interactive mode on windows if you’re piping content to it. again, this is a bug with bun, and i’ll remove this limitation once one of the two is merged. that’s right, there’s two! here’s one for reference: https://github.com/oven-sh/bun/pull/32153 shit that was long Changelog ( dd07e14 ) Upgrade packages ( 77e6d34 ) Add support for piping into renderer.ts from stdin ( 1995f45 ) Improve image and ANSI handling, stop using chalk in errors ( 22cfacd ) Improve table handling, switch some types to interfaces pls like
code blocks, alerts, emojis and task lists! we’ve got loads of new cool stuff that get rendered now! first, github alerts/callouts now render nicely! they look like this: > [!TAG] > content where TAG can be NOTE , IMPORTANT , TIP , WARNING or CAUTION . they also have these cool icons next to them, but the catch is you need a nerd font for it. i’ll add an option to not need it and only use ascii characters next, we have highlighted code blocks! the renderer can highlight hundreds of languages using shiki ! you might not even have heard of some of the languages that it can highlight! imo its really nice looking and i love it! the bulk of this time came from adding support for task list items because i couldn’t figure out how to do it. eventually after some tinkering i’ve got it to work! it looks kinda cool too tbh i also got emoji support using an extension. it automatically converts :emoji: to the corresponding emoji if its in the unicode specification. finally, i added a simple height option that just sets the height of the renderer. it allows you to set the height of the renderer manually and that’s about it lmao Changelog ( b4f69ad ) Add height option ( beea3a6 ) Add task list items support ( 4c42c84 ) Add emoji support ( 564a761 ) Upgrade markdown-it, fix breaking changes ( 963d910 ) Add alerts support ( 5e266e8 ) Add icons in code blocks ( 0bf0af7 ) Add code block support
figlet headings, small headings, bottom bar, help menu and keybinds we’ve got a lot of new stuff! firstly we’ve got a bottom bar! all it does for now is show reMDer with a green bg and the file name next to it, but i’ll add more later! next we’ve got figlet headings! at the start i was thinking about using figlet for headings but i gave up on that. but now, i’m back to using it! this took a good chunk of the overflowing hours here but they look really cool too! passing a --no-render-headings or -H flag will make the headings render as normal text with colors instead of figlet fonts now! there’s now a tiny help menu in the corner! it only shows two keybinds right now–oh and speaking of keybinds… keybindings are now in ! for now you can press q to quit, ? to toggle the help menu, and C (shift+c) to open the console in debug mode and that’s about it next steps? here’s what i’m gonna do next: add support for horizontal rules add a table of contents feature like that of the leaf markdown viewer add some stuff to the bottom bar add an option to put the bottom bar at the top instead add support for a config file using YAML Changelog ( 9557586 ) Add help menu ( a4149e2 ) Add keybinds: q to quit, C to toggle console ( 4b18153 ) Finish figlet fonts support ( d23466d ) Start trying figlet again for ASCII art ( 33d52ea ) Start working on ASCII art for h2 headings ( b0e1668 ) Add option to not print big headings ( c58369c ) Start with bottom bar
table of contents feature is done! took only 10 hours, but im done with the table of contents thing! you can press shift+j to go down to the next heading, and i forgot to add shift+k 😭 anyway this took a while since i couldn’t figure out how to position the box properly and how to style it. this was fucking ass icl. i usually have much more to talk about but this wasn’t the most fun so here’s the commits: Changelog ( 5ccec11 ) Remove unnecessary focusing ToC ( 927cae9 ) Add tab cycling ( ae72d3d ) Scroll ToC menu to selected index instead of blindly 1 down ( 249d61a ) Implement scrolling ToC on pressing J ( a2ae0f2 ) Get table of contents feature working ( a6c7744 ) Add scrolling to next heading on pressing J ( 49f8fec ) Add “? - Help” hint to end of bottom bar
scroll one line at a time, render div and details elements not very big news here, but now you can: scroll just one line at a time instead of a whole renderable/element at once render div and details properly! now you can click on a details element to open and close it! this didn’t even take too long more technical, but i switched to mostly using the opentui renderable api which uses classes like TextRenderable or BoxRenderable that return a Renderable instance instead of functions like Text and Box which return a ProxiedVNode<T> . this is mostly because there’s a bunch of things a Renderable has that a ProxiedVNode doesn’t anyways im currently working on adding footnotes, so see you in a few days Changelog ( 64f6ed8 ) Add footnote plugin (usage WIP) (errors on run) ( ddd5c46 ) Add indicators to details elements and opening on click/space/enter ( 344806a ) Add support for rendering div and details elements ( d3b4a1d ) Fix small layout issues ( 5eb11b9 ) Scroll only one line at a time and convert (mostly) to Renderable API
last devlog this is my last devlog the project isn’t complete and i won’t be shipping it. you see, i was banned for 2 months for misconduct on slack (i will not provide details here but i deserved it, it was corny anyway), and as part of that ban, i can’t participate in any events, including stardance. in this time however, i’ve done a lot. there’s now spinners for images, proper tables, and so many more improvements. keep your eyes peeled for a release on the github ! 👀 also it doesn’t matter that this devlog is 15 hours over the limit, its not like i can do anything about it. also if one of you regulars in #stardance see this, can you please ask amber if i can have my sticky streak rewards? i really want the stickers and plushie Changelog ( 446103b ) Render details elements properly again ( f527e5d ) Better logs, align images in row when a paragraph contains only images ( 3df2f59 ) Make task list function use TextChunk over ANSI escapes ( 2367089 ) Add proper tables ( 47c2b42 ) Add aligning components ( 00785d7 ) Move from Chalk/ANSI escapes to OpenTUI StyledText for styles ( 429e4b6 ) Load images lazily with spinner while loading ( a993197 ) Use OpenTUI ImageRenderable for images in renderer ( aa96067 ) Improve types and error handling, work on image bug ( b54ad43 ) Revert “Add footnote plugin (usage WIP) (errors on run)”...
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reFlow by @Aki | Stardance
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Aki
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T11:45:46Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Honestly a fun project to start with, was QUITE confusing (why math) at the beginning but turned quite fun at the end. Ngl, the hardest part was actually setting up directories and making stuff point at other stuff in the correct way rather than making the actual code (yes im dumb okay) and that took MOST of my time and wasn’t even logged (21h GONE) cuz i forgot to download the desktop application and the only time logged was in the AI debug sesh and inspos and rules in Chrome…. sadness.", "repo": "https://github.com/extension1/reFlow", "demo": "https://reflow-337435966196.asia-southeast1.run.app/"}]...
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[{"post_id": 12254, "ts": "202 [{"post_id": 12254, "ts": "2026-06-20T00:42:01Z", "hours": 1.8578, "text": "reFlow Devlog 4 — pain & suffering++ long one, buckle up. also never posted devlog 3, so some of that’s folded in here. hour 13 (retroactive): hardware hijacking wanted the tunnel to interrogate your PC. hooked into the WebGL debug renderer extension for real GPU model strings (had to regex out ANGLE’s prefix junk), navigator.hardwareConcurrency for core count, performance.memory for live JS heap, and the Battery API for charge state. built a perf tracker timing the physics loop per frame — if it blows the 16ms budget, System Stress flips to CRITICAL with specific diagnoses like “Low Core Alert” instead of just “it’s lagging.” hour 17: the great physics divorce the entire physics engine was crammed inside Three.js’s render loop in WindTunnel.tsx. worked at 10k particles, died at 30k+ — browser froze, laptop got loud. ripped every physics function into a standalone physics.ts — pure math, zero Three.js imports, just numbers in and out. took two hours of replacing Vector3.set() calls with raw tuples and hand-rolled rotation matrices. hour 18: web workers enter the chat moved the whole particle loop off the main thread into a Web Worker via Vite’s one-line worker syntax. main thread sends position/velocity/color arrays, worker crunches 40k particles, sends them back. UI never freezes. used Transferable objects so arrays move by ownership transfer instead of getting copied every frame. added a main-thread fallback if workers fail to load. hour 19: the wake was lying to me old turbulence was just Math.sin() — predictable, periodic, fake. replaced with hash-based pseudo-random noise for organic chaos, added von Kármán vortex shedding behind bluff bodies (alternating vortex pairs, like lampposts oscillating in wind), and a no-slip boundary layer so particles slow down near surfaces instead of just bouncing. hour 20: the car was ugly and the flat plate was a brick car was a 2D extruded polygon that looked like a cheese wedge. rebuilt with bezier/quadratic curves for a real windshield, roofline, and spoiler lip, plus wheel arch cutouts. flat plate was basically a cutting board (BoxGeometry(0.3, 5.8, 5.8)) — thinned to 0.08 with beveled edges so it actually reads as a plate. hour 21: torus goes brrr torus was hardcoded. added live sliders for major radius (1.5–6.0) and minor radius (0.3–2.5) that rebuild the geometry AND feed the physics engine in real time. thin ring = ethereal vortex shedding, chonky donut = half-blocked tunnel. added an R/r ratio readout because it sounds smart. hour 22: the sidebar was eating my screen between left controls, right diagnostics, a bottom chart/AI panel, and a header full of badges, the 3D canvas shrank to a postage stamp. added collapsible panels — chevron toggles collapse the sidebars to thin strips and the canvas reclaims ~80% of the screen. sometimes the best feature is removing stuff. hour 23: the absolute madman feature (GLB loader) end of devlog 3 I said “maybe a glTF loader, we’ll see.” we saw. you can now upload any .glb/.gltf, and the app auto-scales/centers it, then voxelizes it — shoots rays through a 48×48×48 grid, counts intersections, and marks solid vs. air. physics engine uses that voxel grid for collisions. not physically perfect, but you can drop in a Stanford bunny and watch particles flow around its ears. file count went from 2 source files to 5. physics.ts alone is 731 lines of math. wrote more linear algebra this week than my whole school career. up next: markdown rendering for AI reports, and fixing the README’s leftover “YOUR_USERNAME” placeholders before anyone notices."}, {"post_id": 11360, "ts": "2026-06-18T16:00:42Z", "hours": 0.81, "text": "reFlow Devlog #2 - moar suffering!!!! round two. we are back. the wind tunnel is no longer just a 3d playground; it’s a quantum control deck. here is how i spent the last few hours losing sleep over perspective cameras, slice projection math, and custom state toggle controls. hour 7: the flatland incursion (toggling 2d slice mode) why turn a 3d tunnel back to 2d? because aerodynamics is all about cross-sections. how to constrain a 3d particle swarm to 2d without a total refactor: when “is2D” is true, we hijack the particle spawner. instead of spreading particles across x-axis depth, we force positions[idx] = (Math.random() - 0.5) * 0.1, wrapping the flow into a super thin sheet at x = 0. we also restricted the smoke line emitters to a vertical slice. the result looks like a clean laser-cut sheet of wind passing through the wing. (not really, but it’s the thought that counts) hour 8: camera capture and control hijacking particles are in 2d, but the camera still rotates in 3d. rotating it breaks the illusion (just a flat sheet of dots). solution: camera hijacking. when 2d mode triggers, we fly the camera to (38, 0, 0) looking down the x-axis at the wing. we disable OrbitControls rotation (controls.enableRotate = false) and force camera.up.set(0, 1, 0). debugging this was a nightmare—OrbitControls flips the camera if target/up vectors aren’t updated first. now, swapping dimensions is smooth. hour 9: freezing time (the pause engine) sometimes wind moves too fast to see gradients. we need a freeze-frame. added “isPaused” state. first try: skip the animate loop. but that froze the rendering, stopping camera rotation. second try: keep the rendering loop active, but bypass particle position updates. now you can pause, orbit in 3d, and inspect smoke streams and vectors suspended in amber. sci-fi vibes. hour 10: tuning the storm (particle customizability) default 6,000 particles is cool, but my GPU was barely breaking a sweat. expanded particle count up to 20,000 (step 1000) and added a size slider (0.1 to 1.5). adjusting particle size from tiny dust specks to fat plasma spheres is satisfying. setting count to 20,000 makes the wind tunnel look like a dense gas nebula. the cpu is sweating, but performance is smooth thanks to typed buffer array updates. hour 11: cyberpunk telemetry deck (hud overhaul) with new toggleable states (2d/3d and pause/play), the dashboard needed a facelift. built a cyber-cyan “Switch 2D” button with custom ambient glow shadows (shadow-[0_0_15px_rgba(125,249,255,0.15)]) and a yellow pause button changing to play icon. added a footer telemetry status pill showing “2D Slice | [Active Object]” vs “3D Space | [Active Object]”. makes the app feel like a high-budget engineering interface. hour 12: collision math strikes back (local normals) particles clipped through spherical and box obstacles due to lazy velocity mirroring. introduced a robust getNormalLocal(type, x, y, z) helper. when a particle collides with a sphere, we calculate the exact radial normal: (x/r, y/r, z/r). for box geometry, the helper evaluates which face was breached (min === dx logic) and returns an axis normal. now particles bounce and slide off physical bodies with realistic deflection vectors. no more ghosting. next up: actually making the visuals work (someone send help)"}, {"post_id": 10728, "ts": "2026-06-17T16:39:49Z", "hours": 2.4094, "text": "reFlow Devlog 1 - building a 3d wind tunnel without losing my mind (?) enjoy my suffering. hour 1: the “it’s not that hard” phase decided on: react, three.js, and tailwind css. getting three.js to render took half an hour because i forgot lights. stared at a pitch black void wondering why my life is like this. finally got a grey cube spinning. les go spinny coob hour 2: wikipedia math is scary goal: make an airfoil (wing shape). searched “naca airfoil math formula” and got hit with an abomination of an equation: yt = 5 * t * (0.2969 * sqrt(x) - 0.1260 * x - 0.3516 * x^2 + 0.2843 * x^3 - 0.1015 * x^4). wouldn’t have signed up if i knew math was involved. translated it into a javascript loop generating a THREE.Shape. my eyes watered staring at parentheses. messed up the loop direction 3 times and made twisted metal instead of a wing. had to scale it up cuz default was microscopic. after 4 tries, it looks like a wing. LETS GOOO hour 3: the wind has to blow made a particle system with 6,000 points. spawn at front, move back, respawn. easy, but particles must bend around the wing. wrote a collision loop. first draft: particles got stuck, formed a massive blue blob. second draft: calculated slope. particles flew off at 90-degree angles. coded a simplified double-flow vector calc. not real CFD (my laptop would explode running Navier-Stokes), but it looks real. hour 4: adding cool dashboards app needed to look like a telemetry deck. added: sidebar with sliders for viscosity, inlet speed, angle of attack. custom html5 canvas real-time graph. draws lift (cyan) and drag (orange) lines. legit math at home guys. pressure heatmap. flat vertical plane in center. slow air hitting nose = high pressure (RED). fast air over top = low pressure (NEON GREEN). tilting the wing shifts the red spot. ASMR for the eyes wooooo hour 5: stall warning and ai pilot added stall physics! over 15deg tilt, lift cuts by 70% and drag multiplies. added a flashing CRITICAL STALL WARNING banner. integrated Gemini API for aero reports then realized this comp requires no auth, so api keys are prolly an issue. wrote a local backup expert system. no API key = runs generateLocalReport() with rule-based templates. 100% plug-and-play. hour 6: single-file challenge wanted app super portable. one .html file. vite/tailwind output to .js and .css. wrote bundle.js to inline them which ended up giving “ReferenceError: require is not defined in ES module scope.” bruh. renamed it to bundle.cjs and that worked yay btw throwing html into google AI studio gets a free hosted site?? the more you know i guess lots of math still broken lol. coolest project i’ve built though. going to sleep for a week."}]...
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Title: reFlow by @Aki | Stardance
Devlogs:
reFlow Title: reFlow by @Aki | Stardance
Devlogs:
reFlow Devlog 1 - building a 3d wind tunnel without losing my mind (?) enjoy my suffering. hour 1: the “it’s not that hard” phase decided on: react, three.js, and tailwind css. getting three.js to render took half an hour because i forgot lights. stared at a pitch black void wondering why my life is like this. finally got a grey cube spinning. les go spinny coob hour 2: wikipedia math is scary goal: make an airfoil (wing shape). searched “naca airfoil math formula” and got hit with an abomination of an equation: yt = 5 * t * (0.2969 * sqrt(x) - 0.1260 * x - 0.3516 * x^2 + 0.2843 * x^3 - 0.1015 * x^4). wouldn’t have signed up if i knew math was involved. translated it into a javascript loop generating a THREE.Shape. my eyes watered staring at parentheses. messed up the loop direction 3 times and made twisted metal instead of a wing. had to scale it up cuz default was microscopic. after 4 tries, it looks like a wing. LETS GOOO hour 3: the wind has to blow made a particle system with 6,000 points. spawn at front, move back, respawn. easy, but particles must bend around the wing. wrote a collision loop. first draft: particles got stuck, formed a massive blue blob. second draft: calculated slope. particles flew off at 90-degree angles. coded a simplified double-flow vector calc. not real CFD (my laptop would explode running Navier-Stokes), but it looks real. hour 4: adding cool dashboards app needed to look like a telemetry deck. added: sidebar with sliders for viscosity, inlet speed, angle of attack. custom html5 canvas real-time graph. draws lift (cyan) and drag (orange) lines. legit math at home guys. pressure heatmap. flat vertical plane in center. slow air hitting nose = high pressure (RED). fast air over top = low pressure (NEON GREEN). tilting the wing shifts the red spot. ASMR for the eyes wooooo hour 5: stall warning and ai pilot added stall physics! over 15deg tilt, lift cuts by 70% and drag multiplies. added a flashing CRITICAL STALL WARNING banner. integrated Gemini API for aero reports then realized this comp requires no auth, so api keys are prolly an issue. wrote a local backup expert system. no API key = runs generateLocalReport() with rule-based templates. 100% plug-and-play. hour 6: single-file challenge wanted app super portable. one .html file. vite/tailwind output to .js and .css. wrote bundle.js to inline them which ended up giving “ReferenceError: require is not defined in ES module scope.” bruh. renamed it to bundle.cjs and that worked yay btw throwing html into google AI studio gets a free hosted site?? the more you know i guess lots of math still broken lol. coolest project i’ve built though. going to sleep for a week.
reFlow Devlog #2 - moar suffering!!!! round two. we are back. the wind tunnel is no longer just a 3d playground; it’s a quantum control deck. here is how i spent the last few hours losing sleep over perspective cameras, slice projection math, and custom state toggle controls. hour 7: the flatland incursion (toggling 2d slice mode) why turn a 3d tunnel back to 2d? because aerodynamics is all about cross-sections. how to constrain a 3d particle swarm to 2d without a total refactor: when “is2D” is true, we hijack the particle spawner. instead of spreading particles across x-axis depth, we force positions[idx] = (Math.random() - 0.5) * 0.1, wrapping the flow into a super thin sheet at x = 0. we also restricted the smoke line emitters to a vertical slice. the result looks like a clean laser-cut sheet of wind passing through the wing. (not really, but it’s the thought that counts) hour 8: camera capture and control hijacking particles are in 2d, but the camera still rotates in 3d. rotating it breaks the illusion (just a flat sheet of dots). solution: camera hijacking. when 2d mode triggers, we fly the camera to (38, 0, 0) looking down the x-axis at the wing. we disable OrbitControls rotation (controls.enableRotate = false) and force camera.up.set(0, 1, 0). debugging this was a nightmare—OrbitControls flips the camera if target/up vectors aren’t updated first. now, swapping dimensions is smooth. hour 9: freezing time (the pause engine) sometimes wind moves too fast to see gradients. we need a freeze-frame. added “isPaused” state. first try: skip the animate loop. but that froze the rendering, stopping camera rotation. second try: keep the rendering loop active, but bypass particle position updates. now you can pause, orbit in 3d, and inspect smoke streams and vectors suspended in amber. sci-fi vibes. hour 10: tuning the storm (particle customizability) default 6,000 particles is cool, but my GPU was barely breaking a sweat. expanded particle count up to 20,000 (step 1000) and added a size slider (0.1 to 1.5). adjusting particle size from tiny dust specks to fat plasma spheres is satisfying. setting count to 20,000 makes the wind tunnel look like a dense gas nebula. the cpu is sweating, but performance is smooth thanks to typed buffer array updates. hour 11: cyberpunk telemetry deck (hud overhaul) with new toggleable states (2d/3d and pause/play), the dashboard needed a facelift. built a cyber-cyan “Switch 2D” button with custom ambient glow shadows (shadow-[0_0_15px_rgba(125,249,255,0.15)]) and a yellow pause button changing to play icon. added a footer telemetry status pill showing “2D Slice | [Active Object]” vs “3D Space | [Active Object]”. makes the app feel like a high-budget engineering interface. hour 12: collision math strikes back (local normals) particles clipped through spherical and box obstacles due to lazy velocity mirroring. introduced a robust getNormalLocal(type, x, y, z) helper. when a particle collides with a sphere, we calculate the exact radial normal: (x/r, y/r, z/r). for box geometry, the helper evaluates which face was breached (min === dx logic) and returns an axis normal. now particles bounce and slide off physical bodies with realistic deflection vectors. no more ghosting. next up: actually making the visuals work (someone send help)
reFlow Devlog 4 — pain & suffering++ long one, buckle up. also never posted devlog 3, so some of that’s folded in here. hour 13 (retroactive): hardware hijacking wanted the tunnel to interrogate your PC. hooked into the WebGL debug renderer extension for real GPU model strings (had to regex out ANGLE’s prefix junk), navigator.hardwareConcurrency for core count, performance.memory for live JS heap, and the Battery API for charge state. built a perf tracker timing the physics loop per frame — if it blows the 16ms budget, System Stress flips to CRITICAL with specific diagnoses like “Low Core Alert” instead of just “it’s lagging.” hour 17: the great physics divorce the entire physics engine was crammed inside Three.js’s render loop in WindTunnel.tsx. worked at 10k particles, died at 30k+ — browser froze, laptop got loud. ripped every physics function into a standalone physics.ts — pure math, zero Three.js imports, just numbers in and out. took two hours of replacing Vector3.set() calls with raw tuples and hand-rolled rotation matrices. hour 18: web workers enter the chat moved the whole particle loop off the main thread into a Web Worker via Vite’s one-line worker syntax. main thread sends position/velocity/color arrays, worker crunches 40k particles, sends them back. UI never freezes. used Transferable objects so arrays move by ownership transfer instead of getting copied every frame. added a main-thread fallback if workers fail to load. hour 19: the wake was lying to me old turbulence was just Math.sin() — predictable, periodic, fake. replaced with hash-based pseudo-random noise for organic chaos, added von Kármán vortex shedding behind bluff bodies (alternating vortex pairs, like lampposts oscillating in wind), and a no-slip boundary layer so particles slow down near surfaces instead of just bouncing. hour 20: the car was ugly and the flat plate was a brick car was a 2D extruded polygon that looked like a cheese wedge. rebuilt with bezier/quadratic curves for a real windshield, roofline, and spoiler lip, plus wheel arch cutouts. flat plate was basically a cutting board (BoxGeometry(0.3, 5.8, 5.8)) — thinned to 0.08 with beveled edges so it actually reads as a plate. hour 21: torus goes brrr torus was hardcoded. added live sliders for major radius (1.5–6.0) and minor radius (0.3–2.5) that rebuild the geometry AND feed the physics engine in real time. thin ring = ethereal vortex shedding, chonky donut = half-blocked tunnel. added an R/r ratio readout because it sounds smart. hour 22: the sidebar was eating my screen between left controls, right diagnostics, a bottom chart/AI panel, and a header full of badges, the 3D canvas shrank to a postage stamp. added collapsible panels — chevron toggles collapse the sidebars to thin strips and the canvas reclaims ~80% of the screen. sometimes the best feature is removing stuff. hour 23: the absolute madman feature (GLB loader) end of devlog 3 I said “maybe a glTF loader, we’ll see.” we saw. you can now upload any .glb/.gltf, and the app auto-scales/centers it, then voxelizes it — shoots rays through a 48×48×48 grid, counts intersections, and marks solid vs. air. physics engine uses that voxel grid for collisions. not physically perfect, but you can drop in a Stanford bunny and watch particles flow around its ears. file count went from 2 source files to 5. physics.ts alone is 731 lines of math. wrote more linear algebra this week than my whole school career. up next: markdown rendering for AI reports, and fixing the README’s leftover “YOUR_USERNAME” placeholders before anyone notices.
Ships:
Honestly a fun project to start with, was QUITE confusing (why math) at the beginning but turned quite fun at the end. Ngl, the hardest part was actually setting up directories and making stuff point at other stuff in the correct way rather than making the actual code (yes im dumb okay) and that took MOST of my time and wasn’t even logged (21h GONE) cuz i forgot to download the desktop application and the only time logged was in the AI debug sesh and inspos and rules in Chrome…. sadness....
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1793094807.6562772
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1793181207.6562772
|
|
18162
|
rc plane by @berzs | Stardance
|
berzs
|
0
|
1.64
|
0
|
[]
|
[{"post_id": 15583, "ts": "202 [{"post_id": 15583, "ts": "2026-06-25T10:47:10Z", "hours": 0.5472, "text": "I spent the day wiring up the electronics for the esp now protocol. Sadly it has much more latency than i thought it would have. But theres no stopping. I will assemble the plane but have doubts about its capabilities."}, {"post_id": 13074, "ts": "2026-06-21T11:56:50Z", "hours": 0.8028, "text": "built this prototype in cad. i will make it out of foam then build the electornics for it. this smalll prototype will use esp now protocol for the controlling. Designed it using a couple of rule of thumbs. will do a testflight and adjust accordingly"}, {"post_id": 8304, "ts": "2026-06-13T20:09:00Z", "hours": 0.2936, "text": "making a smaller prototype, will build it next week made the motor mount and the fuselage"}]...
|
Title: rc plane by @berzs | Stardance
Devlogs:
ma Title: rc plane by @berzs | Stardance
Devlogs:
making a smaller prototype, will build it next week made the motor mount and the fuselage
built this prototype in cad. i will make it out of foam then build the electornics for it. this smalll prototype will use esp now protocol for the controlling. Designed it using a couple of rule of thumbs. will do a testflight and adjust accordingly
I spent the day wiring up the electronics for the esp now protocol. Sadly it has much more latency than i thought it would have. But theres no stopping. I will assemble the plane but have doubts about its capabilities....
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1792633942.9859688
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1793238742.9859688
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|
45727
|
rc car that anybody can controll anywhere from the rc car that anybody can controll anywhere from the world by @IlliaMarkov | Stardance...
|
IlliaMarkov
|
0
|
4.97
|
0
|
[]
|
[{"post_id": 62493, "ts": "202 [{"post_id": 62493, "ts": "2026-09-05T21:38:06Z", "hours": 0.8833, "text": "THE WEBSITE IS LIVE FOR TESTING! You can drive my rc yes you cab drive it here are the links for both controll and additinal veiw: THE RC CAR CONTROLL: https://disk-patch-survival-tap.trycloudflare.com/ TOP VEIW: https://danny-digital-axis-before.trycloudflare.com/ GITHUB: https://github.com/IlliaMarkovCode/webcontrol_V4 I have added a que system so if you see the sorry screan just wait for a bit and then it will let you leave when the other person leave. When you leaving the website use A BIG YELLOW BUTTON TO LEAVE the websute my brake and not let the other person join before the time of runns out. Have fun with the car but if there are any isseus leave a comment I will try to fix them before I ship but again have fun."}, {"post_id": 56992, "ts": "2026-08-29T01:50:41Z", "hours": 0.3833, "text": "Big changes for my website controlled rc car, I mostly solved all the issue is had before, added buttons so people can control thought the phone, added a little arm so people can pick and place stuff with it really fun, and most importantly a webcam to to the robot so people can see the view and put it on a website it’s really coming together. also I modified one of the model of wheel to make it fit my car and when to my local libry to print it not sure if I am gonna use them yet but they look pro ig, but I really like it :D Code(it used flask now and also I added stl file for the wheels): https://github.com/IlliaMarkovCode/webcontrol_V3"}, {"post_id": 56240, "ts": "2026-08-27T22:23:21Z", "hours": 0.5264, "text": "WEBSITE CAN RUN PUBLICLY!! Now my RC car can be controller by basically anybody thought website(running though Cloudflare tunnel service)but I am not releasing into the public just yet. I am not even sure if my website is safe. It still need a lot of improvements. It need vison, some sort of line system and mobile support I still have a lot of work to be done, but I am getting closer and closer. Code: https://github.com/IlliaMarkovCode/webcontrol_V2"}, {"post_id": 55189, "ts": "2026-08-26T18:16:05Z", "hours": 0.6, "text": "GOT THE WEBSITE WORKING!! Sadly for now it only running locally so I can host it only network but, it fixed all the issue with delays and inputs(had to ask claude for this one), and I made the robot smaller and now it turn no problem, I am still waiting for a smaller power bank to arrive so I can but on the robot byt we are getting there. Code: https://github.com/IlliaMarkovCode/webcontrol_V1"}, {"post_id": 54626, "ts": "2026-08-25T17:27:40Z", "hours": 1.2503, "text": "I got two prototype working, the fist one I tired was without the front wheels just to see how it works, it worked okey but because I used pynput libery it had an issue where it would have a gap in between driving so I added a timeout so where there was gap in input it would just skip it but it added another issue where it would have a delay when I actually when I release the key to stop, and then later I added front wheel but I had trouble running, I thinks it’s because how far away they are from the turning point so I am gonna move it closer together YEYEYE Code: https://github.com/IlliaMarkovCode/motor_test_V2_and_V3"}, {"post_id": 54169, "ts": "2026-08-25T01:05:05Z", "hours": 0.8833, "text": "Firstly I had to buy some electrical components with was probaly the most terios part. If you live in London ON I would strongly recommend Electrical & Electronic Supply Inc it has basically everything you need for a Arduino or the raspberry pi I got all the part no problem and it costed around $50 for all I needed and soldering iron. I did quite a bit of testing with the motors I got and one of them to spin with a simple code and then with a proper code I got all 4 spinning in order. Code: https://github.com/IlliaMarkovCode/motor_test_V1_and_V2"}, {"post_id": 54108, "ts": "2026-08-24T22:14:37Z", "hours": 0.4442, "text": "This project has already been moslty fnished, but I discoved about the hackclub just about now I still wanna share the project that I have been working on over this summer. I am gonna split it in to multiple devlog tring to show how my progres went on my rc car. I have quite a bit I can share and maybe so of you might be try it yourself so IDK enjoy."}]...
|
Title: rc car that anybody can controll anywhere f Title: rc car that anybody can controll anywhere from the world by @IlliaMarkov | Stardance
Devlogs:
This project has already been moslty fnished, but I discoved about the hackclub just about now I still wanna share the project that I have been working on over this summer. I am gonna split it in to multiple devlog tring to show how my progres went on my rc car. I have quite a bit I can share and maybe so of you might be try it yourself so IDK enjoy.
Firstly I had to buy some electrical components with was probaly the most terios part. If you live in London ON I would strongly recommend Electrical & Electronic Supply Inc it has basically everything you need for a Arduino or the raspberry pi I got all the part no problem and it costed around $50 for all I needed and soldering iron. I did quite a bit of testing with the motors I got and one of them to spin with a simple code and then with a proper code I got all 4 spinning in order. Code: https://github.com/IlliaMarkovCode/motor_test_V1_and_V2
I got two prototype working, the fist one I tired was without the front wheels just to see how it works, it worked okey but because I used pynput libery it had an issue where it would have a gap in between driving so I added a timeout so where there was gap in input it would just skip it but it added another issue where it would have a delay when I actually when I release the key to stop, and then later I added front wheel but I had trouble running, I thinks it’s because how far away they are from the turning point so I am gonna move it closer together YEYEYE Code: https://github.com/IlliaMarkovCode/motor_test_V2_and_V3
GOT THE WEBSITE WORKING!! Sadly for now it only running locally so I can host it only network but, it fixed all the issue with delays and inputs(had to ask claude for this one), and I made the robot smaller and now it turn no problem, I am still waiting for a smaller power bank to arrive so I can but on the robot byt we are getting there. Code: https://github.com/IlliaMarkovCode/webcontrol_V1
WEBSITE CAN RUN PUBLICLY!! Now my RC car can be controller by basically anybody thought website(running though Cloudflare tunnel service)but I am not releasing into the public just yet. I am not even sure if my website is safe. It still need a lot of improvements. It need vison, some sort of line system and mobile support I still have a lot of work to be done, but I am getting closer and closer. Code: https://github.com/IlliaMarkovCode/webcontrol_V2
Big changes for my website controlled rc car, I mostly solved all the issue is had before, added buttons so people can control thought the phone, added a little arm so people can pick and place stuff with it really fun, and most importantly a webcam to to the robot so people can see the view and put it on a website it’s really coming together. also I modified one of the model of wheel to make it fit my car and when to my local libry to print it not sure if I am gonna use them yet but they look pro ig, but I really like it :D Code(it used flask now and also I added stl file for the wheels): https://github.com/IlliaMarkovCode/webcontrol_V3
THE WEBSITE IS LIVE FOR TESTING! You can drive my rc yes you cab drive it here are the links for both controll and additinal veiw: THE RC CAR CONTROLL: https://disk-patch-survival-tap.trycloudflare.com/ TOP VEIW: https://danny-digital-axis-before.trycloudflare.com/ GITHUB: https://github.com/IlliaMarkovCode/webcontrol_V4 I have added a que system so if you see the sorry screan just wait for a bit and then it will let you leave when the other person leave. When you leaving the website use A BIG YELLOW BUTTON TO LEAVE the websute my brake and not let the other person join before the time of runns out. Have fun with the car but if there are any isseus leave a comment I will try to fix them before I ship but again have fun....
|
1792634018.7284071
|
1793238818.7284071
|
|
7541
|
rc car by @jonathanwillner | Stardance
|
jonathanwillner
|
0
|
24.0
|
0
|
[]
|
[{"post_id": 3227, "ts": "2026 [{"post_id": 3227, "ts": "2026-06-06T01:48:55Z", "hours": 24.0, "text": "e"}]...
|
Title: rc car by @jonathanwillner | Stardance
Dev Title: rc car by @jonathanwillner | Stardance
Devlogs:
e...
|
1792954161.0555346
|
1793818161.0555346
|
|
35627
|
rc car by @hemantradhakrishnan | Stardance
|
hemantradhakrishnan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rc car by @hemantradhakrishnan | Stardance
|
1793181357.5817738
|
1793786157.5817738
|
|
31878
|
rc car by @harjassinghghedu | Stardance
|
harjassinghghedu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rc car by @harjassinghghedu | Stardance
|
1792612187.1916628
|
1793216987.1916628
|
|
12044
|
rc car by @demircimustafacan08 | Stardance
|
demircimustafacan08
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rc car by @demircimustafacan08 | Stardance
|
1792612531.2862072
|
1793217331.2862072
|
|
51806
|
rc car by @chrif | Stardance
|
chrif
|
0
|
22.69
|
0
|
[]
|
[{"post_id": 71330, "ts": "202 [{"post_id": 71330, "ts": "2026-09-20T17:11:35Z", "hours": 5.9003, "text": "i finished the schematics in kicad, then made the case/shell and made it link with the chassis using magnets then i made the github for the project and set everything up including the readme and exporting the bodies for 3d printing then i made the zine and with that the project is pretty much done (note: i might come back to it or reuse it for other projects and add stuff like cameras or path finding or ai detection or a bionic hand or something)"}, {"post_id": 69309, "ts": "2026-09-16T19:34:44Z", "hours": 2.1169, "text": "i finished the cad and steering and now we need to do the schematics, the programming, and the case"}, {"post_id": 66121, "ts": "2026-09-11T18:48:44Z", "hours": 7.065, "text": "dude omg i made an error on the last devlog by putting the motor next to the two wheel gears without a differential so i thought “ oh easy i just need to add a differential and that’s it” it was not that easy. you can tell by the amount of time that i spent a lot of time trying to figure this out but i finally got it to work after endless mistakes and fusion 360 hickups and glitches and inconvenieces but im pretty sure it should work this time i just need to add the steering and we’re pretty much done with cad"}, {"post_id": 59257, "ts": "2026-08-31T23:02:10Z", "hours": 1.2, "text": "today i fixed the problems with the axles not aligning and then i finished designing the gearboxes and honestly it was easer than i though, before starting the project i thought it was going to be a way bigger prolem than it actually was now i only have the steering left and that will be all the cad work done for now i hope to tackle a more challenging project in the future"}, {"post_id": 58330, "ts": "2026-08-30T18:28:13Z", "hours": 2.2022, "text": "i added the ball bearings that let the wheels turn and then i started working on the gearbox while fixing some design mistakes along the way, looking for how to get a 3d model of a bevel gear was a problem but that got solved quickly although putting them in place on the assembly was tough but when i went to add the axles that connect to the back wheels i noticed a fatal mistake i made is that i forgot that the wheels have to be on the same height yet i put the front wheels too high up or the back wheels too low down either way its going to be a hassle fixing it i wish i noticed it earlier"}, {"post_id": 55253, "ts": "2026-08-26T22:21:37Z", "hours": 2.5922, "text": "i added the spinning axles on the front and made space for the ball bearings since i couldnt find a model for them anywhere and shaped the axle to fing the standart rc car wheels (the yellow ones that are in every beginers kit) and made mounting holes for all the components now all thats left cad-wise is to make the gearbox and the rear axles and then i have to make the schematics and then the programming"}, {"post_id": 51757, "ts": "2026-08-21T16:18:35Z", "hours": 1.6169, "text": "today i planned out the whole project and what i want the final product to look like and then a 3d model to place the components and see how the dimensions will fit together as well as picking the components needed for the bare minimum prototype"}]...
|
Title: rc car by @chrif | Stardance
Devlogs:
toda Title: rc car by @chrif | Stardance
Devlogs:
today i planned out the whole project and what i want the final product to look like and then a 3d model to place the components and see how the dimensions will fit together as well as picking the components needed for the bare minimum prototype
i added the spinning axles on the front and made space for the ball bearings since i couldnt find a model for them anywhere and shaped the axle to fing the standart rc car wheels (the yellow ones that are in every beginers kit) and made mounting holes for all the components now all thats left cad-wise is to make the gearbox and the rear axles and then i have to make the schematics and then the programming
i added the ball bearings that let the wheels turn and then i started working on the gearbox while fixing some design mistakes along the way, looking for how to get a 3d model of a bevel gear was a problem but that got solved quickly although putting them in place on the assembly was tough but when i went to add the axles that connect to the back wheels i noticed a fatal mistake i made is that i forgot that the wheels have to be on the same height yet i put the front wheels too high up or the back wheels too low down either way its going to be a hassle fixing it i wish i noticed it earlier
today i fixed the problems with the axles not aligning and then i finished designing the gearboxes and honestly it was easer than i though, before starting the project i thought it was going to be a way bigger prolem than it actually was now i only have the steering left and that will be all the cad work done for now i hope to tackle a more challenging project in the future
dude omg i made an error on the last devlog by putting the motor next to the two wheel gears without a differential so i thought “ oh easy i just need to add a differential and that’s it” it was not that easy. you can tell by the amount of time that i spent a lot of time trying to figure this out but i finally got it to work after endless mistakes and fusion 360 hickups and glitches and inconvenieces but im pretty sure it should work this time i just need to add the steering and we’re pretty much done with cad
i finished the cad and steering and now we need to do the schematics, the programming, and the case
i finished the schematics in kicad, then made the case/shell and made it link with the chassis using magnets then i made the github for the project and set everything up including the readme and exporting the bodies for 3d printing then i made the zine and with that the project is pretty much done (note: i might come back to it or reuse it for other projects and add stuff like cameras or path finding or ai detection or a bionic hand or something)...
|
1792687745.7716203
|
1793292545.7716203
|
|
52180
|
rc car by @Nova-Tech | Stardance
|
Nova-Tech
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rc car by @Nova-Tech | Stardance
|
1792698719.4869456
|
1793303519.4869456
|
|
35473
|
rc car by @KobeL | Stardance
|
KobeL
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rc car by @KobeL | Stardance
|
1792806513.2475684
|
1793411313.2475684
|
|
45735
|
rc car by @AryaD | Stardance
|
AryaD
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rc car by @AryaD | Stardance
|
1792634038.5067258
|
1793238838.5067258
|
|
61003
|
rc car by @AgentK | Stardance
|
AgentK
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rc car by @AgentK | Stardance
|
1793037152.7167134
|
1793641952.7167134
|
|
46470
|
rbpt by @unfreeinfreedom | Stardance
|
unfreeinfreedom
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: rbpt by @unfreeinfreedom | Stardance
|
1792666260.327805
|
1793271060.327805
|
|
37974
|
raytracer by @saltn | Stardance
|
saltn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: raytracer by @saltn | Stardance
|
1792554836.9623826
|
1793159636.9623826
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rayjam by @logabe | Stardance
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logabe
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0.55
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[{"post_id": 17, "ts": "2026-0 [{"post_id": 17, "ts": "2026-05-31T07:58:22Z", "hours": 0.5472, "text": "Hello Stardance! Here’s a very quick devlog so I can test this out before I go to bed haha. I threw together a music player program in C w/ Raylib. You drag in the file you want to play and it will loop it until you close the program or drag in another one. Happy hacking!!"}]...
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Title: rayjam by @logabe | Stardance
Devlogs:
Hel Title: rayjam by @logabe | Stardance
Devlogs:
Hello Stardance! Here’s a very quick devlog so I can test this out before I go to bed haha. I threw together a music player program in C w/ Raylib. You drag in the file you want to play and it will loop it until you close the program or drag in another one. Happy hacking!!...
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1792795725.6119006
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1793400525.6119006
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