|
58878
|
personal dashboard by @kenji | Stardance
|
kenji
|
0
|
5.06
|
0
|
[]
|
[{"post_id": 79526, "ts": "202 [{"post_id": 79526, "ts": "2026-10-14T13:23:57Z", "hours": 1.2889, "text": "YOOOOOOOOOO alot have been adding nowwww!! lesgooooo, first of all the window is finnallly grabable and it can be closedd. second i added smooth cursor, i got the idea from @Hexaa !!!. for now that’s all of it!!"}, {"post_id": 78055, "ts": "2026-10-09T12:10:00Z", "hours": 1.1928, "text": "cool huh? so yeah i use tailwind too bcs i want to and uhh i love the glassmorphism <3"}, {"post_id": 76980, "ts": "2026-10-05T08:05:45Z", "hours": 0.8889, "text": "have to changed to vite gng. for component"}, {"post_id": 73893, "ts": "2026-09-26T08:42:18Z", "hours": 1.1392, "text": "YO GNGGGGGG ITS FINNALLYYYY, its pretty cool actually. i’d loved it so so so so muchh. btw the asset is pretty much i stole it from the internet hehe. but its legal yk. i’ll come back when it have more pprrooggrresss"}, {"post_id": 67206, "ts": "2026-09-13T08:13:52Z", "hours": 0.5481, "text": "yooo im inspired from macos 27 golden gate, so i will makin it similar to that. hope there isn’t a bug :)"}]...
|
Title: personal dashboard by @kenji | Stardance
D Title: personal dashboard by @kenji | Stardance
Devlogs:
yooo im inspired from macos 27 golden gate, so i will makin it similar to that. hope there isn’t a bug :)
YO GNGGGGGG ITS FINNALLYYYY, its pretty cool actually. i’d loved it so so so so muchh. btw the asset is pretty much i stole it from the internet hehe. but its legal yk. i’ll come back when it have more pprrooggrresss
have to changed to vite gng. for component
cool huh? so yeah i use tailwind too bcs i want to and uhh i love the glassmorphism <3
YOOOOOOOOOO alot have been adding nowwww!! lesgooooo, first of all the window is finnallly grabable and it can be closedd. second i added smooth cursor, i got the idea from @Hexaa !!!. for now that’s all of it!!...
|
1792774055.6849623
|
1793378855.6849623
|
|
32885
|
personal by @advayc | Stardance
|
advayc
|
1
|
11.06
|
35
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T12:15:13Z", "hours": 10.0, "multiplier": 5.13, "payout": 35, "blessing": "neutral", "text": "revamped the site with a new page at /resume. also did a lot of technical optimzations behind the scenes on the main page too. PLZ PLZ PLZ view /resume !!!", "repo": "https://github.com/advayc/personal", "demo": "https://advay.ca/"}]...
|
[{"post_id": 38748, "ts": "202 [{"post_id": 38748, "ts": "2026-08-01T09:29:37Z", "hours": 0.4156, "text": "bug fixes and reordering bg styles"}, {"post_id": 38080, "ts": "2026-07-31T09:21:29Z", "hours": 0.6483, "text": "change background styling of the main page adn hover effect on terminals, might add the internet terminal and draw terminal onto the resume page"}, {"post_id": 37570, "ts": "2026-07-30T12:09:04Z", "hours": 0.4836, "text": "wip and better description, also default styles"}, {"post_id": 37204, "ts": "2026-07-29T19:00:27Z", "hours": 1.2425, "text": "create background styles, grid, dots, none, stripes, crosshatch, polka, diamond also combined with diff colours that u can access on command center, also put a proper footer here with settings toggle, diff colour combinations are all present"}, {"post_id": 35835, "ts": "2026-07-27T15:02:38Z", "hours": 0.7483, "text": "add icons and new img"}, {"post_id": 35736, "ts": "2026-07-27T11:17:22Z", "hours": 3.2006, "text": "add new page as a summary on my personal site, figuring out how to change it a bit and make the design nicer and so it flows better on the whole site"}, {"post_id": 25121, "ts": "2026-07-09T03:52:17Z", "hours": 4.3389, "text": "set up the internet terminal, going to optmize it further because it uses a lot of cpu usage and ram and it runs very slow"}]...
|
Title: personal by @advayc | Stardance
Devlogs:
s Title: personal by @advayc | Stardance
Devlogs:
set up the internet terminal, going to optmize it further because it uses a lot of cpu usage and ram and it runs very slow
add new page as a summary on my personal site, figuring out how to change it a bit and make the design nicer and so it flows better on the whole site
add icons and new img
create background styles, grid, dots, none, stripes, crosshatch, polka, diamond also combined with diff colours that u can access on command center, also put a proper footer here with settings toggle, diff colour combinations are all present
wip and better description, also default styles
change background styling of the main page adn hover effect on terminals, might add the internet terminal and draw terminal onto the resume page
bug fixes and reordering bg styles
Ships:
revamped the site with a new page at /resume. also did a lot of technical optimzations behind the scenes on the main page too. PLZ PLZ PLZ view /resume !!!...
|
1793289024.5081303
|
1793375424.5081303
|
|
68680
|
personal blog by @fiddletwo | Stardance
|
fiddletwo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: personal blog by @fiddletwo | Stardance
|
1793123572.300086
|
1793728372.300086
|
|
34911
|
personal ai staff by @nikolozdidebashvili21 | Star personal ai staff by @nikolozdidebashvili21 | Stardance...
|
nikolozdidebashvili21
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T07:48:19Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i am proud of myself it was so hard but i did it using claude code", "repo": "https://github.com/nikolozdidebashvili19/personalAI-staff", "demo": "https://aria-assistant-amber.vercel.app/"}]...
|
[{"post_id": 28142, "ts": "202 [{"post_id": 28142, "ts": "2026-07-14T07:45:51Z", "hours": 2.1964, "text": "ai that has access to your computer (must use claude brain and terminal version for this function)"}]...
|
Title: personal ai staff by @nikolozdidebashvili21 Title: personal ai staff by @nikolozdidebashvili21 | Stardance
Devlogs:
ai that has access to your computer (must use claude brain and terminal version for this function)
Ships:
i am proud of myself it was so hard but i did it using claude code...
|
1793292618.8303366
|
1793379018.8303366
|
|
30191
|
persomnal site :3 by @meowllory22 | Stardance
|
meowllory22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: persomnal site :3 by @meowllory22 | Stardan Title: persomnal site :3 by @meowllory22 | Stardance...
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1792641221.8573992
|
1793246021.8573992
|
|
29341
|
persoanlk by @Mr_Sawblade | Stardance
|
Mr_Sawblade
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: persoanlk by @Mr_Sawblade | Stardance
|
1792792368.4655528
|
1793397168.4655528
|
|
39611
|
persistent notes™ feat: gkeep api by @jonaspl | St persistent notes™ feat: gkeep api by @jonaspl | Stardance...
|
jonaspl
|
0
|
3.19
|
0
|
[]
|
[{"post_id": 35566, "ts": "202 [{"post_id": 35566, "ts": "2026-07-27T03:01:25Z", "hours": 3.1892, "text": "worked on this all day- looking for a few beta testers once my website is up! (mac & windows)"}]...
|
Title: persistent notes™ feat: gkeep api by @jonas Title: persistent notes™ feat: gkeep api by @jonaspl | Stardance
Devlogs:
worked on this all day- looking for a few beta testers once my website is up! (mac & windows)...
|
1793184503.7582328
|
1793789303.7582328
|
|
65625
|
persional website by @adora | Stardance
|
adora
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: persional website by @adora | Stardance
|
1793090883.9028451
|
1793695683.9028451
|
|
31168
|
perpetual daylight glider by @omarkafeelkamal | St perpetual daylight glider by @omarkafeelkamal | Stardance...
|
omarkafeelkamal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: perpetual daylight glider by @omarkafeelkam Title: perpetual daylight glider by @omarkafeelkamal | Stardance...
|
1792687974.1158557
|
1793292774.1158557
|
|
43842
|
peroxide by @andrei | Stardance
|
andrei
|
0
|
5.89
|
0
|
[]
|
[{"post_id": 56027, "ts": "202 [{"post_id": 56027, "ts": "2022-07-26T00:00:00Z", "hours": 1.57, "text": "first entry of the day! (and it took a lot longer than i expected) i moved all the silkscreen numbers about and this is what the drc and board look like! i made all the designators 0.8mm x 0.8mm and 0.15mm thick because otherwise they just wouldnt fit :( i made some decals in photoshop as well! imported them into kicad and changed the board colour, and this is what it looks like! im really happy with the final product! entry time : 1 hours 34 minutes total time : 5 hours 49 minutes"}, {"post_id": 55996, "ts": "2021-07-26T00:00:00Z", "hours": 3.57, "text": "this took loads and loads of trial and error so strap in for it! i first assigned footprints to all the components, which is all well and good, right? wrong. i hate 0805 footprints with my whole heart. so after 5 redesigns trying to make all of the decoupling caps and what have you fit - i caved and used 0402 footprints; and oh my lord are they a godsend! but after placing components and wiring them all up, i realised i forgot about the pin headers, and because i want the bottom as a solid ground plane - it meant that i had to rearrange everything in the schematic. absolute nightmare. however, we move - and move we did. whoever invented the idea of filled zones i love you cause just look at this absolutely wonderful. anyway - in a short 3 hours and like 30 minutes we get this masterpiece now i will admit she’s not exactly a looker - but come on its my first attempt! next steps! sorting out the silkscreen cause oh my lord its horrendous. all silkscreen warnings :( and i want to manufacture it in black fr4 i think - so i’ll make some decals for the front and back tomorrow and i’ll make a funky looking readme - maybe something like my other project pentoxide? but im just so glad i finally learned a bit of embedded electronics from just a schematic and a bit of thinking! entry time : 3 hours 34 minutes total time : 4 hours 15 minutes"}, {"post_id": 56104, "ts": "2021-07-26T00:00:00Z", "hours": 0.75, "text": "this entire time was spent learning about the rp2040 and wiring a schematic for the board! i followed the rp2040 minimal design example documentation and amended my design for usb-c support and some gpio pins for space reasons. here’s the final schematic! entry time : 41 minutes total time : 41 minutes"}]...
|
Title: peroxide by @andrei | Stardance
Devlogs:
t Title: peroxide by @andrei | Stardance
Devlogs:
this entire time was spent learning about the rp2040 and wiring a schematic for the board! i followed the rp2040 minimal design example documentation and amended my design for usb-c support and some gpio pins for space reasons. here’s the final schematic! entry time : 41 minutes total time : 41 minutes
this took loads and loads of trial and error so strap in for it! i first assigned footprints to all the components, which is all well and good, right? wrong. i hate 0805 footprints with my whole heart. so after 5 redesigns trying to make all of the decoupling caps and what have you fit - i caved and used 0402 footprints; and oh my lord are they a godsend! but after placing components and wiring them all up, i realised i forgot about the pin headers, and because i want the bottom as a solid ground plane - it meant that i had to rearrange everything in the schematic. absolute nightmare. however, we move - and move we did. whoever invented the idea of filled zones i love you cause just look at this absolutely wonderful. anyway - in a short 3 hours and like 30 minutes we get this masterpiece now i will admit she’s not exactly a looker - but come on its my first attempt! next steps! sorting out the silkscreen cause oh my lord its horrendous. all silkscreen warnings :( and i want to manufacture it in black fr4 i think - so i’ll make some decals for the front and back tomorrow and i’ll make a funky looking readme - maybe something like my other project pentoxide? but im just so glad i finally learned a bit of embedded electronics from just a schematic and a bit of thinking! entry time : 3 hours 34 minutes total time : 4 hours 15 minutes
first entry of the day! (and it took a lot longer than i expected) i moved all the silkscreen numbers about and this is what the drc and board look like! i made all the designators 0.8mm x 0.8mm and 0.15mm thick because otherwise they just wouldnt fit :( i made some decals in photoshop as well! imported them into kicad and changed the board colour, and this is what it looks like! im really happy with the final product! entry time : 1 hours 34 minutes total time : 5 hours 49 minutes...
|
1793238910.1716278
|
1793843710.1716278
|
|
62484
|
periodic table by @AyushKushwaha | Stardance
|
AyushKushwaha
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: periodic table by @AyushKushwaha | Stardanc Title: periodic table by @AyushKushwaha | Stardance...
|
1793044449.3525512
|
1793649249.3525512
|
|
64544
|
perfect-clock by @Nadeemalam | Stardance
|
Nadeemalam
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: perfect-clock by @Nadeemalam | Stardance
|
1793065704.4655025
|
1793670504.4655025
|
|
33405
|
perfect artificial intelliggence by @Sangwa | Star perfect artificial intelliggence by @Sangwa | Stardance...
|
Sangwa
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: perfect artificial intelliggence by @Sangwa Title: perfect artificial intelliggence by @Sangwa | Stardance...
|
1792799684.48502
|
1793404484.48502
|
|
33408
|
perfect Ai by @ivanngabo43 | Stardance
|
ivanngabo43
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: perfect Ai by @ivanngabo43 | Stardance
|
1792691536.7312567
|
1793296336.7312567
|
|
35409
|
pepsi.nekoweb.org by @penelopoison | Stardance
|
penelopoison
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-15T05:01:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a personal website! i’m very proud of the minimal look and the serenity that the blue sky gives me. i took that picture on may 11, 2025 and i think it provides an unpretentious elegance. too many sites throw divs and classes all around without any regard for the user’s experience, instead choosing to prioritize fluff and extra kilobytes. i have chosen to go in the opposite direction. as everyone knows, web design is a nightmare held together by duct tape. even parcel, my build tool, gave me trouble at first. tailwind css is marvelous but a total hack job. no matter. it is a beautiful site and i hope you enjoy perusing it.", "repo": "https://github.com/hideyosh1/hack-dimension", "demo": "https://pepsi.nekoweb.org"}]...
|
[{"post_id": 28721, "ts": "202 [{"post_id": 28721, "ts": "2026-07-15T04:41:46Z", "hours": 0.5839, "text": "i switched my site over to server-side includes, just making it easier for me to add new pages for new chapters of my scanlation projects"}]...
|
Title: pepsi.nekoweb.org by @penelopoison | Starda Title: pepsi.nekoweb.org by @penelopoison | Stardance
Devlogs:
i switched my site over to server-side includes, just making it easier for me to add new pages for new chapters of my scanlation projects
Ships:
i made a personal website! i’m very proud of the minimal look and the serenity that the blue sky gives me. i took that picture on may 11, 2025 and i think it provides an unpretentious elegance. too many sites throw divs and classes all around without any regard for the user’s experience, instead choosing to prioritize fluff and extra kilobytes. i have chosen to go in the opposite direction. as everyone knows, web design is a nightmare held together by duct tape. even parcel, my build tool, gave me trouble at first. tailwind css is marvelous but a total hack job. no matter. it is a beautiful site and i hope you enjoy perusing it....
|
1793299676.9018807
|
1793386076.9018807
|
|
44330
|
penumbra music player by @Yoruu | Stardance
|
Yoruu
|
0
|
2.25
|
0
|
[]
|
[{"post_id": 48622, "ts": "202 [{"post_id": 48622, "ts": "2026-08-17T02:49:00Z", "hours": 2.2481, "text": "after DAYS of fightinh cmake with sublime , i decided to man up and learn how to use eclipse ,,,, welp that was easy? anyway while working on the cmake hell ,i made the icon for the app"}]...
|
Title: penumbra music player by @Yoruu | Stardance Title: penumbra music player by @Yoruu | Stardance
Devlogs:
after DAYS of fightinh cmake with sublime , i decided to man up and learn how to use eclipse ,,,, welp that was easy? anyway while working on the cmake hell ,i made the icon for the app...
|
1792914480.4868677
|
1793778480.4868677
|
|
43841
|
pentoxide by @andrei | Stardance
|
andrei
|
0
|
8.26
|
0
|
[]
|
[{"post_id": 56112, "ts": "202 [{"post_id": 56112, "ts": "2020-07-26T00:00:00Z", "hours": 2.92, "text": "the entire time was spent figuring out rendering and editing, so enjoy! got really inspired by the style of watchdogs 2 as i was editing them - so hopefully some can recognize it! entry time - 2 hours 55 minutes total time - 8 hours 16 minutes"}, {"post_id": 56126, "ts": "2020-07-26T00:00:00Z", "hours": 2.93, "text": "strap in! i spent a lot of time in this session locked in! so, i first started by downloading the 3d model of the (old) pcb from kicad so i could insert into a new onshape project i then went on grabcad and found a 3d model of a 128x160 lcd that i could find easily on aliexpress and i found this! but i was unsure of the clearance between the screen and switches - and i found out that the switches clipped the display. so i spent some time on kicad removing one of the switches on each side so now theres 18 macro keys instead of 20! so, once that was fixed - i made a plate to house the keys and display! and then after i put everything into place in the main assembly, i designed a case around the plate. (note. the big mounting holes are for m4 inserts to hold the pcb and plate in place) and then, i got a cherry mx switch model from grabcad, bolts from onshape’s content library, and put everything together in the main assembly - and it looked like this. ugly right? so i changed the colours up a bit and added cherry profile keycaps i found on grabcad and voila, the final product! entry time - 2 hours 56 minutes total time - 5 hours 21 minutes"}, {"post_id": 56124, "ts": "2019-07-26T00:00:00Z", "hours": 1.03, "text": "before starting pcb design, i hopped on excalidraw to try and make a layout that would be good to use. i first created the keyboard schematic since i already know how to wire a keyboard matrix. i then researched the type of leds that i want to use in the keyboard. turns out sk6812mini-e’s are a standard led that are supported by qmk - so i decided to use those looked for a pinout online and wired everything up. i decided not to hook any gpio pins up yet, because i want to make the connections as clean as possible. i then found a 1.8 inch lcd screen that i want to build around, so i found the pinout for that and wired it up. finally, i assigned footprints to each of the components, and am ready to begin pcb routing! and here is the final schematic! entry time - 1 hour 2 minutes total time - 1 hour 2 minutes"}, {"post_id": 55934, "ts": "2019-07-26T00:00:00Z", "hours": 1.38, "text": "this ENTIRE TIME was spent placing components, routing traces and making a board, because there are so many components to be placed and its going to be hell soldering all of them :) entry time - 1 hour 23 minutes total time - 2 hours 25 minutes"}]...
|
Title: pentoxide by @andrei | Stardance
Devlogs:
Title: pentoxide by @andrei | Stardance
Devlogs:
this ENTIRE TIME was spent placing components, routing traces and making a board, because there are so many components to be placed and its going to be hell soldering all of them :) entry time - 1 hour 23 minutes total time - 2 hours 25 minutes
before starting pcb design, i hopped on excalidraw to try and make a layout that would be good to use. i first created the keyboard schematic since i already know how to wire a keyboard matrix. i then researched the type of leds that i want to use in the keyboard. turns out sk6812mini-e’s are a standard led that are supported by qmk - so i decided to use those looked for a pinout online and wired everything up. i decided not to hook any gpio pins up yet, because i want to make the connections as clean as possible. i then found a 1.8 inch lcd screen that i want to build around, so i found the pinout for that and wired it up. finally, i assigned footprints to each of the components, and am ready to begin pcb routing! and here is the final schematic! entry time - 1 hour 2 minutes total time - 1 hour 2 minutes
strap in! i spent a lot of time in this session locked in! so, i first started by downloading the 3d model of the (old) pcb from kicad so i could insert into a new onshape project i then went on grabcad and found a 3d model of a 128x160 lcd that i could find easily on aliexpress and i found this! but i was unsure of the clearance between the screen and switches - and i found out that the switches clipped the display. so i spent some time on kicad removing one of the switches on each side so now theres 18 macro keys instead of 20! so, once that was fixed - i made a plate to house the keys and display! and then after i put everything into place in the main assembly, i designed a case around the plate. (note. the big mounting holes are for m4 inserts to hold the pcb and plate in place) and then, i got a cherry mx switch model from grabcad, bolts from onshape’s content library, and put everything together in the main assembly - and it looked like this. ugly right? so i changed the colours up a bit and added cherry profile keycaps i found on grabcad and voila, the final product! entry time - 2 hours 56 minutes total time - 5 hours 21 minutes
the entire time was spent figuring out rendering and editing, so enjoy! got really inspired by the style of watchdogs 2 as i was editing them - so hopefully some can recognize it! entry time - 2 hours 55 minutes total time - 8 hours 16 minutes...
|
1793238907.7593575
|
1793843707.7593575
|
|
45728
|
penguinmod in kotlin by @TheShovel | Stardance
|
TheShovel
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: penguinmod in kotlin by @TheShovel | Starda Title: penguinmod in kotlin by @TheShovel | Stardance...
|
1792634022.5326557
|
1793238822.5326557
|
|
41137
|
penguin by @ferdinand | Stardance
|
ferdinand
|
1
|
17.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T09:11:47Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!", "repo": "https://github.com/Test1-eu/penguin-agent", "demo": "https://pypi.org/project/penguin-agent-package/"}]...
|
[{"post_id": 78681, "ts": "202 [{"post_id": 78681, "ts": "2026-10-11T09:00:56Z", "hours": 2.9308, "text": "Ship is here - welcome penguin"}, {"post_id": 74191, "ts": "2026-09-26T21:42:11Z", "hours": 2.4483, "text": "Sorry, no ship… but a nice TUI. Do you like it?"}, {"post_id": 72762, "ts": "2026-09-23T17:59:48Z", "hours": 5.2836, "text": "Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!"}, {"post_id": 69221, "ts": "2026-09-16T16:37:45Z", "hours": 2.4661, "text": "Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode."}, {"post_id": 67367, "ts": "2026-09-13T13:31:33Z", "hours": 2.3986, "text": "The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!"}, {"post_id": 52451, "ts": "2026-08-22T16:01:42Z", "hours": 1.1706, "text": "I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON."}]...
|
Title: penguin by @ferdinand | Stardance
Devlogs: Title: penguin by @ferdinand | Stardance
Devlogs:
I tested several local models for tool calling performance. Until now, it’s the qwen2.5:3b leading the “board”. To do this, I built a small tool selection(e.g. get_weather, etc.), quite a lot of typing work. But then, I found the agent-friend toolkit in this blogpost( https://dev.to/0coceo/ollama-tool-calling-in-5-lines-of-python-3h5f ) and it’s just amazing! I can now get straight into the tool development without hundreds of lines in JSON.
The last two weeks, I just played around with different models, frameworks, agents, systems, laptops. Then, I had a moment of resignation: small models struggle not with tool use, but with multiple tools. After a few tries, I came back to the absolute basic: bash commands. So I got back to my Agent Friend Framework and just added a tool: execute_bash_command(). That’s it so far. It work’s surprisingly well with the small qwen-model family. Now, I want to try out some extras: finetuning of the model, memory, maybe a very simple web search for troubleshooting, etc. But now penguin is back!
Devlog #3 - Just added a memory. Works very well with the qwen3.5-2b model. I started building a tui for the agent… still working on it. I also need to change the system prompt and think about the think/nothink mode.
Devlog #4 – The Pre-Ship: Penguin - It won‘t fly away! This will be the last devlog before the launch! Penguin will be released shortly after this devlog, so it’s time for a recap. People often use AI agents for what they call ‘vibe coding’: they give all the work to an agent like Claude Code and think this is the right and smart use of AI. However, I believe that we should approach this technology with more caution and reflection; otherwise, we may begin to delegate highly important tasks without fully comprehending them. This is why I built Penguin — the simplest and, yes, the stupidest AI agent — for those who want to use AI for boring tasks, not fun ones. It’s just one Python script and one JSON file, plus Ollama. That’s it! So try Penguin, and rest assured: it won’t fly away!
Sorry, no ship… but a nice TUI. Do you like it?
Ship is here - welcome penguin
Ships:
Penguin is here! The world’s simplest and funniest penguin agent to help you with your Linux. After spending hours chatting with my own penguin (testing can be so much fun!), I am proud to introduce this one-script agent. Do you have Python and Ollama running on Linux? Then download it and type ‘penguin’ to see for yourself. Powered by the Qwen3.5:2b model, Penguin executes Bash commands and manages its own memory. It wasn’t easy, but now my Linux usage is very funny indeed. (Note: small LLM’s sometimes struggle with tool usage and even with response generation. Check always before executing!...
|
1793152632.3454273
|
1793239032.3454273
|
|
34042
|
pengui by @Kanashimo | Stardance
|
Kanashimo
|
0
|
52.77
|
0
|
[]
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[{"post_id": 79556, "ts": "202 [{"post_id": 79556, "ts": "2026-10-14T16:11:14Z", "hours": 6.4461, "text": "pengui - devlog #8 Hello again! Not gonna lie, but when I found out that stardance is has been extended by another month, I switched myself into procrastination mode. So what I’ve changed? I added ruler As I said before that I wanna do this, I rebranded the project from yasu to pengui (but I haven’t updated the stardance page yet) Fixed all the errors related to clipboard See you next devlog 👋"}, {"post_id": 73224, "ts": "2026-09-24T16:56:17Z", "hours": 7.5731, "text": "yasu - devlog #7 It’s time to hurry! Here’s what I’ve added/changed since last devlog. added toolbar with fancy fonts added pipette removed glew cuz it’s buggy as hell, now using glbinding I’ve also fixed minor bugs, tbh I’m little bit worried that there will be no time left to deploy it to flathub. Anyway, It’s time to work work work. Here’s how it’s looking after the changes:"}, {"post_id": 71456, "ts": "2026-09-20T21:18:26Z", "hours": 9.0206, "text": "yasu - devlog #6 So since last devlog I’ve worked on: a modular abstraction layer for the main loop error dialog popup instead of cerr (works with KDE and GNOME, cerr is used as a fallback) adding (very) basic README, for now it only contains build information and even that isn’t complete yet some bugfixes with memory and so on And yeah, that’s it. Refactoring took the biggest part of the time. Now I can move on to other things that I’ve been talking about. Oh, and also I’m thinking about rebranding the project in the near future, I think that this name is silly. See ya."}, {"post_id": 70264, "ts": "2026-09-18T20:43:10Z", "hours": 7.5167, "text": "yasu - devlog #5 THERE IS GLOW EFFECT!11!!!1 After messing with shaders a lot, I finally finished it and the effect is kinda neat. Under the hood I’m using the exponential function to achieve smooth and nonlinear increase of transparency with distance. In reference to the previous devlog, I’ve successfully rewritten shader loader as a class. Probably you will not notice because it’s very subtle, but there’s also a tween that scales strength of that glow and it lasts something around 0.5s. Moving on, now I’ll focus on these things: screenshot save & clipboard implementation basic UI configuration rewrite of main loop as a class 🤡 (it’s unusable rn due to amount of things in it) I want to achieve something similar that you can see in game development industry, there is a main loop, and every submodule is another script that is attached to it. Each “attached script” has their own implementation of init and update method so later it can draw things, assign variables and so on."}, {"post_id": 66886, "ts": "2026-09-12T20:43:01Z", "hours": 10.0272, "text": "yasu - devlog #4 Hello, fortunately I’ve recovered from my bipolar delusion of rewriting it in C. Let’s say that this has been a fever dream. When writing it, I completely forgot about the number of C++ functions I’ve been using for convenience. Anyway, I’ve implemented dragging. Now you can drag from one point to another, and the rect with blue borders will highlight the area. It works by rendering the same texture (screenshot) that is in the background. Now I’m fighting with shaders because I want to add fancy dandy animations!!111!1! I’ve implemented a custom loader, but now I’m rewriting it as a class. I can’t show you the classic triangle because it doesn’t work yet See you next devlog!"}, {"post_id": 62270, "ts": "2026-09-05T15:43:00Z", "hours": 5.1053, "text": "yasu - devlog #3 So this has been some time, I was busy with my own things and now I’m back. I have 5 hours of work, but this was something like month or two ago, so to be honest I don’t remember what I was doing. Anyway, I can definitely say that I’ve had a lot of problems with ImGui. And it wasn’t my fault, I’m using Meson WrapDB and there was outdated version that led to memory leaks. When I figured this out, I made a PR to Meson WrapDB with the updated one. That’s all I remember. I came to the conclusion that I probably want to rewrite everything in C, because every library that I’m using is powered by C, not C++. And the only feature of C++ that I use are classes, but my abstraction layer is bloated piece of junk, so whatever."}, {"post_id": 28336, "ts": "2026-07-14T15:03:30Z", "hours": 3.9608, "text": "yasu - devlog #2 Finally, I’ve finished implementing the abstraction layer, so now I’m free from using C libraries in C++ 🥹 Oh wait….. there is glfw here……. Anyway, there isn’t any visible progress, so that’s why you can see that awesome screenshot (hope staff doesn’t complain 🙏). The codebase in its logic is practically the same, but now it’s packed into a pretty class and I added error handling for everything, so now I can catch every possible exception. Also, I (tried to) get rid of all possible memory leaks and yeah, that’s all. Now it’s time for the UI. I repeat myself, but I’m going to use GLFW with ImGui. If someone is curious how I’m going to display the screenshots, here’s the explanation: I make one big screenshot with all monitors (that’s how portals work) Then I separate and crop it, so each monitor has it’s own I convert each screenshot to raw pixel buffer For each monitor, I create new window with GLFW and I load the screenshot from that buffer And later I’ll add things like cropping etc. but that’s the part of UI, so I will be talking about it in the future devlogs! See ya"}, {"post_id": 27678, "ts": "2026-07-13T13:43:12Z", "hours": 3.1194, "text": "yasu - devlog #1 Yasu is an acronym of yet another screenshot utility , I was thinking a lot about the name and that’s what I’ve come up with. Why? I’ve been playing a lot with Linux on my servers, but never used it as a main operating system on my desktop. Recently, I finally moved over and I can say that I’m a happy user of openSUSE with KDE Plasma. But there is one aspect, that annoys me. I love the screenshot app from Windows 11 available under Win+Shif+S shortcut, and none of the popular Linux equivalents satisfies me. Spectacle from KDE is slow and bloated with too many features and buttons, I just want to make a screenshot that goes into my clipboard without thinking which button to click. Flameshot is just OK, but in its design it’s similar to Spectacle. To be honest, I’m not a fan of screen capture app on macOS too. So maybe later I will add the support for Apple devices. It will not be that hard, because I’m using my own abstraction layer over system’s screenshot function, so I’m going to have implement only that part of the code again. So, that’s how my idea has born. Implementation For this project I went with C++ , and no, I’m not using Qt like Spectacle or Flameshot. I’m planning to use OpenGL via GLFW with ImGui for the screen capture UI, and GTK4 for small settings app. One of my other requirements, is that I want this app to be available on all Linux distros, regardless of the display server ( X11/Wayland ), desktop environment is ( GNOME/KDE ) or window manager ( Hyprland etc.). I don’t have any experience in writing apps for Linux, but after a quick research I found that the best solution for me is use of XDG Desktop Portal , and it’s made by Flatpak , so I’ve instant support for it. Double win I can say. As I’ve said earlier I’m writing my own abstraction layer over native’s screenshot function. So I will be able to implement it both for Linux and later for macOS. And maybe even Windows in the future… What I’ve done in the past few hours? I’ve set up the project with Meson as a build system, and…. I’ve captured my first screenshot! Take a look at it. In the first place I tried to use ScreenCast because it’s gives me much more freedom, but finally due to technical reasons I picked Screenshot , main disadvantage of it is that me as a program, receive an URI to a file on a disk, instead of a raw pixels on screen like with ScreenCast . But for the user, it’s much more friendly and safer in terms of application’s permissions. Also, I’m going to have much less compatibility issues later. And also, the given capture, contains all monitors in one image, so I’ve to separate everything by loading the image into RAM, then calculating where is each monitor with GTK , and finally I crop everything with gdk-pixbuf , so I’m left with separate image for each monitor. Now I’m going to focus on writing the abstraction layer, because I haven’t finished it yet. And after I’ll probably move straight forward to implementing the window with GLFW. That was a lot of text, more than I would assume. I hope someone is really going to read this. 😉 Oh, and I’ve made amazing logo in Figma, hope you like it!"}]...
|
Title: pengui by @Kanashimo | Stardance
Devlogs:
Title: pengui by @Kanashimo | Stardance
Devlogs:
yasu - devlog #1 Yasu is an acronym of yet another screenshot utility , I was thinking a lot about the name and that’s what I’ve come up with. Why? I’ve been playing a lot with Linux on my servers, but never used it as a main operating system on my desktop. Recently, I finally moved over and I can say that I’m a happy user of openSUSE with KDE Plasma. But there is one aspect, that annoys me. I love the screenshot app from Windows 11 available under Win+Shif+S shortcut, and none of the popular Linux equivalents satisfies me. Spectacle from KDE is slow and bloated with too many features and buttons, I just want to make a screenshot that goes into my clipboard without thinking which button to click. Flameshot is just OK, but in its design it’s similar to Spectacle. To be honest, I’m not a fan of screen capture app on macOS too. So maybe later I will add the support for Apple devices. It will not be that hard, because I’m using my own abstraction layer over system’s screenshot function, so I’m going to have implement only that part of the code again. So, that’s how my idea has born. Implementation For this project I went with C++ , and no, I’m not using Qt like Spectacle or Flameshot. I’m planning to use OpenGL via GLFW with ImGui for the screen capture UI, and GTK4 for small settings app. One of my other requirements, is that I want this app to be available on all Linux distros, regardless of the display server ( X11/Wayland ), desktop environment is ( GNOME/KDE ) or window manager ( Hyprland etc.). I don’t have any experience in writing apps for Linux, but after a quick research I found that the best solution for me is use of XDG Desktop Portal , and it’s made by Flatpak , so I’ve instant support for it. Double win I can say. As I’ve said earlier I’m writing my own abstraction layer over native’s screenshot function. So I will be able to implement it both for Linux and later for macOS. And maybe even Windows in the future… What I’ve done in the past few hours? I’ve set up the project with Meson as a build system, and…. I’ve captured my first screenshot! Take a look at it. In the first place I tried to use ScreenCast because it’s gives me much more freedom, but finally due to technical reasons I picked Screenshot , main disadvantage of it is that me as a program, receive an URI to a file on a disk, instead of a raw pixels on screen like with ScreenCast . But for the user, it’s much more friendly and safer in terms of application’s permissions. Also, I’m going to have much less compatibility issues later. And also, the given capture, contains all monitors in one image, so I’ve to separate everything by loading the image into RAM, then calculating where is each monitor with GTK , and finally I crop everything with gdk-pixbuf , so I’m left with separate image for each monitor. Now I’m going to focus on writing the abstraction layer, because I haven’t finished it yet. And after I’ll probably move straight forward to implementing the window with GLFW. That was a lot of text, more than I would assume. I hope someone is really going to read this. 😉 Oh, and I’ve made amazing logo in Figma, hope you like it!
yasu - devlog #2 Finally, I’ve finished implementing the abstraction layer, so now I’m free from using C libraries in C++ 🥹 Oh wait….. there is glfw here……. Anyway, there isn’t any visible progress, so that’s why you can see that awesome screenshot (hope staff doesn’t complain 🙏). The codebase in its logic is practically the same, but now it’s packed into a pretty class and I added error handling for everything, so now I can catch every possible exception. Also, I (tried to) get rid of all possible memory leaks and yeah, that’s all. Now it’s time for the UI. I repeat myself, but I’m going to use GLFW with ImGui. If someone is curious how I’m going to display the screenshots, here’s the explanation: I make one big screenshot with all monitors (that’s how portals work) Then I separate and crop it, so each monitor has it’s own I convert each screenshot to raw pixel buffer For each monitor, I create new window with GLFW and I load the screenshot from that buffer And later I’ll add things like cropping etc. but that’s the part of UI, so I will be talking about it in the future devlogs! See ya
yasu - devlog #3 So this has been some time, I was busy with my own things and now I’m back. I have 5 hours of work, but this was something like month or two ago, so to be honest I don’t remember what I was doing. Anyway, I can definitely say that I’ve had a lot of problems with ImGui. And it wasn’t my fault, I’m using Meson WrapDB and there was outdated version that led to memory leaks. When I figured this out, I made a PR to Meson WrapDB with the updated one. That’s all I remember. I came to the conclusion that I probably want to rewrite everything in C, because every library that I’m using is powered by C, not C++. And the only feature of C++ that I use are classes, but my abstraction layer is bloated piece of junk, so whatever.
yasu - devlog #4 Hello, fortunately I’ve recovered from my bipolar delusion of rewriting it in C. Let’s say that this has been a fever dream. When writing it, I completely forgot about the number of C++ functions I’ve been using for convenience. Anyway, I’ve implemented dragging. Now you can drag from one point to another, and the rect with blue borders will highlight the area. It works by rendering the same texture (screenshot) that is in the background. Now I’m fighting with shaders because I want to add fancy dandy animations!!111!1! I’ve implemented a custom loader, but now I’m rewriting it as a class. I can’t show you the classic triangle because it doesn’t work yet See you next devlog!
yasu - devlog #5 THERE IS GLOW EFFECT!11!!!1 After messing with shaders a lot, I finally finished it and the effect is kinda neat. Under the hood I’m using the exponential function to achieve smooth and nonlinear increase of transparency with distance. In reference to the previous devlog, I’ve successfully rewritten shader loader as a class. Probably you will not notice because it’s very subtle, but there’s also a tween that scales strength of that glow and it lasts something around 0.5s. Moving on, now I’ll focus on these things: screenshot save & clipboard implementation basic UI configuration rewrite of main loop as a class 🤡 (it’s unusable rn due to amount of things in it) I want to achieve something similar that you can see in game development industry, there is a main loop, and every submodule is another script that is attached to it. Each “attached script” has their own implementation of init and update method so later it can draw things, assign variables and so on.
yasu - devlog #6 So since last devlog I’ve worked on: a modular abstraction layer for the main loop error dialog popup instead of cerr (works with KDE and GNOME, cerr is used as a fallback) adding (very) basic README, for now it only contains build information and even that isn’t complete yet some bugfixes with memory and so on And yeah, that’s it. Refactoring took the biggest part of the time. Now I can move on to other things that I’ve been talking about. Oh, and also I’m thinking about rebranding the project in the near future, I think that this name is silly. See ya.
yasu - devlog #7 It’s time to hurry! Here’s what I’ve added/changed since last devlog. added toolbar with fancy fonts added pipette removed glew cuz it’s buggy as hell, now using glbinding I’ve also fixed minor bugs, tbh I’m little bit worried that there will be no time left to deploy it to flathub. Anyway, It’s time to work work work. Here’s how it’s looking after the changes:
pengui - devlog #8 Hello again! Not gonna lie, but when I found out that stardance is has been extended by another month, I switched myself into procrastination mode. So what I’ve changed? I added ruler As I said before that I wanna do this, I rebranded the project from yasu to pengui (but I haven’t updated the stardance page yet) Fixed all the errors related to clipboard See you next devlog 👋...
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1793202938.5319667
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1793807738.5319667
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63018
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pen plotter by @Kerbyy | Stardance
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Kerbyy
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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: pen plotter by @Kerbyy | Stardance
|
1793047972.1698298
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1793652772.1698298
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26857
|
pefiaOS , a bare-metal x86 operating system with a pefiaOS , a bare-metal x86 operating system with a graphical shell by @f | Stardance...
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f
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1
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40.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T19:38:25Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Overview pefiaOS is a bare metal 32-bit x86 operating system written entirely from scratch in C and NASM. It contains around 9,000 lines of kernel code with no libc or third party kernel code. Features Graphical desktop with overlapping windows, taskbar, Start menu, and window manager Complete networking stack (Ethernet, ARP, IPv4, ICMP, UDP, DHCP, DNS, TCP) TLS 1.3 implementation from scratch for real HTTPS support Web browser with HTML rendering and inline image support Five built in games including Flappy Bird, Pong, Tetris, a Mario style platformer, and a Wolfenstein style raycaster Runs the original 1993 DOOM through PureDOOM inside a desktop window Challenges Some of the more difficult parts of the project included: Writing TLS 1.3 and its cryptographic primitives entirely from scratch Building a complete TCP/IP networking stack without timer interrupts Implementing DEFLATE, JPEG, and BMP decoders by hand Running everything in a cooperative single threaded kernel Integrating the real DOOM engine into a freestanding bare metal environment Highlights I’m especially proud that pefiaOS isn’t just a toy kernel. It can browse the real web over HTTPS, run a full graphical desktop, play games, and even run the original DOOM, all on hardware with no host operating system, no libc, and no runtime underneath. Running pefiaOS After building the cross compiler, simply run: make make run Or boot pefiaOS.iso in VirtualBox using an Intel PRO/1000 network adapter. Things to try Browse a real HTTPS website Play one of the built in games Launch DOOM from the Start menu Open the terminal and run about Capture network traffic with make run-net Current limitations No audio support yet TLS does not verify server certificates No preemptive multitasking No JavaScript engine The part that still feels surreal is watching the OS boot, opening the browser, and loading real HTTPS websites from the internet on an operating system I built entirely from scratch.", "repo": "https://github.com/pefia/pefiaos", "demo": "https://github.com/pefia/pefiaOS/releases/tag/v1.3"}]...
|
[{"post_id": 35746, "ts": "202 [{"post_id": 35746, "ts": "2026-07-27T11:53:45Z", "hours": 6.0, "text": "67 hours !!!!!!!! This update was mainly about improving the web browser and fixing bugs I found across the OS. The browser is now much more capable than before. I added a much better CSS engine, a lot more JavaScript features, proper form support with POST requests, cookies, animated GIFs, media placeholders, and lots of networking improvements. I also changed the homepage to DuckDuckGo Lite, so you can actually search the web from inside pefiaOS. I also fixed several kernel bugs, including memory corruption issues, framebuffer bugs, safer memory management, more reliable timing, and network driver improvements. Building the OS is easier now too. If you don’t have the cross compiler installed, it can now use your system GCC instead. I also improved VM compatibility by adding better diagnostics when booting with the wrong firmware. There is still a lot I want to add, like UTF-8 support, certificate verification, paging, and user mode, but this is the biggest browser update pefiaOS has had so far."}, {"post_id": 31701, "ts": "2026-07-20T09:56:29Z", "hours": 15.0, "text": "Devlog 05 - The Return: Giving pefiaOS a real kernel This update was mostly focused on replacing a lot of the “fake OS” parts with real operating system infrastructure. The biggest milestone was getting interrupts working. I added my own GDT, built an IDT with exception and IRQ handlers, remapped the PIC, programmed the PIT to 100 Hz, and implemented kernel threads with a handwritten x86 context switch. The scheduler is still cooperative because the heap and window manager aren’t thread safe enough for preemption yet, but background threads can finally run independently. I also wrote an ATA PIO driver capable of reading and writing real IDE disks using LBA28 addressing. On top of that I rewrote the VFS into a writable, heap-backed filesystem, so applications can now create, modify and delete files instead of relying on a compile-time file table. Persistence is still missing, but FAT32 can now be built on top of the driver. The desktop gained a lot of new functionality too. The code editor now supports syntax highlighting and line numbers, the terminal gained proper filesystem commands like mkdir , touch , rm , cat , echo > file , and ps , and I added both C and Python-style interpreters using the same recursive descent expression engine. Graphics also received a major upgrade. The desktop now runs at 1920x1080 and I replaced the old 1-bit bitmap font with grayscale anti-aliased glyphs generated from Consolas. The renderer blends glyph coverage into the framebuffer, making text much easier to read without changing any existing layouts. I also improved the desktop itself with window snapping, a scrollable Start menu, a live Settings app for themes and system settings, interactive browser text inputs, and a number of browser rendering improvements including larger page support and faster text drawing. The hardest part was getting all these systems working together. Interrupts initially caused repeated triple faults because my descriptor tables were wrong, the scheduler had to coexist with the existing window manager, and changing the VFS meant updating almost every built-in application. To make sure nothing regressed, I added a boot self-test that verifies the interpreter, writable VFS, scheduler, timer interrupts and ATA disk driver every time the OS starts. Things I’d love people to test: Open multiple windows and try snapping them around the desktop. Use the terminal to create, edit and delete files. Open the code editor and test syntax highlighting. Try typing into browser text inputs. Change the desktop theme and accent colour in Settings. This update doesn’t add one huge feature, but it lays the groundwork for the next major milestones: paging, user-mode processes, ELF loading, and a persistent filesystem."}, {"post_id": 21661, "ts": "2026-07-03T18:50:12Z", "hours": 12.0, "text": "Devlog — Snake, Breakout, a Smarter Shell, and Build Hygiene This week I added two new games (Snake and Breakout, bringing the total to seven), expanded the shell with new built-ins and command history, and cleaned up the build system. Everything boots and runs in QEMU. Snake The ring buffer approach makes movement O(1) instead of O(n): uint16_t s_body [ SN_CAP ]; /* ring buffer of cell indices */ int s_head , s_len ; Input and movement run on separate clocks. Input latches every 33 ms, movement every 130 - 4×score ms (minimum 60 ms). This way no keypresses drop and difficulty scales naturally. The grid is 16 pixel cells, clamped to window size. Apples spawn via rejection sampling. Filling the entire board wins the round. Breakout 26.6 fixed point physics handles shallow angles that integer pixels would quantise to zero. Paddle english depends on where you hit it: int off = bx - g -> k_px ; g -> k_bvy = - g -> k_bvy ; g -> k_bvx = ( off << 6 ) / ( pw / 6 ); Ball starts stuck to the paddle, launches with Space. Three lives, then game over. Integration Adding two games touched almost no window-manager code. Two enum entries in games.h , two lines per dispatch switch in games.c , and the Start menu entry in taskbar.c . The WM handles everything else automatically. Shell Improvements Added five new built-ins: free , uptime , history , ver , and fixed echo to print blank lines. Terminal got uptime too. One Version String #define PEFIA_VERSION \"pefiaOS 0.3 (Stardance)\" All three places that display version now build from this single define. Build Fixes Fixed header dependency tracking: CFLAGS += -MMD -MP -include $(OBJS:.o=.d) Editing a header now correctly rebuilds only the objects that include it. Cleaned up boot.asm trailing whitespace too. Testing Verified in my virtual machine: both games launch and play correctly, Terminal shows the new version string, all shell commands work. Seven games on a kernel I wrote from scratch!! :D"}, {"post_id": 18560, "ts": "2026-06-29T19:08:55Z", "hours": 1.0, "text": "Bringing Games (and DOOM) to pefiaOS This update was all about making pefiaOS capable of running real time applications. The desktop was originally designed around event driven apps, so games needed quite a bit of work before they were even possible. What’s new? Off screen rendering to eliminate flickering Proper held key input for responsive controls Fixed timestep game loop Resizable game windows Flappy Bird Pong Tetris Mario style platformer Wolfenstein style 3D raycaster Once those were working, I had to answer the obvious question: can it run DOOM? It turns out it can. I integrated PureDOOM by writing a platform layer that hooks the engine into my own memory allocator, timer, input system, framebuffer, and virtual filesystem. Since there’s no disk driver yet, the shareware WAD is embedded directly into the kernel, meaning DOOM now runs inside a normal desktop window on pefiaOS itself. Seeing the real 1993 DOOM running on an operating system I built from scratch has easily been one of the most rewarding moments of the project so far, and it also kinda shows that it can do something cool too, not just boring kernels and such."}, {"post_id": 18008, "ts": "2026-06-28T23:43:33Z", "hours": 1.0, "text": "PefiaOS Browser Engine Update - 12:35AM Replaced old HTML renderer with a proper DOM tree system Added CSS engine basic cascade box model layout Implemented lightweight JavaScript interpreter variables loops getElementById() innerHTML ⸻ Bug Fix Fixed image caching bug caused by reading bitmap dimensions after freeing memory Issue resulted in images being stored as 0×0 and rendering as blank white boxes PNG rendering now works correctly again (including Google logo) ⸻ Result Pages now render using DOM structure CSS styling is partially functional JavaScript enables basic interactivity Image rendering is stable again Google homepage renders significantly more correctly"}, {"post_id": 17727, "ts": "2026-06-28T17:16:30Z", "hours": 3.0, "text": "I have currently written the operating system from scratch, created a GUI (Graphical User Interface) and a window manager. I have apps such as a terminal with Linux-inspired commands and a working Browser written from scratch! Google doesn’t serve plain HTTP anymore, so getting to google.com meant implementing modern cryptography inside my own kernel. I ended up writing SHA-256, HMAC/HKDF, AES-128-GCM and X25519 myself before finally getting the handshake to complete. Most of the debugging came down to tiny mistakes—one incorrect byte somewhere could make the whole connection fail. Once that finally worked, I could build the browser on top of it. Right now it has a basic HTTP client and a renderer that supports enough HTML and CSS to display text with word wrapping, links and scrolling."}]...
|
Title: pefiaOS , a bare-metal x86 operating system Title: pefiaOS , a bare-metal x86 operating system with a graphical shell by @f | Stardance
Devlogs:
I have currently written the operating system from scratch, created a GUI (Graphical User Interface) and a window manager. I have apps such as a terminal with Linux-inspired commands and a working Browser written from scratch! Google doesn’t serve plain HTTP anymore, so getting to google.com meant implementing modern cryptography inside my own kernel. I ended up writing SHA-256, HMAC/HKDF, AES-128-GCM and X25519 myself before finally getting the handshake to complete. Most of the debugging came down to tiny mistakes—one incorrect byte somewhere could make the whole connection fail. Once that finally worked, I could build the browser on top of it. Right now it has a basic HTTP client and a renderer that supports enough HTML and CSS to display text with word wrapping, links and scrolling.
PefiaOS Browser Engine Update - 12:35AM Replaced old HTML renderer with a proper DOM tree system Added CSS engine basic cascade box model layout Implemented lightweight JavaScript interpreter variables loops getElementById() innerHTML ⸻ Bug Fix Fixed image caching bug caused by reading bitmap dimensions after freeing memory Issue resulted in images being stored as 0×0 and rendering as blank white boxes PNG rendering now works correctly again (including Google logo) ⸻ Result Pages now render using DOM structure CSS styling is partially functional JavaScript enables basic interactivity Image rendering is stable again Google homepage renders significantly more correctly
Bringing Games (and DOOM) to pefiaOS This update was all about making pefiaOS capable of running real time applications. The desktop was originally designed around event driven apps, so games needed quite a bit of work before they were even possible. What’s new? Off screen rendering to eliminate flickering Proper held key input for responsive controls Fixed timestep game loop Resizable game windows Flappy Bird Pong Tetris Mario style platformer Wolfenstein style 3D raycaster Once those were working, I had to answer the obvious question: can it run DOOM? It turns out it can. I integrated PureDOOM by writing a platform layer that hooks the engine into my own memory allocator, timer, input system, framebuffer, and virtual filesystem. Since there’s no disk driver yet, the shareware WAD is embedded directly into the kernel, meaning DOOM now runs inside a normal desktop window on pefiaOS itself. Seeing the real 1993 DOOM running on an operating system I built from scratch has easily been one of the most rewarding moments of the project so far, and it also kinda shows that it can do something cool too, not just boring kernels and such.
Devlog — Snake, Breakout, a Smarter Shell, and Build Hygiene This week I added two new games (Snake and Breakout, bringing the total to seven), expanded the shell with new built-ins and command history, and cleaned up the build system. Everything boots and runs in QEMU. Snake The ring buffer approach makes movement O(1) instead of O(n): uint16_t s_body [ SN_CAP ]; /* ring buffer of cell indices */ int s_head , s_len ; Input and movement run on separate clocks. Input latches every 33 ms, movement every 130 - 4×score ms (minimum 60 ms). This way no keypresses drop and difficulty scales naturally. The grid is 16 pixel cells, clamped to window size. Apples spawn via rejection sampling. Filling the entire board wins the round. Breakout 26.6 fixed point physics handles shallow angles that integer pixels would quantise to zero. Paddle english depends on where you hit it: int off = bx - g -> k_px ; g -> k_bvy = - g -> k_bvy ; g -> k_bvx = ( off << 6 ) / ( pw / 6 ); Ball starts stuck to the paddle, launches with Space. Three lives, then game over. Integration Adding two games touched almost no window-manager code. Two enum entries in games.h , two lines per dispatch switch in games.c , and the Start menu entry in taskbar.c . The WM handles everything else automatically. Shell Improvements Added five new built-ins: free , uptime , history , ver , and fixed echo to print blank lines. Terminal got uptime too. One Version String #define PEFIA_VERSION "pefiaOS 0.3 (Stardance)" All three places that display version now build from this single define. Build Fixes Fixed header dependency tracking: CFLAGS += -MMD -MP -include $(OBJS:.o=.d) Editing a header now correctly rebuilds only the objects that include it. Cleaned up boot.asm trailing whitespace too. Testing Verified in my virtual machine: both games launch and play correctly, Terminal shows the new version string, all shell commands work. Seven games on a kernel I wrote from scratch!! :D
Devlog 05 - The Return: Giving pefiaOS a real kernel This update was mostly focused on replacing a lot of the “fake OS” parts with real operating system infrastructure. The biggest milestone was getting interrupts working. I added my own GDT, built an IDT with exception and IRQ handlers, remapped the PIC, programmed the PIT to 100 Hz, and implemented kernel threads with a handwritten x86 context switch. The scheduler is still cooperative because the heap and window manager aren’t thread safe enough for preemption yet, but background threads can finally run independently. I also wrote an ATA PIO driver capable of reading and writing real IDE disks using LBA28 addressing. On top of that I rewrote the VFS into a writable, heap-backed filesystem, so applications can now create, modify and delete files instead of relying on a compile-time file table. Persistence is still missing, but FAT32 can now be built on top of the driver. The desktop gained a lot of new functionality too. The code editor now supports syntax highlighting and line numbers, the terminal gained proper filesystem commands like mkdir , touch , rm , cat , echo > file , and ps , and I added both C and Python-style interpreters using the same recursive descent expression engine. Graphics also received a major upgrade. The desktop now runs at 1920x1080 and I replaced the old 1-bit bitmap font with grayscale anti-aliased glyphs generated from Consolas. The renderer blends glyph coverage into the framebuffer, making text much easier to read without changing any existing layouts. I also improved the desktop itself with window snapping, a scrollable Start menu, a live Settings app for themes and system settings, interactive browser text inputs, and a number of browser rendering improvements including larger page support and faster text drawing. The hardest part was getting all these systems working together. Interrupts initially caused repeated triple faults because my descriptor tables were wrong, the scheduler had to coexist with the existing window manager, and changing the VFS meant updating almost every built-in application. To make sure nothing regressed, I added a boot self-test that verifies the interpreter, writable VFS, scheduler, timer interrupts and ATA disk driver every time the OS starts. Things I’d love people to test: Open multiple windows and try snapping them around the desktop. Use the terminal to create, edit and delete files. Open the code editor and test syntax highlighting. Try typing into browser text inputs. Change the desktop theme and accent colour in Settings. This update doesn’t add one huge feature, but it lays the groundwork for the next major milestones: paging, user-mode processes, ELF loading, and a persistent filesystem.
67 hours !!!!!!!! This update was mainly about improving the web browser and fixing bugs I found across the OS. The browser is now much more capable than before. I added a much better CSS engine, a lot more JavaScript features, proper form support with POST requests, cookies, animated GIFs, media placeholders, and lots of networking improvements. I also changed the homepage to DuckDuckGo Lite, so you can actually search the web from inside pefiaOS. I also fixed several kernel bugs, including memory corruption issues, framebuffer bugs, safer memory management, more reliable timing, and network driver improvements. Building the OS is easier now too. If you don’t have the cross compiler installed, it can now use your system GCC instead. I also improved VM compatibility by adding better diagnostics when booting with the wrong firmware. There is still a lot I want to add, like UTF-8 support, certificate verification, paging, and user mode, but this is the biggest browser update pefiaOS has had so far.
Ships:
Overview pefiaOS is a bare metal 32-bit x86 operating system written entirely from scratch in C and NASM. It contains around 9,000 lines of kernel code with no libc or third party kernel code. Features Graphical desktop with overlapping windows, taskbar, Start menu, and window manager Complete networking stack (Ethernet, ARP, IPv4, ICMP, UDP, DHCP, DNS, TCP) TLS 1.3 implementation from scratch for real HTTPS support Web browser with HTML rendering and inline image support Five built in games including Flappy Bird, Pong, Tetris, a Mario style platformer, and a Wolfenstein style raycaster Runs the original 1993 DOOM through PureDOOM inside a desktop window Challenges Some of the more difficult parts of the project included: Writing TLS 1.3 and its cryptographic primitives entirely from scratch Building a complete TCP/IP networking stack without timer interrupts Implementing DEFLATE, JPEG, and BMP decoders by hand Running everything in a cooperative single threaded kernel Integrating the real DOOM engine into a freestanding bare metal environment Highlights I’m especially proud that pefiaOS isn’t just a toy kernel. It can browse the real web over HTTPS, run a full graphical desktop, play games, and even run the original DOOM, all on hardware with no host operating system, no libc, and no runtime underneath. Running pefiaOS After building the cross compiler, simply run: make make run Or boot pefiaOS.iso in VirtualBox using an Intel PRO/1000 network adapter. Things to try Browse a real HTTPS website Play one of the built in games Launch DOOM from the Start menu Open the terminal and run about Capture network traffic with make run-net Current limitations No audio support yet TLS does not verify server certificates No preemptive multitasking No JavaScript engine The part that still feels surreal is watching the OS boot, opening the browser, and loading real HTTPS websites from the internet on an operating system I built entirely from scratch....
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1792878805.2685664
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1793742805.2685664
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45538
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peerz by @tosterabgx | Stardance
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tosterabgx
|
0
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0.0
|
0
|
[]
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[]
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Title: peerz by @tosterabgx | Stardance
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1792918179.0133526
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1793782179.0133526
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|
46801
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pearOS by @nickthelinuxuser | Stardance
|
nickthelinuxuser
|
0
|
7.63
|
0
|
[]
|
[{"post_id": 56896, "ts": "202 [{"post_id": 56896, "ts": "2026-08-28T22:03:53Z", "hours": 0.9281, "text": "Proper window management I finally nailed the window management and am ready to start building apps. For this, I had to replace the resize: both; line in the window.css file, add animations, some data tags to dock icons and windows, and it works well enough. This was painful as I had a good 90% of this working but during a limine restore (bad system update) the project folder got DELETED so I had to go back into the snapshot, copy it over to a file drive, the drive broke, slow recovered history, added final touches and finally pushed this. I hate my OS, and life but hey, the code works ig…"}, {"post_id": 55486, "ts": "2026-08-27T11:21:44Z", "hours": 4.4639, "text": "Fully designed menubar, animated dock, and functional windows I managed to get functional windows and an animated dock working, but the windows 100% need boundaries on where they can go. I think i can do this in javascript in 10 minutes, but i just want to get in another devlog"}, {"post_id": 45384, "ts": "2026-08-11T20:08:57Z", "hours": 2.2364, "text": "i got a boot screen working and the (relatively) organized structure set up. it says 2h 14m but i was typing like a snail since i was watching obsession again xD"}]...
|
Title: pearOS by @nickthelinuxuser | Stardance
De Title: pearOS by @nickthelinuxuser | Stardance
Devlogs:
i got a boot screen working and the (relatively) organized structure set up. it says 2h 14m but i was typing like a snail since i was watching obsession again xD
Fully designed menubar, animated dock, and functional windows I managed to get functional windows and an animated dock working, but the windows 100% need boundaries on where they can go. I think i can do this in javascript in 10 minutes, but i just want to get in another devlog
Proper window management I finally nailed the window management and am ready to start building apps. For this, I had to replace the resize: both; line in the window.css file, add animations, some data tags to dock icons and windows, and it works well enough. This was painful as I had a good 90% of this working but during a limine restore (bad system update) the project folder got DELETED so I had to go back into the snapshot, copy it over to a file drive, the drive broke, slow recovered history, added final touches and finally pushed this. I hate my OS, and life but hey, the code works ig…...
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1793155719.8718948
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1793760519.8718948
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38297
|
pear-agent by @aomona | Stardance
|
aomona
|
1
|
12.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-22T12:48:44Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built PEAR Agent, a framework for creating agents that plan tasks, wait for human approval, execute them, and replan when something changes. The most challenging part was designing a system that could support different use cases while keeping the workflow predictable and safe. I am proud that the original idea has become a working, documented framework that is now ready for beta testing. To test it, visit the GitHub repository, follow the setup instructions in the documentation, and run one of the example applications. It is still in beta, so there may be some small bugs or rough edges.", "repo": "https://github.com/aomona/pear-agent", "demo": "https://pear-agent.aomona.me/"}]...
|
[{"post_id": 32935, "ts": "202 [{"post_id": 32935, "ts": "2026-07-22T12:37:31Z", "hours": 12.0619, "text": "Most of the features I wanted for PEAR Agent are now complete. It is ready for a beta release, and I have also finished the main documentation. From here, I will focus on fixing small bugs and improving the overall polish."}]...
|
Title: pear-agent by @aomona | Stardance
Devlogs: Title: pear-agent by @aomona | Stardance
Devlogs:
Most of the features I wanted for PEAR Agent are now complete. It is ready for a beta release, and I have also finished the main documentation. From here, I will focus on fixing small bugs and improving the overall polish.
Ships:
I built PEAR Agent, a framework for creating agents that plan tasks, wait for human approval, execute them, and replan when something changes. The most challenging part was designing a system that could support different use cases while keeping the workflow predictable and safe. I am proud that the original idea has become a working, documented framework that is now ready for beta testing. To test it, visit the GitHub repository, follow the setup instructions in the documentation, and run one of the example applications. It is still in beta, so there may be some small bugs or rough edges....
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1793278382.1524515
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1793364782.1524515
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49392
|
pear AI by @harnaman | Stardance
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harnaman
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0
|
0.0
|
0
|
[]
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[]
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Title: pear AI by @harnaman | Stardance
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1793281670.6616085
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1793886470.6616085
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45094
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peak-os by @margelo | Stardance
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margelo
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0
|
0.0
|
0
|
[]
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[]
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Title: peak-os by @margelo | Stardance
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1793314143.1533406
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1793918943.1533406
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8873
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pe.py by @yakra | Stardance
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yakra
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0
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0.0
|
0
|
[]
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[]
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Title: pe.py by @yakra | Stardance
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1792900389.3311658
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1793764389.3311658
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14584
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pdf-tools by @ahmoin | Stardance
|
ahmoin
|
0
|
2.15
|
0
|
[]
|
[{"post_id": 6501, "ts": "2026 [{"post_id": 6501, "ts": "2026-06-10T22:31:37Z", "hours": 2.1475, "text": "a website that provides a PDF toolkit that runs entirely client-side using WebAssembly, only the AI merge feature sends extracted page text to a server for planning. picked mupdf as the PDF engine since it compiles to WASM and covers everything needed: merging, splitting, rotating, page manipulation, and rendering to images. getting mupdf to work with Next.js took some configuration. it uses top level await for WASM initialisation, so webpack needed asyncWebAssembly and topLevelAwait experiments enabled. also had to stub out Node.js built-ins (fs, path, module, etc.) for the browser bundle since mupdf conditionally imports them in Node environments. Next.js uses Turbopack by default but I couldn’t get it working so I moved to webpack via the –webpack flag. a key detail with mupdf was the buffer copy pattern. buf.asUint8Array() returns a view into the WASM heap, not a real JS buffer. passing it directly to a Blob gives a corrupted or empty file. had to copy the bytes out first with new Uint8Array(src.byteLength). features built: merge: combines multiple PDFs, with an optional AI instruction field that sends extracted page text to Gemini 2.5 Flash via Vercel AI Gateway and gets back a structured page plan split: extracts every page into its own PDF, downloaded as a ZIP rotate: rotates all or specific pages by 90/180/270 degrees remove pages: deletes specific pages by number or range (1, 3, 5-7, etc.) extract pages: saves specific pages as a new PDF pdf to images: renders each page as a PNG at 2x scale, downloaded as a ZIP UI is a resizable panel layout, tools on the left and PDF preview iframe on the right. on mobile it stacks vertically. tool picker is a list of items, clicking one shows that tool’s upload UI and action button. button label changes per tool (“merge 3 PDFs”, “split PDF”, etc.) https://pdf.ahmoin.com"}]...
|
Title: pdf-tools by @ahmoin | Stardance
Devlogs:
Title: pdf-tools by @ahmoin | Stardance
Devlogs:
a website that provides a PDF toolkit that runs entirely client-side using WebAssembly, only the AI merge feature sends extracted page text to a server for planning. picked mupdf as the PDF engine since it compiles to WASM and covers everything needed: merging, splitting, rotating, page manipulation, and rendering to images. getting mupdf to work with Next.js took some configuration. it uses top level await for WASM initialisation, so webpack needed asyncWebAssembly and topLevelAwait experiments enabled. also had to stub out Node.js built-ins (fs, path, module, etc.) for the browser bundle since mupdf conditionally imports them in Node environments. Next.js uses Turbopack by default but I couldn’t get it working so I moved to webpack via the –webpack flag. a key detail with mupdf was the buffer copy pattern. buf.asUint8Array() returns a view into the WASM heap, not a real JS buffer. passing it directly to a Blob gives a corrupted or empty file. had to copy the bytes out first with new Uint8Array(src.byteLength). features built: merge: combines multiple PDFs, with an optional AI instruction field that sends extracted page text to Gemini 2.5 Flash via Vercel AI Gateway and gets back a structured page plan split: extracts every page into its own PDF, downloaded as a ZIP rotate: rotates all or specific pages by 90/180/270 degrees remove pages: deletes specific pages by number or range (1, 3, 5-7, etc.) extract pages: saves specific pages as a new PDF pdf to images: renders each page as a PNG at 2x scale, downloaded as a ZIP UI is a resizable panel layout, tools on the left and PDF preview iframe on the right. on mobile it stacks vertically. tool picker is a list of items, clicking one shows that tool’s upload UI and action button. button label changes per tool (“merge 3 PDFs”, “split PDF”, etc.) https://pdf.ahmoin.com...
|
1792623021.3638535
|
1793227821.3638535
|
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8148
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pcb by @Limitens | Stardance
|
Limitens
|
0
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0.0
|
0
|
[]
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[]
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Title: pcb by @Limitens | Stardance
|
1793253128.0435278
|
1793857928.0435278
|
|
20379
|
pc! by @xxlinuxgamerxx | Stardance
|
xxlinuxgamerxx
|
0
|
0.0
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0
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[]
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[]
|
Title: pc! by @xxlinuxgamerxx | Stardance
|
1792713170.1204002
|
1793317970.1204002
|
|
47245
|
pc optimizer by @juan-dev | Stardance
|
juan-dev
|
0
|
0.0
|
0
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[]
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[]
|
Title: pc optimizer by @juan-dev | Stardance
|
1793173785.5779753
|
1793778585.5779753
|
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56553
|
pc case by @vancelenz | Stardance
|
vancelenz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: pc case by @vancelenz | Stardance
|
1792669758.372384
|
1793274558.372384
|
|
69935
|
pc builder by @Kovacevif011 | Stardance
|
Kovacevif011
|
0
|
0.0
|
0
|
[]
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[]
|
Title: pc builder by @Kovacevif011 | Stardance
|
1792957846.4668841
|
1793562646.4668841
|
|
45274
|
payphone charger by @matveym | Stardance
|
matveym
|
0
|
0.0
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0
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[]
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[]
|
Title: payphone charger by @matveym | Stardance
|
1792619335.5212212
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1793224135.5212212
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71046
|
pawgress by @delulu | Stardance
|
delulu
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0
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0.0
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0
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[]
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[]
|
Title: pawgress by @delulu | Stardance
|
1792766829.5670612
|
1793371629.5670612
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56224
|
patristic bible by @Naowdi | Stardance
|
Naowdi
|
0
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0.0
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0
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[]
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[]
|
Title: patristic bible by @Naowdi | Stardance
|
1792655279.7245228
|
1793260079.7245228
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51352
|
pathfinder by @mawunyohafoba | Stardance
|
mawunyohafoba
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0
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0.0
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0
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[]
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[]
|
Title: pathfinder by @mawunyohafoba | Stardance
|
1792669676.2863307
|
1793274476.2863307
|
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59597
|
pasword generator by @alejandro_developer2010 | St pasword generator by @alejandro_developer2010 | Stardance...
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alejandro_developer2010
|
0
|
0.0
|
0
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[]
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[]
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Title: pasword generator by @alejandro_developer20 Title: pasword generator by @alejandro_developer2010 | Stardance...
|
1792806551.8430815
|
1793411351.8430815
|
|
51411
|
passwords by @Kn1ghtmere | Stardance
|
Kn1ghtmere
|
0
|
4.38
|
0
|
[]
|
[{"post_id": 51087, "ts": "202 [{"post_id": 51087, "ts": "2026-08-20T16:09:16Z", "hours": 4.3839, "text": "what kind of lever should i add? I know the colours look bad but umm im gonna replace them later with a better palette. for now the generator is working , and the slots give a good enuff casino like vibe. Im jus thinkin of adding a pull lever cuz thats how slot machines r supposed to work but i dont wanna ruin the thing i need to figure it out. plus i think when increasing the number of slots it shuld look better and not just slots appearing outta nowhere"}]...
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Title: passwords by @Kn1ghtmere | Stardance
Devlo Title: passwords by @Kn1ghtmere | Stardance
Devlogs:
what kind of lever should i add? I know the colours look bad but umm im gonna replace them later with a better palette. for now the generator is working , and the slots give a good enuff casino like vibe. Im jus thinkin of adding a pull lever cuz thats how slot machines r supposed to work but i dont wanna ruin the thing i need to figure it out. plus i think when increasing the number of slots it shuld look better and not just slots appearing outta nowhere...
|
1792669935.3808684
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1793274735.3808684
|
|
62623
|
password-cracker by @ajay | Stardance
|
ajay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: password-cracker by @ajay | Stardance
|
1793047679.0518856
|
1793652479.0518856
|
|
42049
|
password manager by @mrpeng | Stardance
|
mrpeng
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-30T19:23:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Made a Password Manager but safer! it stores the data locally so unless your pc is not hacked your passwords are going nowhere and the challenging part was to create the json and adding the safety feature to it and also the part I am proud of the most is the search and the auto generate password.", "repo": "https://github.com/mrpeng4/Password-manager", "demo": "https://github.com/mrpeng4/Password-manager/releases/tag/download_code"}]...
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[{"post_id": 37784, "ts": "202 [{"post_id": 37784, "ts": "2026-07-30T18:18:23Z", "hours": 0.3011, "text": "this a simple password manager that saves the password the email on you device I just recently added a search feature that allows you to search for for email and password for a particular website and automatically copy the password and I also added a random password generator that generates the password for you! :) I will also upload more projects that I had made in may 2026. this is # Project 3, # Devlog 1"}]...
|
Title: password manager by @mrpeng | Stardance
De Title: password manager by @mrpeng | Stardance
Devlogs:
this a simple password manager that saves the password the email on you device I just recently added a search feature that allows you to search for for email and password for a particular website and automatically copy the password and I also added a random password generator that generates the password for you! :) I will also upload more projects that I had made in may 2026. this is # Project 3, # Devlog 1
Ships:
I Made a Password Manager but safer! it stores the data locally so unless your pc is not hacked your passwords are going nowhere and the challenging part was to create the json and adding the safety feature to it and also the part I am proud of the most is the search and the auto generate password....
|
1793271129.8062413
|
1793357529.8062413
|
|
6643
|
password generator by @sailor_lucas | Stardance
|
sailor_lucas
|
1
|
3.0
|
3
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T20:10:38Z", "hours": 3.0, "multiplier": 1.01, "payout": 3, "blessing": "neutral", "text": "i made a password generator to check and generate passwords", "repo": "https://github.com/lucasvaneijk/password-generator", "demo": "https://password-generator-checker-demo.netlify.app/"}]...
|
[{"post_id": 2697, "ts": "2026 [{"post_id": 2697, "ts": "2026-06-05T12:10:31Z", "hours": 2.6242, "text": "i made a simpel gui and some simpel code to work on i also added the directory"}]...
|
Title: password generator by @sailor_lucas | Stard Title: password generator by @sailor_lucas | Stardance
Devlogs:
i made a simpel gui and some simpel code to work on i also added the directory
Ships:
i made a password generator to check and generate passwords...
|
1793137665.3515387
|
1793224065.3515387
|
|
35619
|
password generator by @mahmoudnasr | Stardance
|
mahmoudnasr
|
0
|
12.42
|
0
|
[]
|
[{"post_id": 49642, "ts": "202 [{"post_id": 49642, "ts": "2026-08-18T15:12:16Z", "hours": 12.4206, "text": "password generator with secret file to save"}]...
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Title: password generator by @mahmoudnasr | Starda Title: password generator by @mahmoudnasr | Stardance
Devlogs:
password generator with secret file to save...
|
1792687685.6607018
|
1793292485.6607018
|
|
53262
|
password generator by @Halwany | Stardance
|
Halwany
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: password generator by @Halwany | Stardance
|
1792741974.0170221
|
1793346774.0170221
|
|
50202
|
password generator by @Dhaniya | Stardance
|
Dhaniya
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: password generator by @Dhaniya | Stardance
|
1792622979.1043928
|
1793227779.1043928
|
|
16573
|
passive buzzer by @Abbas | Stardance
|
Abbas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: passive buzzer by @Abbas | Stardance
|
1793282209.3143995
|
1793887009.3143995
|
|
55920
|
passable by @lilboimonke | Stardance
|
lilboimonke
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T05:11:35Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "been building this for two and a half weeks, submitting it to the Stardance Challenge tonight. it’s called Passable and it does walking routes for 38 US downtowns, except it actually looks at steps, curb heights, and how much sun you’ll be standing in, which no maps app bothers with. I got into it after counting how many LA sidewalk segments have a real accessibility tag on them, which turned out to be 478 out of 16,304, so everything else is a guess and you’d never know from looking at the map. mine tells you when it’s guessing. free, runs in your browser, no login PS: couldnt get more land covered on the maps because it would take up too much storage, and I could only use up so much storage..", "repo": "https://github.com/NayanVangala/nextstephacks", "demo": "https://passable-la.vercel.app/"}]...
|
[{"post_id": 65785, "ts": "202 [{"post_id": 65785, "ts": "2026-09-11T05:02:29Z", "hours": 4.4689, "text": "app complete."}, {"post_id": 62706, "ts": "2026-09-06T06:10:22Z", "hours": 1.7678, "text": "spent half the day working on the landing pages mouse effect field, love how this turned out i think it looks amazing"}, {"post_id": 60986, "ts": "2026-09-03T17:51:51Z", "hours": 6.3494, "text": "did a LOT OF WORK making this thing look better, currently working on some fresh transitions after a huge rebuild and redesign of the entire ui and every component. i guess i just didnt like how it looks lol"}, {"post_id": 57494, "ts": "2026-08-29T17:32:44Z", "hours": 1.0417, "text": "js working on more stylizing the frontend lowk cs ts looks like buhh"}]...
|
Title: passable by @lilboimonke | Stardance
Devlo Title: passable by @lilboimonke | Stardance
Devlogs:
js working on more stylizing the frontend lowk cs ts looks like buhh
did a LOT OF WORK making this thing look better, currently working on some fresh transitions after a huge rebuild and redesign of the entire ui and every component. i guess i just didnt like how it looks lol
spent half the day working on the landing pages mouse effect field, love how this turned out i think it looks amazing
app complete.
Ships:
been building this for two and a half weeks, submitting it to the Stardance Challenge tonight. it’s called Passable and it does walking routes for 38 US downtowns, except it actually looks at steps, curb heights, and how much sun you’ll be standing in, which no maps app bothers with. I got into it after counting how many LA sidewalk segments have a real accessibility tag on them, which turned out to be 478 out of 16,304, so everything else is a guess and you’d never know from looking at the map. mine tells you when it’s guessing. free, runs in your browser, no login PS: couldnt get more land covered on the maps because it would take up too much storage, and I could only use up so much storage.....
|
1793148912.1178217
|
1793235312.1178217
|
|
3360
|
parting the keys by @vin0 | Stardance
|
vin0
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: parting the keys by @vin0 | Stardance
|
1793246053.0719173
|
1793850853.0719173
|
|
33777
|
particle model? by @minizi | Stardance
|
minizi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: particle model? by @minizi | Stardance
|
1793267442.6966918
|
1793872242.6966918
|