|
56788
|
jason derulo by @arcadewise | Stardance
|
arcadewise
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jason derulo by @arcadewise | Stardance
|
1793400522.8168488
|
1794005322.8168488
|
|
55949
|
jasa-portfolio by @Jasur | Stardance
|
Jasur
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jasa-portfolio by @Jasur | Stardance
|
1793357698.5907829
|
1793962498.5907829
|
|
61986
|
jarvisWEBos by @yeshuakim043 | Stardance
|
yeshuakim043
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvisWEBos by @yeshuakim043 | Stardance
|
1793652664.9314785
|
1794257464.9314785
|
|
41589
|
jarvis project by @Pierre-Alexiss | Stardance
|
Pierre-Alexiss
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvis project by @Pierre-Alexiss | Stardan Title: jarvis project by @Pierre-Alexiss | Stardance...
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1793573493.9446561
|
1794178293.9446561
|
|
51566
|
jarvis by @mr_kn5196 | Stardance
|
mr_kn5196
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T18:48:12Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my very own slack bot-jarvis , the coding was actually not tht hard , the hardest part was waiting for my nest application to get approved lol . i hope it works properly cause i have been waiting forever to finish this now i shd start studying for the phy test i have tmrw i still have few hrs left byeee", "repo": "https://github.com/Nitish5196/SlackBot-Jarvis", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BS4BYMNV8?skip_today=1"}]...
|
[{"post_id": 50945, "ts": "202 [{"post_id": 50945, "ts": "2026-08-20T12:38:17Z", "hours": 0.3439, "text": "finally completed jarvis .šš"}, {"post_id": 50487, "ts": "2026-08-19T17:28:14Z", "hours": 1.6011, "text": "ERRORSSS ERRORSSSSSSS ERRORSSS AHHHHH"}]...
|
Title: jarvis by @mr_kn5196 | Stardance
Devlogs:
Title: jarvis by @mr_kn5196 | Stardance
Devlogs:
ERRORSSS ERRORSSSSSSS ERRORSSS AHHHHH
finally completed jarvis .šš
Ships:
i made my very own slack bot-jarvis , the coding was actually not tht hard , the hardest part was waiting for my nest application to get approved lol . i hope it works properly cause i have been waiting forever to finish this now i shd start studying for the phy test i have tmrw i still have few hrs left byeee...
|
1793616740.1052334
|
1793703140.1052334
|
|
10034
|
jarvis by @ahmedelged2012 | Stardance
|
ahmedelged2012
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvis by @ahmedelged2012 | Stardance
|
1793397331.71042
|
1794002131.71042
|
|
59868
|
jarvis by @JakubScurka | Stardance
|
JakubScurka
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvis by @JakubScurka | Stardance
|
1793638399.5862508
|
1794243199.5862508
|
|
32101
|
jarvis ai assistant by @yehudagusovsky | Stardance
|
yehudagusovsky
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvis ai assistant by @yehudagusovsky | St Title: jarvis ai assistant by @yehudagusovsky | Stardance...
|
1793134406.67372
|
1793739206.67372
|
|
32525
|
jarvice by @abrarhasin533 | Stardance
|
abrarhasin533
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvice by @abrarhasin533 | Stardance
|
1793267432.561829
|
1793872232.561829
|
|
48046
|
jarvi.astro by @Harsha289 | Stardance
|
Harsha289
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jarvi.astro by @Harsha289 | Stardance
|
1793206474.8094103
|
1793811274.8094103
|
|
53106
|
jaronos by @willexists | Stardance
|
willexists
|
2
|
6.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T18:55:28Z", "hours": 2.0, "multiplier": 7.9, "payout": 15, "blessing": "neutral", "text": "This is the second edition of jaronos!!! We added 2 new apps and some qol features for windows. You can now check the weather, and draw with the apps: jspaint and weather. There also is now window resizing and bring to front (which didnāt exist before lol) love ya bye :) -will", "repo": "https://github.com/ooowillexistsooo/jaronos", "demo": "https://os.willexists.space/"}, {"ship_num": 2, "ts": "2026-08-27T00:24:23Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is a tiny little webOS that i made, it has 4 apps: the welcome one a browser (woa!) its my jarona (my test app) and settings, how cool! planning to continue this for webOS 2 also my internet speed for a goodie", "repo": "https://github.com/ooowillexistsooo/jaronos", "demo": "https://os.willexists.space/"}]...
|
[{"post_id": 58565, "ts": "202 [{"post_id": 58565, "ts": "2026-08-31T00:44:29Z", "hours": 1.5817, "text": "i added the art app and weather so cool (sarcastically)! also now you can resize windows. iāve been listening to 9-5 and i think i deserve a promotion now (in stardance) can i get a 1.5x multiplier o.o im also not very artistically inclined dont mind the smiley face lol"}, {"post_id": 55299, "ts": "2026-08-27T01:22:39Z", "hours": 0.2986, "text": "i fixed things the people asked me to fix bru one of the things was just i forgor a <script src=\"browser.js\">"}, {"post_id": 55279, "ts": "2026-08-27T00:22:25Z", "hours": 0.2783, "text": "i added the readme"}, {"post_id": 55274, "ts": "2026-08-27T00:04:36Z", "hours": 1.8136, "text": "finished up the thing, gonna read me now"}, {"post_id": 53509, "ts": "2026-08-24T02:42:02Z", "hours": 2.0136, "text": "this is basically a webos but like deltarune themed so cool i know."}]...
|
Title: jaronos by @willexists | Stardance
Devlogs Title: jaronos by @willexists | Stardance
Devlogs:
this is basically a webos but like deltarune themed so cool i know.
finished up the thing, gonna read me now
i added the readme
i fixed things the people asked me to fix bru one of the things was just i forgor a <script src="browser.js">
i added the art app and weather so cool (sarcastically)! also now you can resize windows. iāve been listening to 9-5 and i think i deserve a promotion now (in stardance) can i get a 1.5x multiplier o.o im also not very artistically inclined dont mind the smiley face lol
Ships:
this is a tiny little webOS that i made, it has 4 apps: the welcome one a browser (woa!) its my jarona (my test app) and settings, how cool! planning to continue this for webOS 2 also my internet speed for a goodie
This is the second edition of jaronos!!! We added 2 new apps and some qol features for windows. You can now check the weather, and draw with the apps: jspaint and weather. There also is now window resizing and bring to front (which didnāt exist before lol) love ya bye :) -will...
|
1793706819.7854116
|
1793793219.7854116
|
|
30744
|
jana's digi by @pepper | Stardance
|
pepper
|
0
|
14.4
|
0
|
[]
|
[{"post_id": 56251, "ts": "202 [{"post_id": 56251, "ts": "2026-08-27T22:37:24Z", "hours": 8.7994, "text": "uh oops i havenāt done a devlog in a month devlog 3 so a lot of progress has actually been made! ive been spreading out my work through all the pages but basicavlly i made my art page (which is supposed to look like an apple gallery app ; ill style that laterā¦). everythingās read from a json file so hypotehtically that makes editing the projects/contenta bit easier? im also converting the diary page into a ācomputer osā-style page thatās just an introduction/about me page. thatās been pretty cool too but ive got a ways to go to get that fully functional. im procrastinating on the code/engineering page tho i really really realy really dont wanna do that oneā¦"}, {"post_id": 33866, "ts": "2026-07-24T04:03:32Z", "hours": 3.2319, "text": "devlog 2 i am so very rusty at code lol i updated the background to a real image that ive taken (used spline again for the 3d parallax effect. i also fixed up the nav bar and āframingā around, then added some decorative text w/ animation ive been fighting out the art page a bit. i want to make a carousel style viewer for images but iām not a huge fan of how itās working out, so it looks really rudimentary now. screenshot cus my screen recording is janky rn"}, {"post_id": 33320, "ts": "2026-07-23T03:52:42Z", "hours": 2.365, "text": "devlog 1 itās been a hot second since iāve coded, so i thought iād ease into it with some web dev! i wanted to make a new personal site, since my old one was from last year. i embedded a test spline design (in the future i wanna make it with images iāve taken) that has a 3d parallax effect, messed around with the layering(and failed lol), and set up a nav bar/file structure."}]...
|
Title: jana's digi by @pepper | Stardance
Dev Title: jana's digi by @pepper | Stardance
Devlogs:
devlog 1 itās been a hot second since iāve coded, so i thought iād ease into it with some web dev! i wanted to make a new personal site, since my old one was from last year. i embedded a test spline design (in the future i wanna make it with images iāve taken) that has a 3d parallax effect, messed around with the layering(and failed lol), and set up a nav bar/file structure.
devlog 2 i am so very rusty at code lol i updated the background to a real image that ive taken (used spline again for the 3d parallax effect. i also fixed up the nav bar and āframingā around, then added some decorative text w/ animation ive been fighting out the art page a bit. i want to make a carousel style viewer for images but iām not a huge fan of how itās working out, so it looks really rudimentary now. screenshot cus my screen recording is janky rn
uh oops i havenāt done a devlog in a month devlog 3 so a lot of progress has actually been made! ive been spreading out my work through all the pages but basicavlly i made my art page (which is supposed to look like an apple gallery app ; ill style that laterā¦). everythingās read from a json file so hypotehtically that makes editing the projects/contenta bit easier? im also converting the diary page into a ācomputer osā-style page thatās just an introduction/about me page. thatās been pretty cool too but ive got a ways to go to get that fully functional. im procrastinating on the code/engineering page tho i really really realy really dont wanna do that oneā¦...
|
1793159420.311877
|
1793764220.311877
|
|
57292
|
jammer by @oskar_piasecki09 | Stardance
|
oskar_piasecki09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: jammer by @oskar_piasecki09 | Stardance
|
1793426153.0934699
|
1794030953.0934699
|
|
56391
|
jam by @tiydwe | Stardance
|
tiydwe
|
1
|
74.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T03:15:45Z", "hours": 74.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project Iāve ever done, and Iām proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. Iāve learned and grown throughout building this project and many ways. For example, one thing Iām proud of is the underlying abstraction and code structure. Iāve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, Iām proud to say that this project has exceeded all of my expectations and been an amazing learning experience!", "repo": "https://github.com/tiydwe/jam", "demo": "https://github.com/tiydwe/jam/releases"}]...
|
[{"post_id": 74715, "ts": "202 [{"post_id": 74715, "ts": "2026-09-28T01:43:45Z", "hours": 1.7006, "text": "Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car."}, {"post_id": 73808, "ts": "2026-09-26T02:02:07Z", "hours": 2.2122, "text": "Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, Iāve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so Iāve switched to a different open-source font (and I included the license/attribution). Iāve also cleaned the repository history to remove any lingering font files so Iām not violating copyright or anything. Besides that, Iāve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. Iāve only tested it on windows so far, but Iāll try and test linux on a VM later. Anyway, Iāll be continuing to work on the game and make some UI/UX improvements."}, {"post_id": 73442, "ts": "2026-09-25T03:14:55Z", "hours": 0.9517, "text": "Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images"}, {"post_id": 72969, "ts": "2026-09-24T04:08:22Z", "hours": 1.5692, "text": "Tried adding buildings, but didnāt work out So I tried putting SimCity style buildings and it didnāt really go very well. I think its mainly because Iām not a good artist The roads arenāt axis aligned and Iām not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements."}, {"post_id": 72903, "ts": "2026-09-24T00:11:43Z", "hours": 1.9867, "text": "Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Hereās what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they canāt find a route (now players wonāt get stuck wondering why cars arnāt moving) Hovering over cars will show their intended destination. Another level! Iāll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!"}, {"post_id": 72524, "ts": "2026-09-23T04:09:01Z", "hours": 0.7831, "text": "Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I donāt plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping."}, {"post_id": 71412, "ts": "2026-09-20T19:39:32Z", "hours": 1.2444, "text": "Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. Itās actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections."}, {"post_id": 70974, "ts": "2026-09-20T04:32:09Z", "hours": 3.6283, "text": "Huge UI upgrade and fixed a few small bugs! Iāve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so youāll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least thatās done now. Cars always faced right (east): If you didnāt notice, in all my previous devlogs, the cars (which were just placeholder red squares) didnāt ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions."}, {"post_id": 70398, "ts": "2026-09-19T03:16:36Z", "hours": 1.6942, "text": "Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads donāt look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Hereās my idea list so far: Add backgrounds so everything isnāt all black Change the color palette (those were supposed to be placeholder colorsā¦) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me."}, {"post_id": 69939, "ts": "2026-09-18T03:04:12Z", "hours": 2.1767, "text": "Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesnāt have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (Iām planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!"}, {"post_id": 69474, "ts": "2026-09-17T04:09:40Z", "hours": 3.6081, "text": "Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! Iāll be working on those for the next two weeks until the end of Stardance I guess."}, {"post_id": 68971, "ts": "2026-09-16T04:07:16Z", "hours": 3.555, "text": "Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so Iām still going to have to work on that. I couldnāt figure out how to get choose a folder, so Iām just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, Iāll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!"}, {"post_id": 68848, "ts": "2026-09-15T21:12:46Z", "hours": 2.5681, "text": "Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldnāt be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least thatās fixed now!"}, {"post_id": 67846, "ts": "2026-09-14T03:37:33Z", "hours": 2.4819, "text": "Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. Iāll probally be working on that next."}, {"post_id": 66941, "ts": "2026-09-12T22:21:13Z", "hours": 2.0508, "text": "Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code."}, {"post_id": 66333, "ts": "2026-09-12T03:20:36Z", "hours": 1.27, "text": "Fixed my BFS algorithm to use Dijkstraās now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstraās working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route."}, {"post_id": 65765, "ts": "2026-09-11T03:46:40Z", "hours": 2.0719, "text": "I was feeling pretty tired today, so I didnāt add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasnāt anything very complicated, but next time Iāll add some kind of visuals at intersections and probally work on fixing BFS."}, {"post_id": 65179, "ts": "2026-09-10T03:54:45Z", "hours": 3.1253, "text": "You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isnāt really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!"}, {"post_id": 63886, "ts": "2026-09-07T21:57:33Z", "hours": 3.2367, "text": "Now roads can be drawn and itās looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, Iāll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, Iāll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!"}, {"post_id": 63245, "ts": "2026-09-06T23:18:58Z", "hours": 1.535, "text": "Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I havenāt done too much, but next I will probally fix the roads meeting at the intersections."}, {"post_id": 62688, "ts": "2026-09-06T05:31:03Z", "hours": 5.7889, "text": "I know it doesnāt look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesnāt have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, Iāll work on adding the Simulate button and making a new window show up with the cars to simulate it."}, {"post_id": 61974, "ts": "2026-09-05T05:15:06Z", "hours": 3.2656, "text": "Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues."}, {"post_id": 61269, "ts": "2026-09-04T03:47:53Z", "hours": 5.1006, "text": "More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. Iām going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and schoolās starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable."}, {"post_id": 60024, "ts": "2026-09-02T03:57:47Z", "hours": 4.4422, "text": "Got some real visuals going! Itās a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didnāt draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next Iāll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!"}, {"post_id": 59324, "ts": "2026-09-01T01:34:13Z", "hours": 2.2528, "text": "Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a ādumbā way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but thatās a problem for later. Car pathfinding Although I havenāt implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars wonāt all merge at the same time, which would be weird."}, {"post_id": 58657, "ts": "2026-08-31T04:38:04Z", "hours": 9.5722, "text": "Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I donāt have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far Iāve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently Iāve got simple one-lane roads working and some really stupid intersections, but Iām working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!"}]...
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Title: jam by @tiydwe | Stardance
Devlogs:
Starte Title: jam by @tiydwe | Stardance
Devlogs:
Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I donāt have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far Iāve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently Iāve got simple one-lane roads working and some really stupid intersections, but Iām working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!
Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a ādumbā way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but thatās a problem for later. Car pathfinding Although I havenāt implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars wonāt all merge at the same time, which would be weird.
Got some real visuals going! Itās a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didnāt draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next Iāll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!
More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. Iām going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and schoolās starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable.
Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues.
I know it doesnāt look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesnāt have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, Iāll work on adding the Simulate button and making a new window show up with the cars to simulate it.
Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I havenāt done too much, but next I will probally fix the roads meeting at the intersections.
Now roads can be drawn and itās looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, Iāll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, Iāll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!
You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isnāt really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!
I was feeling pretty tired today, so I didnāt add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasnāt anything very complicated, but next time Iāll add some kind of visuals at intersections and probally work on fixing BFS.
Fixed my BFS algorithm to use Dijkstraās now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstraās working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route.
Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code.
Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. Iāll probally be working on that next.
Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldnāt be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least thatās fixed now!
Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so Iām still going to have to work on that. I couldnāt figure out how to get choose a folder, so Iām just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, Iāll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!
Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! Iāll be working on those for the next two weeks until the end of Stardance I guess.
Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesnāt have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (Iām planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!
Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads donāt look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Hereās my idea list so far: Add backgrounds so everything isnāt all black Change the color palette (those were supposed to be placeholder colorsā¦) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me.
Huge UI upgrade and fixed a few small bugs! Iāve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so youāll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least thatās done now. Cars always faced right (east): If you didnāt notice, in all my previous devlogs, the cars (which were just placeholder red squares) didnāt ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions.
Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. Itās actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections.
Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I donāt plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping.
Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Hereās what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they canāt find a route (now players wonāt get stuck wondering why cars arnāt moving) Hovering over cars will show their intended destination. Another level! Iāll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!
Tried adding buildings, but didnāt work out So I tried putting SimCity style buildings and it didnāt really go very well. I think its mainly because Iām not a good artist The roads arenāt axis aligned and Iām not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements.
Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images
Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, Iāve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so Iāve switched to a different open-source font (and I included the license/attribution). Iāve also cleaned the repository history to remove any lingering font files so Iām not violating copyright or anything. Besides that, Iāve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. Iāve only tested it on windows so far, but Iāll try and test linux on a VM later. Anyway, Iāll be continuing to work on the game and make some UI/UX improvements.
Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car.
Ships:
Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project Iāve ever done, and Iām proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. Iāve learned and grown throughout building this project and many ways. For example, one thing Iām proud of is the underlying abstraction and code structure. Iāve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, Iām proud to say that this project has exceeded all of my expectations and been an amazing learning experience!...
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jakyao by @wil0 | Stardance
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jailbreak a Calculator with AI integration by @ans jailbreak a Calculator with AI integration by @anshsethi10 | Stardance...
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Title: jailbreak a Calculator with AI integration Title: jailbreak a Calculator with AI integration by @anshsethi10 | Stardance...
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Title: jahataksafar by @echo-ilovech3ss | Stardanc Title: jahataksafar by @echo-ilovech3ss | Stardance...
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Title: ittybitty keypad! by @ratqueeny | Stardance
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itinerarey by @nate | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T03:25:36Z", "hours": 25.0, "multiplier": 14.57, "payout": 369, "blessing": "neutral", "text": "Itinerarey is the better way to plan out your trips! When getting ready for a vacation, it can be incredibly stressful to plan out flights, hotels, activities, and more! So, I built itinerarey to make it a bit easier! It uses APIs and web scrapers to compile information from across the internet to have a centralized place to get information. The most challenging part of Itinerarey was the flights and hotels system. There are no free APIs (with good limits) for showing either, so I had to get a bit creative and spend a few hours researching. The flights system runs by contacting an API that runs a python web scraper that is hosted on Render, while the hotels call from an online Booking.com scraper. I am really proud of the recap page, mainly. To me, it feels like a representation of the entire project in its entireity. It shows everything the user did, and it works as a confirmation of every system performing as it should. For testing, please be aware that the render server mmight take up to a minute to load up. Also, due to web scraping being a bit finnicky, some results might not show up. If this happens, try clearing your localstorage and using a new destination. Enjoy your vacations! -nate", "repo": "https://github.com/Np3-0/itinerarey", "demo": "https://itinerarey.vercel.app/"}]...
|
[{"post_id": 73441, "ts": "202 [{"post_id": 73441, "ts": "2026-09-25T03:12:47Z", "hours": 3.2119, "text": "Itinerarey is complete! The last thing that I needed to get done was the recap page, which takes all the data in your localstorage and displays it for you! I had to rewrite how the flights and hotels are displayed to show the booking links, but overall it was pretty simple. The main thing that I am proud of is the budget tracker, which shows the prices for everything, including how much is leftover in the budget! This is done with some pretty simple math, but it definitely ties the project together. Lastly, the user can save a copy of this page to their computer. They can then also reset their localstorage to create a brand new trip! Lastly, I got the readme and license done (id take a look if I were you!), and finished deploying everything on vercel. Overall, I am really happy with how Itinerarey came out. I learned a lot about web scrapping and hosting websites from this project, which I hope will come in handy in the future! Thank you all for the support, stardance has been incredible! feel free to dm me in slack! - nate"}, {"post_id": 72073, "ts": "2026-09-22T03:31:50Z", "hours": 3.2789, "text": "The activities portion of the website is done! I did some research, and it turns out that the best way for me to find information on local events is AI! The way it works is by using Google Gemini along with Zod, which allows me to format my API requests to return in JSON. Since it has the same information each time, I can then just treat it as a regular API call. However, I might change it and put this on the backend to try to hide the API key. Anyways, we are almost at the end! The last major portion of the project is the recap page, where I plan to show all info on the trip, let users download, and maybe more! Today went pretty well, and I am excited to finally get this thing done."}, {"post_id": 70976, "ts": "2026-09-20T04:34:37Z", "hours": 3.3614, "text": "So⦠quick update, I tore my ACL! havent really been able to do much since, but today I sat down and got work done. Mainly, I got the hotels done! It works pretty similar to flights system, where the user is prompted with a list, and they choose whichever they want. Now, if you remember, I have been struggling with finding a hotel API, since amadeus shut down. Originally, the plan was rapidAPI, but the rate limits are horrid for that. After some very intense googling, I found omkar.cloud ! They have a bunch of web scrappers with a 200/month limit, so their booking.com API works perfectly. I genuinely was considering dropping the project from this, and I am so happy I found something that worked. Now, the future. There is like 10 days left in stardance, and I need to do the activities, final page, and fix deployment. Activities shouldnāt be that dificult, my plan is to use gemini and prompt it for activity ideas, and then format it to look cool? Im going to still do some research. Now, the main issue is deployment. Github pages doesnāt really support having a .env, so I tried switching to vercel. However, I now need to get localstorage (which I had to use as the cookie got too big lol) working on that, plus the flight API and everything else."}, {"post_id": 65159, "ts": "2026-09-10T03:14:31Z", "hours": 2.3381, "text": "Did I get work done on the hotels part? No! BUT, I did some very needed work on the flight system so that it should work in general. The main issue was that there was no way to convert from cities to airport codes, but I sat down and actually got it done. When the user enters a city and goes to the flight screen, a modal now appears. In the background, a function runs that gets the coordinates of the city, and then creates a 100 km circle around the location, returning all airports inside of it! Originally, the plan was to use nominatim for the geolocating, since itās free, open source, and the goat, but I may have gotten IP banned for having it run 60 times a second for a good few minutes. (This is around 60 times the amount I am supposed to do it). I forgot to remove a variable from a dependency array. ANYWAYS, I used Mapbox instead! I have some experience with it, and its free tier is pretty comprehensive. Once the locations show on the modal, they choose which ones, it reloads to show departures, and then the same system as before applies! This works SO much better, and Iām really proud of the system."}, {"post_id": 61266, "ts": "2026-09-04T03:42:26Z", "hours": 1.16, "text": "So, I got some work done on itinerarey since. Mainly, Iāve been working on error trapping and trying to find a hotelās API. Firstly, I am trying to use airport-data-js to convert city names to airports, but it returns the incorrect values usually. Otherwise, I got the base for the hotel page done. Itās going to look pretty similar to the flights, just with different information. Currently, I need to find an API that works for hotels, but itās going to be a bit of a struggle. I tried fast-hotels, but they are no longer maintained, or at least the current version broke on me. Wish me luck!"}, {"post_id": 59366, "ts": "2026-09-01T03:57:08Z", "hours": 1.375, "text": "The flight system is complete! To reiterate how it works, once you put in a date, a render server with an API is called that uses Python to scrape Google Flights and return (hopefully) accurate flight data. Then, a user chooses the flight they want, it gets saved to the cookie, and it does the same actions for the return flight. The main issue I had with this was getting to swap between departure and returns, since it required some refactoring of the code. It wasnāt anything too bad, though. Next up is going to be finding a hotel API. This is going to be probably just as annoying as with the flights, but there is only one way to find out. Thatāll be tomorrow, though; I am so tired right now lol. Lastly, I am writing this 3 minutes before my time as a Stardance Ambassador ends. I want to thank the team for letting me take this role; Nay-nay and Alex for their help; and everyone whom Iāve interacted with. While the role is done, Iām going to finish this project!"}, {"post_id": 57779, "ts": "2026-08-30T02:17:46Z", "hours": 0.9856, "text": "Now, the flights will actually show up in the website! Using the API, I get an array, and then each flight is put into a custom object that allows it to be displayed! Each option includes basic info such as airline, price, legs, locations, timings, and more! Now that it is styled, the next goal is to save flights to the cookie, and than rerun the same process for the return flight! Overall, I think it looks pretty good!"}, {"post_id": 52020, "ts": "2026-08-22T01:49:59Z", "hours": 1.9211, "text": "This time is fully my bad, I sort of (100%) forgot about this. ANYWAYS, I got some of the biggest progress done yet. Firstly, I got trips to save as cookies in your browser, since its an easier way for me to store data across the website. dont worry, im not stealing your data or anything lol. Then, I did some research (with help from Claude) and found fast-flights, a Python library that is basically a Google Flights scraper, so it works perfectly. Except itās a Python library⦠on a React website. So, I created a seperate repo that contains an API that requests the library and hosted it on render.com. One note is that the links supplied reroute to google flights, so users will have to be careful with choosing correctly. Sadly, theres really no good free options for a flight API (literally everyone shut theirs down lol). Lastly, I connected it all together by writing the base code for querying the API and getting the data back. I do need to actually format it, modify it to work with my data, and display it. But, its a good stopping point for now. By next time, I want to have the flights page looking good, and my API to be more polished!"}, {"post_id": 38419, "ts": "2026-07-31T19:38:47Z", "hours": 1.1278, "text": "So⦠its been a minute! Iāve been out of state doing an engineering program at ND for the past few weeks, and I am FINALLY back home! So, hereās what I got done today! I finished the layout (for now) on for the planning page. For now, you put in the departure/arrival, number of people, dates, and overall budgets. The worst part of getting it to work was the date picker. I spent like 2 hours researching different date-range pickers and trying them out, such as react aria, react-date-range, and more. Eventually, I settled on cally since its lightweight, easy to customize, and didnāt require me to spend 3 hours making it work! I also created a new input type to shrink the file size down. For the future, I plan to get data to actually save in the app, and then start looking for a flights API. The API is going to be an issue. There is really not a lot of choices for a free and large-scale API for what I want. But, its the internet. Theres gotta be something! the website thats published isnāt updated yet, since I have some code that needs to be implemented before I can redeploy."}, {"post_id": 23955, "ts": "2026-07-07T05:30:43Z", "hours": 2.0186, "text": "I started to get some work done on the planning settings! Mainly, I need to track budgets, dates, and what the user actually wants to do and spend money on. The main issue I am currently having is making the date system work. I am going to do more research, though!"}, {"post_id": 21772, "ts": "2026-07-03T21:28:54Z", "hours": 0.9672, "text": "The home page is completely done! I spent around an hour adding in all of the other info, mainly about how the program works. I also spent a decent amount of time redoing the file structure of the website, just so everything is more organized. Now, I have to find the APIs I need. Google Flights doesnāt have one, so I am going to need to do some deep research."}, {"post_id": 20522, "ts": "2026-07-02T04:20:43Z", "hours": 0.6714, "text": "Been on vacation so progress been slow but hereās what I got done! Mainly, the search bar is done! I havenāt been able to program my custom algorithm yet, so right now it just links to google maps. I tried to mimic websites like Kayak and Google Earth, and I think its pretty decent. The main issue I had was with the website crashing when clicking the search bar. ThreeJS couldnt handle the pointer event (it doesnt really make sense), but with changing the z-order and adding a LOT of e.stoppropagation() fixed it. Overall, good progress, and next post I want to get the home page done!"}, {"post_id": 18112, "ts": "2026-06-29T03:36:57Z", "hours": 0.5631, "text": "Two major things for today: I fixed responsiveness, so it looks better on small screens. Also, I started work on the search bar. I have to style it, but its coming along well! shoutout to my friends @ fallout, wish i was allowed to come with! enjoy!"}, {"post_id": 16726, "ts": "2026-06-27T05:22:25Z", "hours": 0.9508, "text": "Card system works! When you click on a point (I added more), with around 3 per continent except Australia, a popup with basic info, a photo, and a button shows up. The button will eventually go to the itinerary algorithim, but for now just links to google maps. I have to make it responsive, but tomorrow I will (hopefully) finish the base page. check it out here!"}, {"post_id": 15870, "ts": "2026-06-25T19:58:46Z", "hours": 1.4225, "text": "Itinerarey (get it?) is going to be a website where you can put in a plan for a trip and get a full detailed list of what you can do, taking into consideration price, dates, and suggested ideas. I got this idea while waiting at EWR for 3 hours before my flight got cancelled, lol. I was supposed to go to Atlanta, and I would have had a free day by myself. If I had this, I could have figured out what to do. The plan is to take data from APIs to get flights, hotels, and other stuff, and combine it with AI to get a full list of what to do! But, so far, all I got done is the start of the hero page. I want to have a globe spinning in the BG with points that can pop up some ideas, which I got done using globe.gl. The points are not coded in yet to pop up, but thatāll be later."}]...
|
Title: itinerarey by @nate | Stardance
Devlogs:
I Title: itinerarey by @nate | Stardance
Devlogs:
Itinerarey (get it?) is going to be a website where you can put in a plan for a trip and get a full detailed list of what you can do, taking into consideration price, dates, and suggested ideas. I got this idea while waiting at EWR for 3 hours before my flight got cancelled, lol. I was supposed to go to Atlanta, and I would have had a free day by myself. If I had this, I could have figured out what to do. The plan is to take data from APIs to get flights, hotels, and other stuff, and combine it with AI to get a full list of what to do! But, so far, all I got done is the start of the hero page. I want to have a globe spinning in the BG with points that can pop up some ideas, which I got done using globe.gl. The points are not coded in yet to pop up, but thatāll be later.
Card system works! When you click on a point (I added more), with around 3 per continent except Australia, a popup with basic info, a photo, and a button shows up. The button will eventually go to the itinerary algorithim, but for now just links to google maps. I have to make it responsive, but tomorrow I will (hopefully) finish the base page. check it out here!
Two major things for today: I fixed responsiveness, so it looks better on small screens. Also, I started work on the search bar. I have to style it, but its coming along well! shoutout to my friends @ fallout, wish i was allowed to come with! enjoy!
Been on vacation so progress been slow but hereās what I got done! Mainly, the search bar is done! I havenāt been able to program my custom algorithm yet, so right now it just links to google maps. I tried to mimic websites like Kayak and Google Earth, and I think its pretty decent. The main issue I had was with the website crashing when clicking the search bar. ThreeJS couldnt handle the pointer event (it doesnt really make sense), but with changing the z-order and adding a LOT of e.stoppropagation() fixed it. Overall, good progress, and next post I want to get the home page done!
The home page is completely done! I spent around an hour adding in all of the other info, mainly about how the program works. I also spent a decent amount of time redoing the file structure of the website, just so everything is more organized. Now, I have to find the APIs I need. Google Flights doesnāt have one, so I am going to need to do some deep research.
I started to get some work done on the planning settings! Mainly, I need to track budgets, dates, and what the user actually wants to do and spend money on. The main issue I am currently having is making the date system work. I am going to do more research, though!
So⦠its been a minute! Iāve been out of state doing an engineering program at ND for the past few weeks, and I am FINALLY back home! So, hereās what I got done today! I finished the layout (for now) on for the planning page. For now, you put in the departure/arrival, number of people, dates, and overall budgets. The worst part of getting it to work was the date picker. I spent like 2 hours researching different date-range pickers and trying them out, such as react aria, react-date-range, and more. Eventually, I settled on cally since its lightweight, easy to customize, and didnāt require me to spend 3 hours making it work! I also created a new input type to shrink the file size down. For the future, I plan to get data to actually save in the app, and then start looking for a flights API. The API is going to be an issue. There is really not a lot of choices for a free and large-scale API for what I want. But, its the internet. Theres gotta be something! the website thats published isnāt updated yet, since I have some code that needs to be implemented before I can redeploy.
This time is fully my bad, I sort of (100%) forgot about this. ANYWAYS, I got some of the biggest progress done yet. Firstly, I got trips to save as cookies in your browser, since its an easier way for me to store data across the website. dont worry, im not stealing your data or anything lol. Then, I did some research (with help from Claude) and found fast-flights, a Python library that is basically a Google Flights scraper, so it works perfectly. Except itās a Python library⦠on a React website. So, I created a seperate repo that contains an API that requests the library and hosted it on render.com. One note is that the links supplied reroute to google flights, so users will have to be careful with choosing correctly. Sadly, theres really no good free options for a flight API (literally everyone shut theirs down lol). Lastly, I connected it all together by writing the base code for querying the API and getting the data back. I do need to actually format it, modify it to work with my data, and display it. But, its a good stopping point for now. By next time, I want to have the flights page looking good, and my API to be more polished!
Now, the flights will actually show up in the website! Using the API, I get an array, and then each flight is put into a custom object that allows it to be displayed! Each option includes basic info such as airline, price, legs, locations, timings, and more! Now that it is styled, the next goal is to save flights to the cookie, and than rerun the same process for the return flight! Overall, I think it looks pretty good!
The flight system is complete! To reiterate how it works, once you put in a date, a render server with an API is called that uses Python to scrape Google Flights and return (hopefully) accurate flight data. Then, a user chooses the flight they want, it gets saved to the cookie, and it does the same actions for the return flight. The main issue I had with this was getting to swap between departure and returns, since it required some refactoring of the code. It wasnāt anything too bad, though. Next up is going to be finding a hotel API. This is going to be probably just as annoying as with the flights, but there is only one way to find out. Thatāll be tomorrow, though; I am so tired right now lol. Lastly, I am writing this 3 minutes before my time as a Stardance Ambassador ends. I want to thank the team for letting me take this role; Nay-nay and Alex for their help; and everyone whom Iāve interacted with. While the role is done, Iām going to finish this project!
So, I got some work done on itinerarey since. Mainly, Iāve been working on error trapping and trying to find a hotelās API. Firstly, I am trying to use airport-data-js to convert city names to airports, but it returns the incorrect values usually. Otherwise, I got the base for the hotel page done. Itās going to look pretty similar to the flights, just with different information. Currently, I need to find an API that works for hotels, but itās going to be a bit of a struggle. I tried fast-hotels, but they are no longer maintained, or at least the current version broke on me. Wish me luck!
Did I get work done on the hotels part? No! BUT, I did some very needed work on the flight system so that it should work in general. The main issue was that there was no way to convert from cities to airport codes, but I sat down and actually got it done. When the user enters a city and goes to the flight screen, a modal now appears. In the background, a function runs that gets the coordinates of the city, and then creates a 100 km circle around the location, returning all airports inside of it! Originally, the plan was to use nominatim for the geolocating, since itās free, open source, and the goat, but I may have gotten IP banned for having it run 60 times a second for a good few minutes. (This is around 60 times the amount I am supposed to do it). I forgot to remove a variable from a dependency array. ANYWAYS, I used Mapbox instead! I have some experience with it, and its free tier is pretty comprehensive. Once the locations show on the modal, they choose which ones, it reloads to show departures, and then the same system as before applies! This works SO much better, and Iām really proud of the system.
So⦠quick update, I tore my ACL! havent really been able to do much since, but today I sat down and got work done. Mainly, I got the hotels done! It works pretty similar to flights system, where the user is prompted with a list, and they choose whichever they want. Now, if you remember, I have been struggling with finding a hotel API, since amadeus shut down. Originally, the plan was rapidAPI, but the rate limits are horrid for that. After some very intense googling, I found omkar.cloud ! They have a bunch of web scrappers with a 200/month limit, so their booking.com API works perfectly. I genuinely was considering dropping the project from this, and I am so happy I found something that worked. Now, the future. There is like 10 days left in stardance, and I need to do the activities, final page, and fix deployment. Activities shouldnāt be that dificult, my plan is to use gemini and prompt it for activity ideas, and then format it to look cool? Im going to still do some research. Now, the main issue is deployment. Github pages doesnāt really support having a .env, so I tried switching to vercel. However, I now need to get localstorage (which I had to use as the cookie got too big lol) working on that, plus the flight API and everything else.
The activities portion of the website is done! I did some research, and it turns out that the best way for me to find information on local events is AI! The way it works is by using Google Gemini along with Zod, which allows me to format my API requests to return in JSON. Since it has the same information each time, I can then just treat it as a regular API call. However, I might change it and put this on the backend to try to hide the API key. Anyways, we are almost at the end! The last major portion of the project is the recap page, where I plan to show all info on the trip, let users download, and maybe more! Today went pretty well, and I am excited to finally get this thing done.
Itinerarey is complete! The last thing that I needed to get done was the recap page, which takes all the data in your localstorage and displays it for you! I had to rewrite how the flights and hotels are displayed to show the booking links, but overall it was pretty simple. The main thing that I am proud of is the budget tracker, which shows the prices for everything, including how much is leftover in the budget! This is done with some pretty simple math, but it definitely ties the project together. Lastly, the user can save a copy of this page to their computer. They can then also reset their localstorage to create a brand new trip! Lastly, I got the readme and license done (id take a look if I were you!), and finished deploying everything on vercel. Overall, I am really happy with how Itinerarey came out. I learned a lot about web scrapping and hosting websites from this project, which I hope will come in handy in the future! Thank you all for the support, stardance has been incredible! feel free to dm me in slack! - nate
Ships:
Itinerarey is the better way to plan out your trips! When getting ready for a vacation, it can be incredibly stressful to plan out flights, hotels, activities, and more! So, I built itinerarey to make it a bit easier! It uses APIs and web scrapers to compile information from across the internet to have a centralized place to get information. The most challenging part of Itinerarey was the flights and hotels system. There are no free APIs (with good limits) for showing either, so I had to get a bit creative and spend a few hours researching. The flights system runs by contacting an API that runs a python web scraper that is hosted on Render, while the hotels call from an online Booking.com scraper. I am really proud of the recap page, mainly. To me, it feels like a representation of the entire project in its entireity. It shows everything the user did, and it works as a confirmation of every system performing as it should. For testing, please be aware that the render server mmight take up to a minute to load up. Also, due to web scraping being a bit finnicky, some results might not show up. If this happens, try clearing your localstorage and using a new destination. Enjoy your vacations! -nate...
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1793674527.2557192
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1793760927.2557192
|
|
42586
|
iterations by @itis | Stardance
|
itis
|
0
|
10.7
|
0
|
[]
|
[{"post_id": 40520, "ts": "202 [{"post_id": 40520, "ts": "2026-08-04T03:20:57Z", "hours": 3.1058, "text": "Tools are too slow in high-latency environments, so, Iāve made it so that they output a block of code (that iām calling a compute block) that in the future will be stored in a db that is unified for reference by future agents. I also refactored a bunch of stuff and got pasting stuff into the prompt box to actually work. Next: Iāll implement the unified cache db. Or I might do something else. idk"}, {"post_id": 39943, "ts": "2026-08-03T08:43:25Z", "hours": 1.2722, "text": "I got tools to work, though Iām still figuring out where to get the best web search results, because exa and hacksearch are out of date and deprecated respectively."}, {"post_id": 39378, "ts": "2026-08-02T10:02:04Z", "hours": 5.9058, "text": "I decided that the previous thing with a mobile app was a bit too hard and didnāt fit my application, so I switched over to a python textual tui. It now looks oddly similar to opencode, but the colours are the default from textual."}, {"post_id": 38682, "ts": "2026-08-01T06:03:29Z", "hours": 0.4136, "text": "project is initialized with expo. I got the dev build running on my android. Now I can start making the actual app."}]...
|
Title: iterations by @itis | Stardance
Devlogs:
p Title: iterations by @itis | Stardance
Devlogs:
project is initialized with expo. I got the dev build running on my android. Now I can start making the actual app.
I decided that the previous thing with a mobile app was a bit too hard and didnāt fit my application, so I switched over to a python textual tui. It now looks oddly similar to opencode, but the colours are the default from textual.
I got tools to work, though Iām still figuring out where to get the best web search results, because exa and hacksearch are out of date and deprecated respectively.
Tools are too slow in high-latency environments, so, Iāve made it so that they output a block of code (that iām calling a compute block) that in the future will be stored in a db that is unified for reference by future agents. I also refactored a bunch of stuff and got pasting stuff into the prompt box to actually work. Next: Iāll implement the unified cache db. Or I might do something else. idk...
|
1793181233.903377
|
1793786033.903377
|
|
43645
|
itachi by @AbdurRehmanMughal | Stardance
|
AbdurRehmanMughal
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T04:00:22Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I was wanting to make a website that can relate my imagination about my anime fav character . So I made a website that can convert words in english typography to japanese typography I am happy about my first website. I wrote the core HTML\\CSS myself and used an AI assistant to help troubleshoot layout and syntax.", "repo": "https://github.com/AbdurRehman1257/STARDANCE-SITE", "demo": "https://abdurrehman1257.github.io/STARDANCE-SITE"}]...
|
[{"post_id": 40528, "ts": "202 [{"post_id": 40528, "ts": "2026-08-04T03:39:23Z", "hours": 1.0133, "text": "I MADE MY FIRST HTML WEBSITE that converts english typography into japanese"}]...
|
Title: itachi by @AbdurRehmanMughal | Stardance
D Title: itachi by @AbdurRehmanMughal | Stardance
Devlogs:
I MADE MY FIRST HTML WEBSITE that converts english typography into japanese
Ships:
I was wanting to make a website that can relate my imagination about my anime fav character . So I made a website that can convert words in english typography to japanese typography I am happy about my first website. I wrote the core HTML\CSS myself and used an AI assistant to help troubleshoot layout and syntax....
|
1793620377.5685945
|
1793706777.5685945
|
|
37597
|
it's by @Oignontom8283 | Stardance
|
Oignontom8283
|
0
|
7.39
|
0
|
[]
|
[{"post_id": 44658, "ts": "202 [{"post_id": 44658, "ts": "2026-08-10T15:57:59Z", "hours": 7.3944, "text": "First of all, I would like to point out that I spent a huge amount of time (which is therefore not accounted for here) thinking through the structure of the project, its features, and overall architecture. Iāve set up the command-line arguments here. In THEORY, I havenāt forgotten any. But there are no guarantees, and I might change some of the formats in the future. (I ran some tests with libraries; that time is included here.) Here is a (simplified) diagram of the code architecture."}]...
|
Title: it's by @Oignontom8283 | Stardance
Dev Title: it's by @Oignontom8283 | Stardance
Devlogs:
First of all, I would like to point out that I spent a huge amount of time (which is therefore not accounted for here) thinking through the structure of the project, its features, and overall architecture. Iāve set up the command-line arguments here. In THEORY, I havenāt forgotten any. But there are no guarantees, and I might change some of the formats in the future. (I ran some tests with libraries; that time is included here.) Here is a (simplified) diagram of the code architecture....
|
1793271177.9483955
|
1793875977.9483955
|
|
65475
|
it's a bloody hackpad by @lahcen | Stardance
|
lahcen
|
0
|
0.86
|
0
|
[]
|
[{"post_id": 73205, "ts": "202 [{"post_id": 73205, "ts": "2026-09-24T16:28:04Z", "hours": 0.8567, "text": "i finished the pcb + the bottom case!"}]...
|
Title: it's a bloody hackpad by @lahcen | Star Title: it's a bloody hackpad by @lahcen | Stardance
Devlogs:
i finished the pcb + the bottom case!...
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1793699847.5976765
|
1794304647.5976765
|
|
40319
|
it can be anything by @DanielEbersohn | Stardance
|
DanielEbersohn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: it can be anything by @DanielEbersohn | Sta Title: it can be anything by @DanielEbersohn | Stardance...
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1793231445.1121879
|
1793836245.1121879
|
|
14063
|
istilaa by @istila | Stardance
|
istila
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0
|
0.0
|
0
|
[]
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[]
|
Title: istilaa by @istila | Stardance
|
1793530204.2049384
|
1794135004.2049384
|
|
70257
|
isolatedworld by @elkonmechato | Stardance
|
elkonmechato
|
1
|
1.92
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T20:30:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Welcome to my Space! This is a log and documentation of all of my projects, and you all get to have fun and check out these resources: https://xisolatedev.github.io/IsolatedWorld/ - you can play around with the planetš", "repo": "https://github.com/xisolatedev/IsolatedWorld", "demo": "https://xisolatedev.github.io/IsolatedWorld/"}]...
|
[{"post_id": 80810, "ts": "202 [{"post_id": 80810, "ts": "2026-10-18T20:58:25Z", "hours": 0.9239, "text": "NUKE"}, {"post_id": 80718, "ts": "2026-10-18T16:32:11Z", "hours": 1.255, "text": "Quick Personal Website - https://xisolatedev.github.io/IsolatedWorld/"}]...
|
Title: isolatedworld by @elkonmechato | Stardance
Title: isolatedworld by @elkonmechato | Stardance
Devlogs:
Quick Personal Website - https://xisolatedev.github.io/IsolatedWorld/
NUKE
Ships:
Welcome to my Space! This is a log and documentation of all of my projects, and you all get to have fun and check out these resources: https://xisolatedev.github.io/IsolatedWorld/ - you can play around with the planetš...
|
1793681442.1119506
|
1793767842.1119506
|
|
8463
|
isnt this a glorified github repo by @yujie | Star isnt this a glorified github repo by @yujie | Stardance...
|
yujie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: isnt this a glorified github repo by @yujie Title: isnt this a glorified github repo by @yujie | Stardance...
|
1793382544.9977207
|
1793987344.9977207
|
|
50863
|
iskra by @pradhyankashyap790 | Stardance
|
pradhyankashyap790
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iskra by @pradhyankashyap790 | Stardance
|
1793364857.8748574
|
1793969657.8748574
|
|
50864
|
iskra by @pradhyankashyap790 | Stardance
|
pradhyankashyap790
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iskra by @pradhyankashyap790 | Stardance
|
1793364858.8136618
|
1793969658.8136618
|
|
8
|
ishowspeed by @ishowspeed | Stardance
|
ishowspeed
|
0
|
26.0
|
0
|
[]
|
[{"post_id": 37009, "ts": "202 [{"post_id": 37009, "ts": "2026-07-29T14:00:09Z", "hours": 26.0, "text": "blob blob , nothing ig awuhaiuwfhiauehfiauwhda"}]...
|
Title: ishowspeed by @ishowspeed | Stardance
Devl Title: ishowspeed by @ishowspeed | Stardance
Devlogs:
blob blob , nothing ig awuhaiuwfhiauehfiauwhda...
|
1792925589.0398471
|
1793789589.0398471
|
|
15933
|
ishi by @deploybuild | Stardance
|
deploybuild
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ishi by @deploybuild | Stardance
|
1793364492.639723
|
1793969292.639723
|
|
9944
|
isflac by @temidaradev | Stardance
|
temidaradev
|
1
|
2.0
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T11:20:12Z", "hours": 2.0, "multiplier": 12.06, "payout": 20, "blessing": "neutral", "text": "I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho", "repo": "https://github.com/temidaradev/isflac", "demo": "https://crates.io/crates/isflac"}]...
|
[{"post_id": 9171, "ts": "2026 [{"post_id": 9171, "ts": "2026-06-15T11:19:17Z", "hours": 0.7067, "text": "fixed inconsistent scans so and also added recursive scanning"}, {"post_id": 3602, "ts": "2026-06-06T16:29:56Z", "hours": 0.9619, "text": "it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d"}]...
|
Title: isflac by @temidaradev | Stardance
Devlogs Title: isflac by @temidaradev | Stardance
Devlogs:
it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d
fixed inconsistent scans so and also added recursive scanning
Ships:
I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho...
|
1793620528.543237
|
1793706928.543237
|
|
52481
|
isbellOS by @S-64 | Stardance
|
S-64
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: isbellOS by @S-64 | Stardance
|
1793443822.1831353
|
1794048622.1831353
|
|
66875
|
isInBibleBot by @siemvk | Stardance
|
siemvk
|
0
|
0.79
|
0
|
[]
|
[{"post_id": 75375, "ts": "202 [{"post_id": 75375, "ts": "2026-09-29T21:33:19Z", "hours": 0.7892, "text": "I got a bible imported! i would make a better screenshot but my macos screenshot tool broke"}]...
|
Title: isInBibleBot by @siemvk | Stardance
Devlog Title: isInBibleBot by @siemvk | Stardance
Devlogs:
I got a bible imported! i would make a better screenshot but my macos screenshot tool broke...
|
1793105327.4883914
|
1793710127.4883914
|
|
13503
|
irl kahoot controller by @kyra | Stardance
|
kyra
|
0
|
0.53
|
0
|
[]
|
[{"post_id": 5222, "ts": "2026 [{"post_id": 5222, "ts": "2026-06-08T22:38:13Z", "hours": 0.5303, "text": "onshape my beloved moved this project over from blueprint!! this is just a little project for my elementary scioly students who LOVE kahoot but donāt have access to devices after school so far: iāve written code for the arduino (uses basic bluetooth low energy to send out color button presses) iāve written code so that the arduino works with my laptop and a python script iām like 90% done with very scuffed 3d model (gotta add button holders and fix tolerances) next: need to create a kahoot client when an arduino connects to my laptop need to make a web interface so i dont have to go to terminal every time i wanna use this i have about a week to leave this project at a good stopping point before camp!"}]...
|
Title: irl kahoot controller by @kyra | Stardance
Title: irl kahoot controller by @kyra | Stardance
Devlogs:
onshape my beloved moved this project over from blueprint!! this is just a little project for my elementary scioly students who LOVE kahoot but donāt have access to devices after school so far: iāve written code for the arduino (uses basic bluetooth low energy to send out color button presses) iāve written code so that the arduino works with my laptop and a python script iām like 90% done with very scuffed 3d model (gotta add button holders and fix tolerances) next: need to create a kahoot client when an arduino connects to my laptop need to make a web interface so i dont have to go to terminal every time i wanna use this i have about a week to leave this project at a good stopping point before camp!...
|
1793415059.673565
|
1794019859.673565
|
|
71631
|
iprod by @muhammad_haseeb_ahmed_QJ | Stardance
|
muhammad_haseeb_ahmed_QJ
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iprod by @muhammad_haseeb_ahmed_QJ | Starda Title: iprod by @muhammad_haseeb_ahmed_QJ | Stardance...
|
1793130439.3975768
|
1793735239.3975768
|
|
44817
|
ipod by @spiderman17 | Stardance
|
spiderman17
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: ipod by @spiderman17 | Stardance
|
1793296560.7549415
|
1793901360.7549415
|
|
36086
|
iphone post design by @mohamedouhra004 | Stardance
|
mohamedouhra004
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iphone post design by @mohamedouhra004 | St Title: iphone post design by @mohamedouhra004 | Stardance...
|
1793285538.4817958
|
1793890338.4817958
|
|
9228
|
iphone 8 by @christin3 | Stardance
|
christin3
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iphone 8 by @christin3 | Stardance
|
1793263871.6592278
|
1793868671.6592278
|
|
47108
|
ip-port-scanner by @quinten6780 | Stardance
|
quinten6780
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T16:44:52Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "use this tool to scan for open ports, you can choose to scan your own ip or a custom ip how to use: start the tool select a scan modus select an ip", "repo": "https://github.com/quinten6780/Port-scanner", "demo": "https://huggingface.co/spaces/quinten6780/my-port-scanner/tree/main"}]...
|
[{"post_id": 45856, "ts": "202 [{"post_id": 45856, "ts": "2026-08-12T16:07:58Z", "hours": 0.3308, "text": "fixed small bug, socket wasnāt stoping"}]...
|
Title: ip-port-scanner by @quinten6780 | Stardance Title: ip-port-scanner by @quinten6780 | Stardance
Devlogs:
fixed small bug, socket wasnāt stoping
Ships:
use this tool to scan for open ports, you can choose to scan your own ip or a custom ip how to use: start the tool select a scan modus select an ip...
|
1793689064.87801
|
1793775464.87801
|
|
28236
|
iouhsuig by @pigeon_ | Stardance
|
pigeon_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iouhsuig by @pigeon_ | Stardance
|
1793389892.9768836
|
1793994692.9768836
|
|
35531
|
iot smart farm prototype code by @izzyjm | Stardan iot smart farm prototype code by @izzyjm | Stardance...
|
izzyjm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: iot smart farm prototype code by @izzyjm | Title: iot smart farm prototype code by @izzyjm | Stardance...
|
1793263951.0202467
|
1793868751.0202467
|