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5234
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CraftHub by @Axeno | Stardance
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Axeno
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1
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17.89
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:00:04Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CraftHub is a unified platform that makes it easy to discover and download Minecraft mods, plugins, modpacks, and more from multiple sources like Modrinth, SpigotMC, in one place.", "repo": "https://github.com/timeobvrt/CraftHub", "demo": "https://crafthub.axeno.me/"}]...
|
[{"post_id": 72214, "ts": "202 [{"post_id": 72214, "ts": "2026-09-22T13:51:22Z", "hours": 5.5394, "text": "I reworked some of page components (again)"}, {"post_id": 69291, "ts": "2026-09-16T19:05:54Z", "hours": 1.3506, "text": "I reworked some of the page components to give them a more human feel, rather than an AI-generated one."}, {"post_id": 66178, "ts": "2026-09-11T20:46:49Z", "hours": 1.0422, "text": "I’ve added a new download modal to simplify downloads and list all available versions in one place"}, {"post_id": 66147, "ts": "2026-09-11T19:37:50Z", "hours": 6.1339, "text": "CraftHub now supports SpigotMC resources alongside Modrinth projects."}, {"post_id": 65113, "ts": "2026-09-10T00:51:56Z", "hours": 3.1531, "text": "I redesigned a large part of the website to give CraftHub cleaner and more consitent look. The search and project pages have been reworked, with better layouts, project cards, filter and overall navigation. The search system has been significantly improved. You can now filter projects by Minecraft version, loader and project type, as well as sort results by relevance, downloads, publish date, … I aso added pagination and improved support for projects that have multiple types such as projects available as both a mod and a plugin. The integration with the Modrinth API v3 has also been improved to better handle project data and filtering."}, {"post_id": 64873, "ts": "2026-09-09T15:56:17Z", "hours": 0.305, "text": "I set up the project using Laravel, Blade and Tailwind CSS, create the first version of homepage and started integrating the Modrinth API for project search."}]...
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Title: CraftHub by @Axeno | Stardance
Devlogs:
I Title: CraftHub by @Axeno | Stardance
Devlogs:
I set up the project using Laravel, Blade and Tailwind CSS, create the first version of homepage and started integrating the Modrinth API for project search.
I redesigned a large part of the website to give CraftHub cleaner and more consitent look. The search and project pages have been reworked, with better layouts, project cards, filter and overall navigation. The search system has been significantly improved. You can now filter projects by Minecraft version, loader and project type, as well as sort results by relevance, downloads, publish date, … I aso added pagination and improved support for projects that have multiple types such as projects available as both a mod and a plugin. The integration with the Modrinth API v3 has also been improved to better handle project data and filtering.
CraftHub now supports SpigotMC resources alongside Modrinth projects.
I’ve added a new download modal to simplify downloads and list all available versions in one place
I reworked some of the page components to give them a more human feel, rather than an AI-generated one.
I reworked some of page components (again)
Ships:
CraftHub is a unified platform that makes it easy to discover and download Minecraft mods, plugins, modpacks, and more from multiple sources like Modrinth, SpigotMC, in one place....
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1793004923.2992067
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1793091323.2992067
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56954
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Times by @Vishy | Stardance
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Vishy
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1
|
7.0
|
11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:34:29Z", "hours": 7.0, "multiplier": 1.52, "payout": 11, "blessing": "neutral", "text": "Hello everyone I made a wordle and am hoping to make a whole series of NYT games, overall they require premium, and if I make a simpler and free version I think it will be very good. Currently I have made Wordle otherwise known as my version Fishle anyways go try it out, I am also in the process of making the tile game, but a little simpler less tiles and free. But lets talk about Fishle, in Fishle you have unlimited games and it has 5 thousand words to choose from, so that should keep you very occupied. Anyways I hope you guys have fun playing, so I ALSO MIGRATED FROM A DIFFERENT EVENT, that is why I have 7 hours and one devlog, but I am also glad stardance is extended, thank you so much guys enjoy!", "repo": "https://github.com/justvishy12/Fishy-Times", "demo": "https://justvishy12.github.io/Fishy-Times/"}]...
|
[{"post_id": 73980, "ts": "202 [{"post_id": 73980, "ts": "2026-09-26T13:30:39Z", "hours": 6.9356, "text": "Finish Wordle Game I know this is my only devlog, but I am migrating from a different event . Hello everyone we are back to stardance, I thought it was done but nope, now I have time to do at least 30 hours. So I am scrapping this project but I will ship because this is like my first actual thing I made that users can do online, and it uses godot, so without further to do lets get into it. Game Making So we used alot of randi and button presses, randi for choosing the words and button for the keyboard. Also I have a 5 thousand word list of 5 letter english words, and some are simple others are not, so this should be very fun. Anyways I have tyles and I have a white text ontop of them, so each tile has a text box on it, and whenever u press or delete in the code it changes the variable number on where u are. And I use the characters check if it is in the choosen word or not and modulate it. This overall was very hard and took some time (not logged). I also spent a lot of time on figma creating the assets."}]...
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Title: Times by @Vishy | Stardance
Devlogs:
Finis Title: Times by @Vishy | Stardance
Devlogs:
Finish Wordle Game I know this is my only devlog, but I am migrating from a different event . Hello everyone we are back to stardance, I thought it was done but nope, now I have time to do at least 30 hours. So I am scrapping this project but I will ship because this is like my first actual thing I made that users can do online, and it uses godot, so without further to do lets get into it. Game Making So we used alot of randi and button presses, randi for choosing the words and button for the keyboard. Also I have a 5 thousand word list of 5 letter english words, and some are simple others are not, so this should be very fun. Anyways I have tyles and I have a white text ontop of them, so each tile has a text box on it, and whenever u press or delete in the code it changes the variable number on where u are. And I use the characters check if it is in the choosen word or not and modulate it. This overall was very hard and took some time (not logged). I also spent a lot of time on figma creating the assets.
Ships:
Hello everyone I made a wordle and am hoping to make a whole series of NYT games, overall they require premium, and if I make a simpler and free version I think it will be very good. Currently I have made Wordle otherwise known as my version Fishle anyways go try it out, I am also in the process of making the tile game, but a little simpler less tiles and free. But lets talk about Fishle, in Fishle you have unlimited games and it has 5 thousand words to choose from, so that should keep you very occupied. Anyways I hope you guys have fun playing, so I ALSO MIGRATED FROM A DIFFERENT EVENT, that is why I have 7 hours and one devlog, but I am also glad stardance is extended, thank you so much guys enjoy!...
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1793004922.4483635
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1793091322.4483635
|
|
37553
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Privacy Policy Checker by @Christie | Stardance
|
Christie
|
1
|
13.0
|
154
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T06:49:12Z", "hours": 13.0, "multiplier": 12.15, "payout": 154, "blessing": "neutral", "text": "This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>", "repo": "https://github.com/Christie125/Policy_checker", "demo": "https://policychecker.christie.hackclub.app/"}]...
|
[{"post_id": 78669, "ts": "202 [{"post_id": 78669, "ts": "2026-10-11T07:39:05Z", "hours": 3.7278, "text": "Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!"}, {"post_id": 73342, "ts": "2026-09-24T22:47:46Z", "hours": 4.7181, "text": "I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!"}, {"post_id": 57049, "ts": "2026-08-29T03:50:03Z", "hours": 2.5925, "text": "I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!"}, {"post_id": 44317, "ts": "2026-08-10T00:07:56Z", "hours": 0.4703, "text": "Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)"}, {"post_id": 36256, "ts": "2026-07-28T07:43:25Z", "hours": 0.8153, "text": "Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions)."}, {"post_id": 33742, "ts": "2026-07-23T21:57:44Z", "hours": 0.3575, "text": "I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later."}]...
|
Title: Privacy Policy Checker by @Christie | Stard Title: Privacy Policy Checker by @Christie | Stardance
Devlogs:
I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later.
Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions).
Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)
I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!
I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!
Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!
Ships:
This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>...
|
1793004920.564789
|
1793091320.564789
|
|
56905
|
OrbitTrace by @Jhenil | Stardance
|
Jhenil
|
1
|
17.0
|
328
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T00:35:53Z", "hours": 17.0, "multiplier": 19.06, "payout": 328, "blessing": "neutral", "text": "What Is It? I have made a 3D Earth Satellite Tracker. If you can explore and get live information about the satellites. It uses an API link which gives the code the data which it needs to go through a custom made equation and does calculations to update the satellite’s location accurately and create a projected path for it. The globe is custom made with THREE.js and Vite. Features 3D Earth Real Satellite Positions using Satellite.js Search Feature Select Satellites Camera zoom Predicted and completed orbital path Ground Track Satellite Position Replay Information Panel Loading Screen Unique Features The ground track feature is I think the best one because we all know that satellite’s orbit around Earth in circles but it looks different when you see it relative to the Earth. The satellites have weird wavy or boxy type paths if seen on the Earth’s surface. Another great feature is replay which can give you replay for the last 90 minutes. It will not be a full 90 minutes, it increments by 1 minute which makes the process of replay faster and you don’t have to sit there for 90 minutes or for the amount of time you have selected. Goal I have mentioned this a lot but I am really close to my goal for an A1 Mini 3D Printer. If you guys leave me great reviews about the project then I will be set for my goal. Thank you in advance to any one who has supported me or has rated my project.", "repo": "https://github.com/JP-code33/OrbitTrace", "demo": "https://orbit-trace-three.vercel.app/"}]...
|
[{"post_id": 65662, "ts": "202 [{"post_id": 65662, "ts": "2026-09-10T23:17:45Z", "hours": 0.6525, "text": "Devlog - 8 I have never been this frustrated to deploy a website. When I went to deploy the website, it kept giving me errors and errors. The main fault was that Vite 8 used a rolldown to bundle dependencies. It couldn’t bundle my satellite.js as it used js and WASM. Then I tried many times to make the code forcefully use the JS version but it just didn’t work. Then I searched up and saw that Vite 8 causes this and if I downgrade to Vite 7 then it will work then I did that and finally the deployment was turned from errors to success message and now the site is finally live. I will be shipping this project soon. Thank you for the support once again!"}, {"post_id": 65594, "ts": "2026-09-10T20:41:14Z", "hours": 2.5822, "text": "Devlog - 7 I am happy to announce that OrbitTrace is complete . My own 3D satellite tracker is complete. For the last 2 hours I have focused on features which are Ground Track & Replay . Let’s start with Ground Track. The satellite on the model let’s us know that where the satellite is and the projected paths are just circles you may say. But Ground Track let’s you know the satellite is traveling relative to Earth. Like it travels in weird patterns around the Earth. The replay as you may guess is the where you can time travel. You can go behind in time for about 90 minutes to see where the satellite was. It increments per minute so it doesn’t take full 90 minutes to replay. Thank you for all the support. Goal As I have mentioned earlier this is my last project before and my last hope for A1 Mini 3D printer as it is getting hard to manage school and coding at the same time but I will try my best to work on more projects. I need around 200 more stardust and I think this project has the potential to achieve that. Thank everyone once again!"}, {"post_id": 64482, "ts": "2026-09-08T22:12:17Z", "hours": 2.9764, "text": "Devlog - 6 Ok guys, I think this was the hardest part of the project till now. I was trying to get the day/night version so it replicates the real earth. I this whole time figuring it out. Firstly I start up with math to actually figure out like astronomical values for the shader and to figure out where the Sun will be at what point of time but it didn’t work out but then I went to online libraries which let’s say also didn’t work as I could understand how to use it properly. I made so many changes through out this almost three hours but at the end I made a version where it sees users local time and adjusts the earth whether it will be day time or night time. Thank you and stay tuned!"}, {"post_id": 63632, "ts": "2026-09-07T15:39:56Z", "hours": 2.2867, "text": "Devlog - 5 Finally Finally . I have overcome the problem of syncing the latitude and longitude of the Earth and the satellites. So the main problem was, I used a tutorial to build the earth in 3D so what happened the Earth’s longitude at zero was -90 so because of that the calculations were being correct but the marker was being placed at a wrong latitude. Before I didn’t knew about that so I tried changing the math but that was correct and then when I figured out that is was at a wrong longitude, it was a simple fix as I just added +90 . Then I encountered another problem which was after a search the zoom controls and the drag controls for the earth became sketchy . That was because I was using a normal zoom function before but for zooming in on a satellite after the search it switched to x, y, z coordinate system and after just for normal zoom it tried to switch back to normal but couldn’t and that is why it became sketchy but I fixed that as well. Then I started to add features in. I have added satellite’s porjected path and completed path in now. You can see that in the video below. This was just like debugging. Thank you and stay tuned!"}, {"post_id": 63061, "ts": "2026-09-06T17:28:16Z", "hours": 2.4639, "text": "Devlog - 4 Right now it is being a bit too much of a trial and error debugging for me. I did manage to get all the satellites being added on the earth textured globe. There are around 16,000 satellites. I have separate code which asks the API for the data and then that data gets parsed and then it converts it to TLE and which is then used in the main code to make those markers. Then I added search feature and while making that search feature I noticed that still the syncing of the latitude & longitude of the textured earth and the satellites is still a big problem. I can’t get it too sync with each other . I will be continuing to debug and lets see what happens. Thank you & stay tuned!"}, {"post_id": 62319, "ts": "2026-09-05T17:00:25Z", "hours": 2.4547, "text": "Devlog - 3 In 2 hours I have worked on quite a few different things. Starting it off with a problem mentioned in the last devlog which was having the latitude and longitude of satellites matching that with the earth’s lat and lon. I have fixed that problem and it was quite a silly one because It the API which had me blocked for a temporary basis because I have requested a lot in a few amount of time. So, it was just no responding to the request and that is why the satellites where not appearing and stayed in the middle. Second I added a sliding panel for the satellite information in which I encountered a problem where I was using Raycaster and it detected every click rather than a specific satellite click so then I again did like trial and error process and got it to work at the end. Also created a new data folder so that the data for satellites stays separated from the main code. Next up I will be loading more of the satellites into the project. Thank you and stay tuned."}, {"post_id": 61758, "ts": "2026-09-04T20:18:27Z", "hours": 2.3228, "text": "Devlog - 2 Ok guys I have spent the time mostly getting the API working and gathering the TLE data which just means two line element data. I am currently getting data from CelesTrak and it is going quite good. I have also gotten the marker for the ISS on the globe. The part I am struggling with currently is the fact to sync the coordinates of the satellite with the earth and with the mouse movement. Currently I am trying many different things out like stopping the earth rotation and changing the camera location rather than the actual earth, just like trial and error. I have still not found a way to get this thing to work but I am continuing the trial and error process and will update about it in the next devlog. Thank you and stay tuned! Plus sorry for late devlog as I can’t really focus on coding much as the school has started and all."}, {"post_id": 59851, "ts": "2026-09-01T20:32:28Z", "hours": 1.4969, "text": "Devlog - 1 Thank you so for the support for SkyTrace . That project got great votes and helped me get closer to my goal for an A1 Mini 3D Printer . After seeing the success of SkyTrace, I have decided to make OrbitTrace. SkyTrace = Aviation enthusiast whereas OrbitTrace = Space enthusiast . Progress For the progress I worked on making a globe, make it rotate, follow the direction of the and I have added stars. This process for me was fairly quick because I have previously made a globe for 3d flight tracking but let just say it didn’t go well. But I am back to making globes. Currently, I have planned to make it a satellite tracker but as usual it is not going to be that simple. I am going to add more unique features to as I did to SkyTrace. It might take me longer to post devlogs because now I have to manage studies and coding which is getting a bit harder, but I will ship this project. Thank you & stay tuned!"}]...
|
Title: OrbitTrace by @Jhenil | Stardance
Devlogs: Title: OrbitTrace by @Jhenil | Stardance
Devlogs:
Devlog - 1 Thank you so for the support for SkyTrace . That project got great votes and helped me get closer to my goal for an A1 Mini 3D Printer . After seeing the success of SkyTrace, I have decided to make OrbitTrace. SkyTrace = Aviation enthusiast whereas OrbitTrace = Space enthusiast . Progress For the progress I worked on making a globe, make it rotate, follow the direction of the and I have added stars. This process for me was fairly quick because I have previously made a globe for 3d flight tracking but let just say it didn’t go well. But I am back to making globes. Currently, I have planned to make it a satellite tracker but as usual it is not going to be that simple. I am going to add more unique features to as I did to SkyTrace. It might take me longer to post devlogs because now I have to manage studies and coding which is getting a bit harder, but I will ship this project. Thank you & stay tuned!
Devlog - 2 Ok guys I have spent the time mostly getting the API working and gathering the TLE data which just means two line element data. I am currently getting data from CelesTrak and it is going quite good. I have also gotten the marker for the ISS on the globe. The part I am struggling with currently is the fact to sync the coordinates of the satellite with the earth and with the mouse movement. Currently I am trying many different things out like stopping the earth rotation and changing the camera location rather than the actual earth, just like trial and error. I have still not found a way to get this thing to work but I am continuing the trial and error process and will update about it in the next devlog. Thank you and stay tuned! Plus sorry for late devlog as I can’t really focus on coding much as the school has started and all.
Devlog - 3 In 2 hours I have worked on quite a few different things. Starting it off with a problem mentioned in the last devlog which was having the latitude and longitude of satellites matching that with the earth’s lat and lon. I have fixed that problem and it was quite a silly one because It the API which had me blocked for a temporary basis because I have requested a lot in a few amount of time. So, it was just no responding to the request and that is why the satellites where not appearing and stayed in the middle. Second I added a sliding panel for the satellite information in which I encountered a problem where I was using Raycaster and it detected every click rather than a specific satellite click so then I again did like trial and error process and got it to work at the end. Also created a new data folder so that the data for satellites stays separated from the main code. Next up I will be loading more of the satellites into the project. Thank you and stay tuned.
Devlog - 4 Right now it is being a bit too much of a trial and error debugging for me. I did manage to get all the satellites being added on the earth textured globe. There are around 16,000 satellites. I have separate code which asks the API for the data and then that data gets parsed and then it converts it to TLE and which is then used in the main code to make those markers. Then I added search feature and while making that search feature I noticed that still the syncing of the latitude & longitude of the textured earth and the satellites is still a big problem. I can’t get it too sync with each other . I will be continuing to debug and lets see what happens. Thank you & stay tuned!
Devlog - 5 Finally Finally . I have overcome the problem of syncing the latitude and longitude of the Earth and the satellites. So the main problem was, I used a tutorial to build the earth in 3D so what happened the Earth’s longitude at zero was -90 so because of that the calculations were being correct but the marker was being placed at a wrong latitude. Before I didn’t knew about that so I tried changing the math but that was correct and then when I figured out that is was at a wrong longitude, it was a simple fix as I just added +90 . Then I encountered another problem which was after a search the zoom controls and the drag controls for the earth became sketchy . That was because I was using a normal zoom function before but for zooming in on a satellite after the search it switched to x, y, z coordinate system and after just for normal zoom it tried to switch back to normal but couldn’t and that is why it became sketchy but I fixed that as well. Then I started to add features in. I have added satellite’s porjected path and completed path in now. You can see that in the video below. This was just like debugging. Thank you and stay tuned!
Devlog - 6 Ok guys, I think this was the hardest part of the project till now. I was trying to get the day/night version so it replicates the real earth. I this whole time figuring it out. Firstly I start up with math to actually figure out like astronomical values for the shader and to figure out where the Sun will be at what point of time but it didn’t work out but then I went to online libraries which let’s say also didn’t work as I could understand how to use it properly. I made so many changes through out this almost three hours but at the end I made a version where it sees users local time and adjusts the earth whether it will be day time or night time. Thank you and stay tuned!
Devlog - 7 I am happy to announce that OrbitTrace is complete . My own 3D satellite tracker is complete. For the last 2 hours I have focused on features which are Ground Track & Replay . Let’s start with Ground Track. The satellite on the model let’s us know that where the satellite is and the projected paths are just circles you may say. But Ground Track let’s you know the satellite is traveling relative to Earth. Like it travels in weird patterns around the Earth. The replay as you may guess is the where you can time travel. You can go behind in time for about 90 minutes to see where the satellite was. It increments per minute so it doesn’t take full 90 minutes to replay. Thank you for all the support. Goal As I have mentioned earlier this is my last project before and my last hope for A1 Mini 3D printer as it is getting hard to manage school and coding at the same time but I will try my best to work on more projects. I need around 200 more stardust and I think this project has the potential to achieve that. Thank everyone once again!
Devlog - 8 I have never been this frustrated to deploy a website. When I went to deploy the website, it kept giving me errors and errors. The main fault was that Vite 8 used a rolldown to bundle dependencies. It couldn’t bundle my satellite.js as it used js and WASM. Then I tried many times to make the code forcefully use the JS version but it just didn’t work. Then I searched up and saw that Vite 8 causes this and if I downgrade to Vite 7 then it will work then I did that and finally the deployment was turned from errors to success message and now the site is finally live. I will be shipping this project soon. Thank you for the support once again!
Ships:
What Is It? I have made a 3D Earth Satellite Tracker. If you can explore and get live information about the satellites. It uses an API link which gives the code the data which it needs to go through a custom made equation and does calculations to update the satellite’s location accurately and create a projected path for it. The globe is custom made with THREE.js and Vite. Features 3D Earth Real Satellite Positions using Satellite.js Search Feature Select Satellites Camera zoom Predicted and completed orbital path Ground Track Satellite Position Replay Information Panel Loading Screen Unique Features The ground track feature is I think the best one because we all know that satellite’s orbit around Earth in circles but it looks different when you see it relative to the Earth. The satellites have weird wavy or boxy type paths if seen on the Earth’s surface. Another great feature is replay which can give you replay for the last 90 minutes. It will not be a full 90 minutes, it increments by 1 minute which makes the process of replay faster and you don’t have to sit there for 90 minutes or for the amount of time you have selected. Goal I have mentioned this a lot but I am really close to my goal for an A1 Mini 3D Printer. If you guys leave me great reviews about the project then I will be set for my goal. Thank you in advance to any one who has supported me or has rated my project....
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Issued YSWS by @Acidicts | Stardance
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T17:03:11Z", "hours": 89.0, "multiplier": 15.53, "payout": 1383, "blessing": "neutral", "text": "Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)", "repo": "https://github.com/Acidicts/Issued", "demo": "https://issued.bing-bong.uk"}]...
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[{"post_id": 78879, "ts": "202 [{"post_id": 78879, "ts": "2026-10-11T21:05:08Z", "hours": 2.5772, "text": "I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates."}, {"post_id": 75924, "ts": "2026-10-01T16:48:57Z", "hours": 0.6297, "text": "Deploying on coolify and fixing bugs with that + encrypting current db"}, {"post_id": 75729, "ts": "2026-09-30T21:34:41Z", "hours": 1.0775, "text": "Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff )."}, {"post_id": 75254, "ts": "2026-09-29T16:08:17Z", "hours": 3.9967, "text": "## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db )."}, {"post_id": 74657, "ts": "2026-09-27T21:33:33Z", "hours": 2.8042, "text": "Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 ."}, {"post_id": 74176, "ts": "2026-09-26T21:01:23Z", "hours": 9.8606, "text": "Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c )."}, {"post_id": 71158, "ts": "2026-09-20T11:24:58Z", "hours": 2.1222, "text": "Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling."}, {"post_id": 70827, "ts": "2026-09-19T20:44:04Z", "hours": 7.9789, "text": "Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons."}, {"post_id": 65654, "ts": "2026-09-10T22:45:01Z", "hours": 4.65, "text": "Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 ."}, {"post_id": 63555, "ts": "2026-09-07T13:59:01Z", "hours": 4.54, "text": "Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit"}, {"post_id": 62972, "ts": "2026-09-06T15:23:56Z", "hours": 7.4994, "text": "Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow"}, {"post_id": 61811, "ts": "2026-09-04T21:55:13Z", "hours": 3.1611, "text": "Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd ))."}, {"post_id": 60507, "ts": "2026-09-02T21:52:42Z", "hours": 5.5383, "text": "I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)"}, {"post_id": 59213, "ts": "2026-08-31T21:41:46Z", "hours": 2.8433, "text": "Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview."}, {"post_id": 58236, "ts": "2026-08-30T16:26:21Z", "hours": 8.9714, "text": "Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one"}, {"post_id": 53048, "ts": "2026-08-23T13:14:54Z", "hours": 4.1422, "text": "Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups"}, {"post_id": 50653, "ts": "2026-08-19T22:27:11Z", "hours": 3.3331, "text": "Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview."}, {"post_id": 37237, "ts": "2026-07-29T19:53:07Z", "hours": 0.3972, "text": "Improved the New Order Page to be neater, and better themed along the colour scheme"}, {"post_id": 37220, "ts": "2026-07-29T19:25:45Z", "hours": 1.2728, "text": "Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes."}, {"post_id": 35739, "ts": "2026-07-27T11:35:58Z", "hours": 1.3936, "text": "Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs"}, {"post_id": 35463, "ts": "2026-07-26T22:10:06Z", "hours": 1.1911, "text": "Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion."}, {"post_id": 34704, "ts": "2026-07-25T17:05:22Z", "hours": 1.6431, "text": "Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems."}, {"post_id": 32945, "ts": "2026-07-22T13:01:39Z", "hours": 1.1947, "text": "Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability."}, {"post_id": 32314, "ts": "2026-07-21T12:27:35Z", "hours": 0.3503, "text": "Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance."}, {"post_id": 32039, "ts": "2026-07-20T22:30:02Z", "hours": 1.2369, "text": "Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files."}, {"post_id": 30900, "ts": "2026-07-18T21:33:53Z", "hours": 0.9747, "text": "feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table"}, {"post_id": 26210, "ts": "2026-07-10T21:30:31Z", "hours": 0.6197, "text": "Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects."}, {"post_id": 20347, "ts": "2026-07-01T22:27:04Z", "hours": 0.7008, "text": "fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page"}, {"post_id": 19576, "ts": "2026-06-30T22:24:00Z", "hours": 1.3847, "text": "Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme"}, {"post_id": 13382, "ts": "2026-06-21T22:29:32Z", "hours": 0.6847, "text": "Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)"}, {"post_id": 12184, "ts": "2026-06-19T21:59:46Z", "hours": 2.8486, "text": "Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies"}]...
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Title: Issued YSWS by @Acidicts | Stardance
Devlo Title: Issued YSWS by @Acidicts | Stardance
Devlogs:
Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies
Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)
Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme
fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page
Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects.
feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table
Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files.
Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance.
Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability.
Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems.
Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion.
Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs
Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes.
Improved the New Order Page to be neater, and better themed along the colour scheme
Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview.
Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups
Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one
Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview.
I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)
Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd )).
Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow
Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit
Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 .
Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons.
Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling.
Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c ).
Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 .
## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db ).
Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff ).
Deploying on coolify and fixing bugs with that + encrypting current db
I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates.
Ships:
Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)...
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1793004917.3471303
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1793091317.3471303
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37551
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Roguelike by @Alexander_Wolf | Stardance
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Alexander_Wolf
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1
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12.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:00:30Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists", "repo": "https://github.com/Wolf-Alexander/Roguelike", "demo": "https://ciferwolf.itch.io/roguelike"}]...
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[{"post_id": 74528, "ts": "202 [{"post_id": 74528, "ts": "2026-09-27T15:58:43Z", "hours": 6.045, "text": "Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details"}, {"post_id": 31684, "ts": "2026-07-20T09:21:14Z", "hours": 5.5831, "text": "Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system"}]...
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Title: Roguelike by @Alexander_Wolf | Stardance
D Title: Roguelike by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system
Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details
Ships:
So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists...
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1793004916.3362253
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1793091316.3362253
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56884
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SpideyyOS by @kingkev | Stardance
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kingkev
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1
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10.2
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:02:25Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience.", "repo": "https://github.com/Lunaa133/spideyy", "demo": "https://lunaa133.github.io/spideyy/"}]...
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[{"post_id": 76412, "ts": "202 [{"post_id": 76412, "ts": "2026-10-03T13:42:49Z", "hours": 1.1956, "text": "ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️"}, {"post_id": 66632, "ts": "2026-09-12T14:14:35Z", "hours": 1.0242, "text": "school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope"}, {"post_id": 62915, "ts": "2026-09-06T13:33:17Z", "hours": 0.5494, "text": "2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️"}, {"post_id": 62254, "ts": "2026-09-05T15:08:37Z", "hours": 0.7883, "text": "day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva"}, {"post_id": 61787, "ts": "2026-09-04T21:22:39Z", "hours": 1.4436, "text": "created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy"}, {"post_id": 60547, "ts": "2026-09-02T23:13:19Z", "hours": 0.5756, "text": "i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:"}, {"post_id": 60501, "ts": "2026-09-02T21:31:36Z", "hours": 0.9014, "text": "DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))"}, {"post_id": 60115, "ts": "2026-09-02T08:48:10Z", "hours": 0.855, "text": "now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :("}, {"post_id": 59919, "ts": "2026-09-01T22:59:07Z", "hours": 0.875, "text": "DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?"}, {"post_id": 59268, "ts": "2026-08-31T23:27:29Z", "hours": 0.9244, "text": "im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D"}, {"post_id": 59209, "ts": "2026-08-31T21:31:18Z", "hours": 0.3842, "text": "better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!"}, {"post_id": 59197, "ts": "2026-08-31T21:04:23Z", "hours": 0.2694, "text": "js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY"}]...
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Title: SpideyyOS by @kingkev | Stardance
Devlogs: Title: SpideyyOS by @kingkev | Stardance
Devlogs:
js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY
better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!
im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D
DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?
now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :(
DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))
i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:
created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy
day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva
2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️
school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope
ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️
Ships:
SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience....
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1793004914.9806461
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1793091314.9806461
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56873
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Smart Switchboard by @yashtakhtani | Stardance
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yashtakhtani
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T14:00:53Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room.", "repo": "https://github.com/Yash-Takhtani/Smart-Switchboard", "demo": ""}]...
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[{"post_id": 77286, "ts": "202 [{"post_id": 77286, "ts": "2026-10-06T13:20:06Z", "hours": 9.4656, "text": "Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works"}, {"post_id": 64123, "ts": "2026-09-08T10:11:12Z", "hours": 2.7467, "text": "Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware."}, {"post_id": 62694, "ts": "2026-09-06T05:42:54Z", "hours": 0.7236, "text": "Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them."}, {"post_id": 62308, "ts": "2026-09-05T16:39:58Z", "hours": 0.3806, "text": "Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though."}, {"post_id": 62281, "ts": "2026-09-05T16:01:16Z", "hours": 1.2669, "text": "Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo."}, {"post_id": 61592, "ts": "2026-09-04T16:02:48Z", "hours": 1.5167, "text": "Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border."}, {"post_id": 61308, "ts": "2026-09-04T05:00:50Z", "hours": 1.1336, "text": "Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-"}, {"post_id": 59164, "ts": "2026-08-31T19:54:07Z", "hours": 0.7733, "text": "Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators."}]...
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Title: Smart Switchboard by @yashtakhtani | Starda Title: Smart Switchboard by @yashtakhtani | Stardance
Devlogs:
Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators.
Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-
Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border.
Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo.
Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though.
Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them.
Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware.
Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works
Ships:
I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room....
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1793004912.328189
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1793091312.328189
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22354
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Dev-Tools by @Pradhya | Stardance
|
Pradhya
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1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T16:12:06Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, what ive made is a tool that helps me (yes, mainly me because why not. You can use it too tho!!) develop my other stuff ie enclave messenger, and that has like a LOT of like repetitive stuff which i wanted to reduce likeee python3 ../dev-tools/sigh.py (yes its sigh.py not sign.py . i just wanted some fun tbh) and i plan to add a lot more stuff and improve my messenger so i added a lot of stuff i needed while making this and a clock. The challenging part was to like package this and like get it to pypi. Andddddd figure out what i wanted to do here. Like… idk D: Im proud that i managed to like package this and like get it to pypi so i can learn and like package my messenger properly when i redo it… soonnnnnnn The installation guide/process is in the readme.md or just run pipx install project-enclave-tools", "repo": "https://github.com/Project-Enclave/project-enclave-tools", "demo": "https://pypi.org/project/project-enclave-tools/"}]...
|
[{"post_id": 77075, "ts": "202 [{"post_id": 77075, "ts": "2026-10-05T15:49:26Z", "hours": 1.875, "text": "Added MORE HELPERS for stuff like Project init Diagnostic Changelog Version Release Asset Improved: Signing (that was the only thing i could improve t_t) Config management"}, {"post_id": 76080, "ts": "2026-10-02T08:36:34Z", "hours": 3.315, "text": "It fucking works! Added signing Need to add verification, upload to custom server, proper config file, etc Yay!"}]...
|
Title: Dev-Tools by @Pradhya | Stardance
Devlogs: Title: Dev-Tools by @Pradhya | Stardance
Devlogs:
It fucking works! Added signing Need to add verification, upload to custom server, proper config file, etc Yay!
Added MORE HELPERS for stuff like Project init Diagnostic Changelog Version Release Asset Improved: Signing (that was the only thing i could improve t_t) Config management
Ships:
So, what ive made is a tool that helps me (yes, mainly me because why not. You can use it too tho!!) develop my other stuff ie enclave messenger, and that has like a LOT of like repetitive stuff which i wanted to reduce likeee python3 ../dev-tools/sigh.py (yes its sigh.py not sign.py . i just wanted some fun tbh) and i plan to add a lot more stuff and improve my messenger so i added a lot of stuff i needed while making this and a clock. The challenging part was to like package this and like get it to pypi. Andddddd figure out what i wanted to do here. Like… idk D: Im proud that i managed to like package this and like get it to pypi so i can learn and like package my messenger properly when i redo it… soonnnnnnn The installation guide/process is in the readme.md or just run pipx install project-enclave-tools...
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1793004911.0415945
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1793091311.0415945
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14492
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Tides simulation by @kuba_ch101 | Stardance
|
kuba_ch101
|
2
|
70.0
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1308
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:20:40Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ship #2 Many peaple in the reviews suggested adding some type of tutorial, so I added one. It was written with no AI, there might still be some grammar mistakes, but I hope the tutorial will be helpful.", "repo": "https://github.com/kubach101/tides-symulation", "demo": "https://kubach101.github.io/tides-symulation/"}, {"ship_num": 2, "ts": "2026-09-09T18:13:23Z", "hours": 67.0, "multiplier": 19.43, "payout": 1308, "blessing": "neutral", "text": "I made a simualation of tides generated on a planet by a satelite. I made it in C and OpenGL which I compiled(using emscriptem) to WebAssembly and WebGL. Then I added controls to make it interractive. I am verry proud that I menaged to compute the shape of the water almost entirely on a GPU shader. I also made a custom camera system which enables rotating along vectors other than the 3 main axes. The simulation isnt super accurate but it can serve for eg. educational purposes.", "repo": "https://github.com/kubach101/tides-symulation", "demo": "https://kubach101.github.io/tides-symulation/"}]...
|
[{"post_id": 82696, "ts": "202 [{"post_id": 82696, "ts": "2026-10-25T16:56:20Z", "hours": 0.7083, "text": "Added a reopening button for the tutorial and polished other things, project ready to ship :)"}, {"post_id": 71044, "ts": "2026-09-20T07:39:59Z", "hours": 1.6219, "text": "I added the tutorial, I wrote it by myself so there might be some uncought mistakes left, since English is not my native language. I think I explained it well and now the what some simulation parameters doshould be clear. Drawing is also made by me."}, {"post_id": 66249, "ts": "2026-09-11T23:31:02Z", "hours": 0.7003, "text": "Hello everyone It is my first devlog after the ship. People who rated my project had a great suggestion to make a tutorial, so I got to work. It will be in a form of a toggled window with instructions and explanations."}, {"post_id": 64810, "ts": "2026-09-09T14:19:19Z", "hours": 3.5808, "text": "I added different screen size support and a mobile layout. I also chaneged the UI SO now the whole canvas is likę a trackpad and you can zoom with scroll/fingers"}, {"post_id": 40430, "ts": "2026-08-03T22:52:15Z", "hours": 1.4511, "text": "I wrote the readme and I am almost ready to ship! Photos of progress:"}, {"post_id": 39663, "ts": "2026-08-02T19:50:11Z", "hours": 2.835, "text": "I improved the camera movement by making the rotation not based on the 3 main axes and instead based on the new ones created by the movement on the touchpad. It was quite hard to integrate everything but now the camera moves verry smooth. I also fixed a bug in the fragment shader which was breaking the alpha value of the oceanand now it looks much better."}, {"post_id": 38164, "ts": "2026-07-31T12:42:44Z", "hours": 9.9228, "text": "I added a UI to the web page! It features: -camera controls: rotating, zooming and home position -simulation parameters which you can change with sliders. Everything is conected to the simulation via “cwrap”, which makes you able to use some of your functions, from the c program, in java script. I went through multiple layout and I am still not shure if I will keep this one. This was my first time building something like this so I took some help from the AI while making the trackpad and the sliders."}, {"post_id": 30380, "ts": "2026-07-17T21:15:25Z", "hours": 3.7669, "text": "I added a trail behind the satelite to make this more interesting and a direction indicator(which you can turn off) so you know where the satelite is when you zoom in. I also started working on the shell file which basically grabs the render and ads html features. All the info and other thing will be in this grey area(for now, maybe I will change them later)."}, {"post_id": 29838, "ts": "2026-07-16T23:55:00Z", "hours": 2.7969, "text": "BIG NEWS! I was finally able to convert my C code to WASM using emscripten. I run it on local hosted server but I still cant make it work on github pages. I also moved part of physics calculations to a specified shader which should significantly boost the performace."}, {"post_id": 29122, "ts": "2026-07-15T19:47:38Z", "hours": 6.1136, "text": "I optimized my simulation and added a camera orientation indicator(top-right corner). It was much harder than I expected but It looks cool."}, {"post_id": 16529, "ts": "2026-06-26T21:50:43Z", "hours": 2.1425, "text": "I am now working on rewriting may program so I can later convert it to WASM using emscriptem. I also made the satelite distance modifiable."}, {"post_id": 15170, "ts": "2026-06-24T17:22:23Z", "hours": 1.9231, "text": "Added an option for user input. Now I will focus on adding friction to the moving ocean."}, {"post_id": 14889, "ts": "2026-06-24T05:27:16Z", "hours": 3.1589, "text": "I fixed some scaling bugs, but there still some left and i cant figure how to fix them. I also need to add friction soon. View after fixing radious bug:"}, {"post_id": 13728, "ts": "2026-06-22T14:36:56Z", "hours": 1.1089, "text": "I replaced some floats with doubles for better precision and improved the information tab."}, {"post_id": 13324, "ts": "2026-06-21T20:22:08Z", "hours": 6.9411, "text": "Made a huge rework today: -Reworked the entire pipeline and data structures to make code cleaner and more efficient. -Fixed some physics mistakes with scales I made before. -Fixed rendering bug which appeared when I chaned rendering order to a propper one."}, {"post_id": 12781, "ts": "2026-06-20T21:58:28Z", "hours": 1.9731, "text": "Made a custom Information tab, It shows simulation data. This took me some time, but I am happy with the results."}, {"post_id": 12635, "ts": "2026-06-20T17:10:22Z", "hours": 2.8864, "text": "I added camera movement, for now the camera is centered on the planet but I might change it in the future. I neede to add and rework few functions to make this work. There was also a major problem, which I learnt is called “gimbal lock”. Before I fixed It the camera was getting flipped when It rotated 90 degrees. There is also a zoom option(2’nd picture)."}, {"post_id": 12466, "ts": "2026-06-20T11:04:40Z", "hours": 3.9556, "text": "I scaled everything to real proportions of earth and moon. Improved pipeline by adding rendering functions and reducing the number of shaders. Made the moon orbit, to see it move I added a second time scale(not based on SI) to make the orbits fast without affecting other scales. I still need to correct the water based on updated moon position."}, {"post_id": 11516, "ts": "2026-06-18T20:13:46Z", "hours": 3.4372, "text": "Finaly the geometry is calculated by the satelite’s gravity. In a normal scenario the wouldn’t be visible in that scale so I needed to bring the moon verry close to the planet(It is now invisible) and increese its mass. I am planning to make a zoom options so the deformations will be vissible even with the real data"}, {"post_id": 7363, "ts": "2026-06-12T08:29:15Z", "hours": 0.3783, "text": "I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that). Of course i needed to scale it a bit, so you can see the water deformation. It looks realy cool when the water is “streched” too much:"}, {"post_id": 7128, "ts": "2026-06-11T22:11:05Z", "hours": 2.5839, "text": "Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break. Current view:"}, {"post_id": 6862, "ts": "2026-06-11T14:49:20Z", "hours": 1.865, "text": "I improved my shader for solid bodies: -shading responds to motion(previously it looked like the light sorce was moving with the object) -now the shading is done per pixel(not per vertex) -a bit of color is added to the opposite side Here you can see before and after:"}, {"post_id": 6373, "ts": "2026-06-10T18:47:00Z", "hours": 2.5058, "text": "Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird."}, {"post_id": 5897, "ts": "2026-06-09T21:18:17Z", "hours": 1.9833, "text": "Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part."}]...
|
Title: Tides simulation by @kuba_ch101 | Stardance Title: Tides simulation by @kuba_ch101 | Stardance
Devlogs:
Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part.
Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird.
I improved my shader for solid bodies: -shading responds to motion(previously it looked like the light sorce was moving with the object) -now the shading is done per pixel(not per vertex) -a bit of color is added to the opposite side Here you can see before and after:
Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break. Current view:
I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that). Of course i needed to scale it a bit, so you can see the water deformation. It looks realy cool when the water is “streched” too much:
Finaly the geometry is calculated by the satelite’s gravity. In a normal scenario the wouldn’t be visible in that scale so I needed to bring the moon verry close to the planet(It is now invisible) and increese its mass. I am planning to make a zoom options so the deformations will be vissible even with the real data
I scaled everything to real proportions of earth and moon. Improved pipeline by adding rendering functions and reducing the number of shaders. Made the moon orbit, to see it move I added a second time scale(not based on SI) to make the orbits fast without affecting other scales. I still need to correct the water based on updated moon position.
I added camera movement, for now the camera is centered on the planet but I might change it in the future. I neede to add and rework few functions to make this work. There was also a major problem, which I learnt is called “gimbal lock”. Before I fixed It the camera was getting flipped when It rotated 90 degrees. There is also a zoom option(2’nd picture).
Made a custom Information tab, It shows simulation data. This took me some time, but I am happy with the results.
Made a huge rework today: -Reworked the entire pipeline and data structures to make code cleaner and more efficient. -Fixed some physics mistakes with scales I made before. -Fixed rendering bug which appeared when I chaned rendering order to a propper one.
I replaced some floats with doubles for better precision and improved the information tab.
I fixed some scaling bugs, but there still some left and i cant figure how to fix them. I also need to add friction soon. View after fixing radious bug:
Added an option for user input. Now I will focus on adding friction to the moving ocean.
I am now working on rewriting may program so I can later convert it to WASM using emscriptem. I also made the satelite distance modifiable.
I optimized my simulation and added a camera orientation indicator(top-right corner). It was much harder than I expected but It looks cool.
BIG NEWS! I was finally able to convert my C code to WASM using emscripten. I run it on local hosted server but I still cant make it work on github pages. I also moved part of physics calculations to a specified shader which should significantly boost the performace.
I added a trail behind the satelite to make this more interesting and a direction indicator(which you can turn off) so you know where the satelite is when you zoom in. I also started working on the shell file which basically grabs the render and ads html features. All the info and other thing will be in this grey area(for now, maybe I will change them later).
I added a UI to the web page! It features: -camera controls: rotating, zooming and home position -simulation parameters which you can change with sliders. Everything is conected to the simulation via “cwrap”, which makes you able to use some of your functions, from the c program, in java script. I went through multiple layout and I am still not shure if I will keep this one. This was my first time building something like this so I took some help from the AI while making the trackpad and the sliders.
I improved the camera movement by making the rotation not based on the 3 main axes and instead based on the new ones created by the movement on the touchpad. It was quite hard to integrate everything but now the camera moves verry smooth. I also fixed a bug in the fragment shader which was breaking the alpha value of the oceanand now it looks much better.
I wrote the readme and I am almost ready to ship! Photos of progress:
I added different screen size support and a mobile layout. I also chaneged the UI SO now the whole canvas is likę a trackpad and you can zoom with scroll/fingers
Hello everyone It is my first devlog after the ship. People who rated my project had a great suggestion to make a tutorial, so I got to work. It will be in a form of a toggled window with instructions and explanations.
I added the tutorial, I wrote it by myself so there might be some uncought mistakes left, since English is not my native language. I think I explained it well and now the what some simulation parameters doshould be clear. Drawing is also made by me.
Added a reopening button for the tutorial and polished other things, project ready to ship :)
Ships:
I made a simualation of tides generated on a planet by a satelite. I made it in C and OpenGL which I compiled(using emscriptem) to WebAssembly and WebGL. Then I added controls to make it interractive. I am verry proud that I menaged to compute the shape of the water almost entirely on a GPU shader. I also made a custom camera system which enables rotating along vectors other than the 3 main axes. The simulation isnt super accurate but it can serve for eg. educational purposes.
Ship #2 Many peaple in the reviews suggested adding some type of tutorial, so I added one. It was written with no AI, there might still be some grammar mistakes, but I hope the tutorial will be helpful....
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1793004909.373205
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1793091309.373205
|
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56827
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Making my old 2015 laptop not suck (it has windows Making my old 2015 laptop not suck (it has windows 8...) by @mateiang169 | Stardance...
|
mateiang169
|
1
|
8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T17:59:42Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I revived my old 2015 laptop that was stuck on Windows 8 and super slow! I fully disassembled and cleaned the hardware, replaced the dry thermal paste, wiped the drive, and installed a fresh copy of Windows 11 with all the necessary drivers and software. The most challenging part was dealing with repeated Rufus crashes while creating the bootable USB drive, as well as carefully taking apart the laptop without damaging any internal components. I’m really proud of taking a completely unusable machine and optimizing it into a fast, functional laptop that can now handle tasks and apps that were impossible on old Windows 8. What you should know if you want to try this project: Anyone can do this, and I highly recommend it! Unless your PC is way too ancient, this is a fantastic beginner-friendly project. It teaches you so much about electronics, hardware maintenance, operating systems, and software setup. It’s super fun and satisfying to take an old, sluggish laptop and transform it into a clean, fast machine!", "repo": "https://github.com/mateiang169-create/2015-laptop-upgrade", "demo": ""}]...
|
[{"post_id": 61604, "ts": "202 [{"post_id": 61604, "ts": "2026-09-04T16:19:46Z", "hours": 5.8817, "text": "So today i installed the necessary like drivers, gpu drivers and steam. And i will keep making my laptop better by optimising it as much as possible."}, {"post_id": 59658, "ts": "2026-09-01T16:00:09Z", "hours": 1.6431, "text": "So today i just started a new project in which i am trying to make my old laptop not suck by putting windows 11 on it (it had windows 8 on it…), optimizing it and trying after to game on it. Btw it has an intel core i5 4000U, a GTX 820M 1gb vram and 8 gigs of ddr3."}]...
|
Title: Making my old 2015 laptop not suck (it has Title: Making my old 2015 laptop not suck (it has windows 8...) by @mateiang169 | Stardance
Devlogs:
So today i just started a new project in which i am trying to make my old laptop not suck by putting windows 11 on it (it had windows 8 on it…), optimizing it and trying after to game on it. Btw it has an intel core i5 4000U, a GTX 820M 1gb vram and 8 gigs of ddr3.
So today i installed the necessary like drivers, gpu drivers and steam. And i will keep making my laptop better by optimising it as much as possible.
Ships:
I revived my old 2015 laptop that was stuck on Windows 8 and super slow! I fully disassembled and cleaned the hardware, replaced the dry thermal paste, wiped the drive, and installed a fresh copy of Windows 11 with all the necessary drivers and software. The most challenging part was dealing with repeated Rufus crashes while creating the bootable USB drive, as well as carefully taking apart the laptop without damaging any internal components. I’m really proud of taking a completely unusable machine and optimizing it into a fast, functional laptop that can now handle tasks and apps that were impossible on old Windows 8. What you should know if you want to try this project: Anyone can do this, and I highly recommend it! Unless your PC is way too ancient, this is a fantastic beginner-friendly project. It teaches you so much about electronics, hardware maintenance, operating systems, and software setup. It’s super fun and satisfying to take an old, sluggish laptop and transform it into a clean, fast machine!...
|
1793004908.270505
|
1793091308.270505
|
|
56806
|
Pixel-Run by @shauryaey246 | Stardance
|
shauryaey246
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T06:32:50Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#“Pixel-Run” The game that contains 2 minigames, themes based on: Mario and Space Invaders The user have only have to use spacebar and arrow keys for controls. I hope you would like the game, Thank You!", "repo": "https://github.com/Shaurya-ey/Pixel-Run", "demo": "https://maverick-ed.itch.io/pixel-run"}]...
|
[{"post_id": 67628, "ts": "202 [{"post_id": 67628, "ts": "2026-09-13T19:34:54Z", "hours": 1.9186, "text": "Done with the Project!! So, i’m now finally done with the final part of my game which was the minigame-2. I also uploaded it to “itch.io”, Here: https://shaurya-gen.itch.io/pixel-run (don’t forget to comment down) now looking forward to get this approved!"}, {"post_id": 67473, "ts": "2026-09-13T16:10:16Z", "hours": 2.4578, "text": "Done with 1st minigame + Started off with 2nd Update time!! So i’m done with my 1st minigame which is mario run. Also i did some work on my 2nd minigame which is inspired by space invaders, done with firing of bullets by the space -craft + placed some enemies which requires some programming and setup so that they would die when fired which is not happening atp. See ya! after completing my 2nd minigame."}, {"post_id": 66126, "ts": "2026-09-11T18:55:52Z", "hours": 3.6514, "text": "#2. Done with level part and character movements+interactions I’m done with 1st minigame and in it with almost everything like: -Basic character movements. -Coin animation+collection logic (reconnecting signals for coins). -Level design. -Timer thingy. BUT, I have some issues for now and want some improvements to do in my first minigame, which are: I really have to add “GAME OVER” and “COMPLETED” messages at the end of the playable interface. I’m facing a bug in the game timer of 10s, like whn counting back it redirects me to finish page at ‘6s’. Other possible improvements… Timelapse: https://lapse.hackclub.com/timelapse/30Y2rYvWrVl _"}, {"post_id": 65086, "ts": "2026-09-09T23:38:58Z", "hours": 2.0417, "text": "#1.First Devlog: So i have started building the basic structure, by following the guide. What things im done with till now: -basic art creation -start,settings and quit buttons creation -organizing file structure and stuff(although it still looks messy) -basic code push till timer thingy. Timelapse links: https://lapse.hackclub.com/timelapse/P1AlfhgU8RZY and https://lapse.hackclub.com/timelapse/tqONbf-HNPeF"}]...
|
Title: Pixel-Run by @shauryaey246 | Stardance
Dev Title: Pixel-Run by @shauryaey246 | Stardance
Devlogs:
#1.First Devlog: So i have started building the basic structure, by following the guide. What things im done with till now: -basic art creation -start,settings and quit buttons creation -organizing file structure and stuff(although it still looks messy) -basic code push till timer thingy. Timelapse links: https://lapse.hackclub.com/timelapse/P1AlfhgU8RZY and https://lapse.hackclub.com/timelapse/tqONbf-HNPeF
#2. Done with level part and character movements+interactions I’m done with 1st minigame and in it with almost everything like: -Basic character movements. -Coin animation+collection logic (reconnecting signals for coins). -Level design. -Timer thingy. BUT, I have some issues for now and want some improvements to do in my first minigame, which are: I really have to add “GAME OVER” and “COMPLETED” messages at the end of the playable interface. I’m facing a bug in the game timer of 10s, like whn counting back it redirects me to finish page at ‘6s’. Other possible improvements… Timelapse: https://lapse.hackclub.com/timelapse/30Y2rYvWrVl _
Done with 1st minigame + Started off with 2nd Update time!! So i’m done with my 1st minigame which is mario run. Also i did some work on my 2nd minigame which is inspired by space invaders, done with firing of bullets by the space -craft + placed some enemies which requires some programming and setup so that they would die when fired which is not happening atp. See ya! after completing my 2nd minigame.
Done with the Project!! So, i’m now finally done with the final part of my game which was the minigame-2. I also uploaded it to “itch.io”, Here: https://shaurya-gen.itch.io/pixel-run (don’t forget to comment down) now looking forward to get this approved!
Ships:
#“Pixel-Run” The game that contains 2 minigames, themes based on: Mario and Space Invaders The user have only have to use spacebar and arrow keys for controls. I hope you would like the game, Thank You!...
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1793004905.1243849
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1793091305.1243849
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|
4439
|
Variable hue led strip controller by @hrushal | St Variable hue led strip controller by @hrushal | Stardance...
|
hrushal
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:08:10Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too", "repo": "https://github.com/Hrushal-Nikhare/12v-rgb-led-strip-common-anode-driver", "demo": ""}]...
|
[{"post_id": 73657, "ts": "202 [{"post_id": 73657, "ts": "2026-09-25T16:27:21Z", "hours": 0.9, "text": "MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details"}, {"post_id": 73628, "ts": "2026-09-25T15:09:34Z", "hours": 1.3667, "text": "WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram"}, {"post_id": 68201, "ts": "2026-09-14T18:09:27Z", "hours": 4.1167, "text": "555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭"}, {"post_id": 23654, "ts": "2026-07-06T19:18:09Z", "hours": 1.5333, "text": "Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)"}, {"post_id": 13083, "ts": "2026-06-21T12:38:16Z", "hours": 1.7589, "text": "Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)"}, {"post_id": 710, "ts": "2026-06-02T09:17:07Z", "hours": 1.0128, "text": "Worked on Fixing the circuit And schematic"}]...
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Title: Variable hue led strip controller by @hrush Title: Variable hue led strip controller by @hrushal | Stardance
Devlogs:
Worked on Fixing the circuit And schematic
Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)
Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)
555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭
WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram
MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details
Ships:
12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too...
|
1793004902.1641304
|
1793091302.1641304
|
|
56787
|
Dama MarketPlace by @suchaz7539 | Stardance
|
suchaz7539
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1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:39:52Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An ecommerce website", "repo": "https://github.com/surafel7539/Dama", "demo": "https://dama-ach4-alpha.vercel.app/"}]...
|
[{"post_id": 59633, "ts": "202 [{"post_id": 59633, "ts": "2026-09-01T15:35:08Z", "hours": 0.3342, "text": "Yesterday I began the marketplace page and today i finished it"}, {"post_id": 58960, "ts": "2026-08-31T14:57:44Z", "hours": 27.3186, "text": "An Ecommerce Website called Dama"}]...
|
Title: Dama MarketPlace by @suchaz7539 | Stardance Title: Dama MarketPlace by @suchaz7539 | Stardance
Devlogs:
An Ecommerce Website called Dama
Yesterday I began the marketplace page and today i finished it
Ships:
An ecommerce website...
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1793004900.4667263
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1793091300.4667263
|
|
51635
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What's YOUR flight path? by @Sandhana | Starda What's YOUR flight path? by @Sandhana | Stardance...
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Sandhana
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T20:34:47Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an educational game that consists of 5 space-themed minigames to help further the mission of the Global Student Aerospace Initiative, which I am the co-founder of. Each minigame is preceded by an informational screen discussing a different career path within the aerospace field. The game starts with a Title Scene that allows the game to proceed. Every minigame starts with a short Level Scene that informs the user about how many lives they have and what level they are about to start. Minigame 1: Planetary Scientist The user must navigate and jump onto levels to collect scattered planets that they have discovered to deploy spacecraft for further studying. Minigame 2: Exoplanet Researcher The user must click 4 exoplanets that they have previously discovered that they now deem unsuitable for life to remove it from their dataset. Minigame 3: Space Journalist The user must determine if a news article is reliable based on its use of data. Minigame 4: Astronomer The user must click the 8 main stars of the constellation Orion/ Minigame 5: Flight Surgeon The user must determine if an astronaut’s health level have deviated after spaceflight. I have created a death scene if you lose all 5 lives and a winner scene if you survive all 5 minigames.", "repo": "https://github.com/SandhanaRajesh/aerospacegame", "demo": "https://sandhanarajesh.itch.io/global-student-aerospace-initiative-aerospace-career-education-game"}]...
|
[{"post_id": 74153, "ts": "202 [{"post_id": 74153, "ts": "2026-09-26T19:45:07Z", "hours": 1.5694, "text": "This is probably the last devlog before I ship this project. I finished the last minigame today, which is about Flight Surgeons. The user has to compare pre-spaceflight and post-spaceflight reports of an astronaut and determine if ALL of their health levels are normal or not."}, {"post_id": 73795, "ts": "2026-09-26T00:47:35Z", "hours": 4.3981, "text": "Since the previous devlog, I’ve done quite a lot. I debugged and rewired the game flow to include my info screens about the different aerospace field jobs. One issue I had with this was using the wrong name while coding (ex. using screen instead of scene or vice versa). I coded the 3rd Minigame. It’s based on the career of Space Journalism, and essentially the user has to read an article and determine its reliability based on their own notes based on direct sources. I coded the 4th Minigame. It’s based on the career of Astronomy, and the user has to click the 8 main stars of the constellation Orion within 6 seconds to not lose a life. A problem I faced with coding this game was that I didn’t connect the signals to the right nodes, so clicking the stars didn’t do anything. A lot of this time was spent debugging, not actually working lol."}, {"post_id": 67695, "ts": "2026-09-13T21:37:42Z", "hours": 1.9178, "text": "Up to this point, I’ve completed a lot since the previous devlog. I completed the second minigame, which was a clicker game. The user needs to click 4 exoplanets in a certain amount of time to win the game. I also decided that I would lean into the educational aspect of the project (the whole point of making it space themed) and start creating information scenes that the user should read before each game. The first minigame (see previous devlog)’s information scene is all about being a planetary scientist, and the second minigame is about being an exoplanet researcher. The information scenes outline the mission objective (how to win the game; I noticed when rating in Stardance that many of the games didn’t explain what was going on so I found myself highly confused and wanted to fix that in my own game). Importantly, the scene includes a brief overview of each career that each minigame is meant to highlight. My next steps will be to attach a signal to the “got it” button, fix the flow in the code to include the information scene, and code more minigames."}, {"post_id": 62602, "ts": "2026-09-06T02:15:59Z", "hours": 3.1656, "text": "Here’s what I’ve completed today! I created my first minigame, which involves a character (which I designed using squares on Canva) who jumps onto platforms to collect Saturns within a specific time frame. A challenge I faced was getting the Saturns to send out and receive signals correctly. I also had trouble with animating the Saturns to float, but it worked once I restarted that segment."}, {"post_id": 61215, "ts": "2026-09-04T01:20:34Z", "hours": 0.3583, "text": "I’ve actually worked on this for over 2 hours, but I forgot to refresh GoDot so it never even tracked my time…. I actually almost cried but it’s ok, life goes on I guess. Anyways, today I created the first scene that users will see when the game opens. I want this game to be a way for students to learn about unconventional careers in aerospace so they can learn where they can thrive with their specific interests and skills (ex. aerospace x biology -> research space medicine/astrobiology, flight surgeon, etc.) I also created three buttons on the Start Menu today: START, SETTINGS, and QUIT, and I coded the functionality behind each one (tomorrow I need to create the scene for all of these (besides the quit button because that just quits the game) buttons to open) On the beginning scene I designed a black background with stars everywhere, a text box saying “Created by Sandhana Rajesh” and my student initiative’s logo (GSAI aka the Global Student Aerospace Initiative). This game will also serve as a way to let more people learn about my organization that I’ve founded and let them get involved to learn more about aerospace careers and space in general by becoming general members."}]...
|
Title: What's YOUR flight path? by @Sandhana | Title: What's YOUR flight path? by @Sandhana | Stardance
Devlogs:
I’ve actually worked on this for over 2 hours, but I forgot to refresh GoDot so it never even tracked my time…. I actually almost cried but it’s ok, life goes on I guess. Anyways, today I created the first scene that users will see when the game opens. I want this game to be a way for students to learn about unconventional careers in aerospace so they can learn where they can thrive with their specific interests and skills (ex. aerospace x biology -> research space medicine/astrobiology, flight surgeon, etc.) I also created three buttons on the Start Menu today: START, SETTINGS, and QUIT, and I coded the functionality behind each one (tomorrow I need to create the scene for all of these (besides the quit button because that just quits the game) buttons to open) On the beginning scene I designed a black background with stars everywhere, a text box saying “Created by Sandhana Rajesh” and my student initiative’s logo (GSAI aka the Global Student Aerospace Initiative). This game will also serve as a way to let more people learn about my organization that I’ve founded and let them get involved to learn more about aerospace careers and space in general by becoming general members.
Here’s what I’ve completed today! I created my first minigame, which involves a character (which I designed using squares on Canva) who jumps onto platforms to collect Saturns within a specific time frame. A challenge I faced was getting the Saturns to send out and receive signals correctly. I also had trouble with animating the Saturns to float, but it worked once I restarted that segment.
Up to this point, I’ve completed a lot since the previous devlog. I completed the second minigame, which was a clicker game. The user needs to click 4 exoplanets in a certain amount of time to win the game. I also decided that I would lean into the educational aspect of the project (the whole point of making it space themed) and start creating information scenes that the user should read before each game. The first minigame (see previous devlog)’s information scene is all about being a planetary scientist, and the second minigame is about being an exoplanet researcher. The information scenes outline the mission objective (how to win the game; I noticed when rating in Stardance that many of the games didn’t explain what was going on so I found myself highly confused and wanted to fix that in my own game). Importantly, the scene includes a brief overview of each career that each minigame is meant to highlight. My next steps will be to attach a signal to the “got it” button, fix the flow in the code to include the information scene, and code more minigames.
Since the previous devlog, I’ve done quite a lot. I debugged and rewired the game flow to include my info screens about the different aerospace field jobs. One issue I had with this was using the wrong name while coding (ex. using screen instead of scene or vice versa). I coded the 3rd Minigame. It’s based on the career of Space Journalism, and essentially the user has to read an article and determine its reliability based on their own notes based on direct sources. I coded the 4th Minigame. It’s based on the career of Astronomy, and the user has to click the 8 main stars of the constellation Orion within 6 seconds to not lose a life. A problem I faced with coding this game was that I didn’t connect the signals to the right nodes, so clicking the stars didn’t do anything. A lot of this time was spent debugging, not actually working lol.
This is probably the last devlog before I ship this project. I finished the last minigame today, which is about Flight Surgeons. The user has to compare pre-spaceflight and post-spaceflight reports of an astronaut and determine if ALL of their health levels are normal or not.
Ships:
I made an educational game that consists of 5 space-themed minigames to help further the mission of the Global Student Aerospace Initiative, which I am the co-founder of. Each minigame is preceded by an informational screen discussing a different career path within the aerospace field. The game starts with a Title Scene that allows the game to proceed. Every minigame starts with a short Level Scene that informs the user about how many lives they have and what level they are about to start. Minigame 1: Planetary Scientist The user must navigate and jump onto levels to collect scattered planets that they have discovered to deploy spacecraft for further studying. Minigame 2: Exoplanet Researcher The user must click 4 exoplanets that they have previously discovered that they now deem unsuitable for life to remove it from their dataset. Minigame 3: Space Journalist The user must determine if a news article is reliable based on its use of data. Minigame 4: Astronomer The user must click the 8 main stars of the constellation Orion/ Minigame 5: Flight Surgeon The user must determine if an astronaut’s health level have deviated after spaceflight. I have created a death scene if you lose all 5 lives and a winner scene if you survive all 5 minigames....
|
1793004897.182402
|
1793091297.182402
|
|
51600
|
My own site! by @Mahmoud_Mohamed | Stardance
|
Mahmoud_Mohamed
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:12:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts).", "repo": "https://github.com/MahmoudMohamed99-AI/My-website", "demo": "https://mahmoudmohamed99-ai.github.io/My-website/"}]...
|
[{"post_id": 77240, "ts": "202 [{"post_id": 77240, "ts": "2026-10-06T07:53:41Z", "hours": 0.5925, "text": "My presonal web-site"}, {"post_id": 51109, "ts": "2026-08-20T16:36:00Z", "hours": 0.3628, "text": "This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️"}]...
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Title: My own site! by @Mahmoud_Mohamed | Stardanc Title: My own site! by @Mahmoud_Mohamed | Stardance
Devlogs:
This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️
My presonal web-site
Ships:
I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts)....
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1793004895.3956592
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1793091295.3956592
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|
51584
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Prompt Injection: 101 by @parth_ida13 | Stardance
|
parth_ida13
|
1
|
8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T05:39:21Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a cybersecurity based game, It was really frustrating to lose all my good work so things might be scuffed or corrupted, (but still works) all the systems and functions are saved and foolproof, (check devlogs)", "repo": "https://github.com/parthida13/promptinjection101", "demo": "https://github.com/parthida13/promptinjection101/blob/main/README.md"}]...
|
[{"post_id": 74138, "ts": "202 [{"post_id": 74138, "ts": "2026-09-26T19:03:19Z", "hours": 0.9375, "text": "Lost all my work from OS issues, dont feel much motivated only on track to get 30 hours"}, {"post_id": 60758, "ts": "2026-09-03T10:22:13Z", "hours": 1.2622, "text": "Decided on uploading to pypi library as that would be easier for everyone. Coding left libraries for efficient token usage"}, {"post_id": 56390, "ts": "2026-08-28T04:29:14Z", "hours": 1.1939, "text": "Deciding wheter or not to integrate flask or keep it simple. Creating frontend and deciding if my workload would be excessive or not. Checking back in a few minutes"}, {"post_id": 51778, "ts": "2026-08-21T16:49:53Z", "hours": 0.6269, "text": "Added dual-api crosschecking + reframed blocked_words list. Added stricter XML tags to take user inputs as questions and not commands. I’d be surprised if someone completed the 5th level."}, {"post_id": 51729, "ts": "2026-08-21T15:43:27Z", "hours": 1.1086, "text": "Created all the levels in python. Researched for an hour or so and discovered methods used to protect AI systems from prompt injections. Added base64 scanners and pattern recognizers for making levels 3-5 from hard to near impossible. Next steps are to add dual api verification and a timing system to make sure you can play the entire game without burning out all your api credits. When I get a better pc I’ll recreate this project when the next hackclub event starts but I’ll use ollama so I can make more better systems."}, {"post_id": 51541, "ts": "2026-08-21T09:33:34Z", "hours": 1.0642, "text": "Shifted over to gemini-3.5 flash as it gives you more tokens/more requests per day. The AI finally has perception but since this AI model has built in features for prompt injection I might have to dumb it down to still make the game engaging. I will also be making it much harder in the next levels surpassing the already existing safety filters/features in gemini 3.5 flash"}, {"post_id": 51062, "ts": "2026-08-20T15:23:05Z", "hours": 0.5325, "text": "Created the base/structure of level 1. I am using a framework called OpenAI in python to handle API requests from grok. The first level is supposed to be easy so I didn’t code anything crazy to prevent the user in logging in. To not spoil the upcoming level this is all the code I can show right now"}, {"post_id": 50864, "ts": "2026-08-20T09:53:41Z", "hours": 1.5253, "text": "Created prompt injection:101 as an interactive game from which you try to manipulate the AI into giving you unrestricted access to private information given to the AI by the system. There will be 5 levels initially and then I will ship my project. I tried to use ollama but my system can’t download it :( thats why i’m going to use an API key sadly. Haven’t written much spent the first 20 minutes gathering nessecary libraries and researching about the openAI framework"}]...
|
Title: Prompt Injection: 101 by @parth_ida13 | Sta Title: Prompt Injection: 101 by @parth_ida13 | Stardance
Devlogs:
Created prompt injection:101 as an interactive game from which you try to manipulate the AI into giving you unrestricted access to private information given to the AI by the system. There will be 5 levels initially and then I will ship my project. I tried to use ollama but my system can’t download it :( thats why i’m going to use an API key sadly. Haven’t written much spent the first 20 minutes gathering nessecary libraries and researching about the openAI framework
Created the base/structure of level 1. I am using a framework called OpenAI in python to handle API requests from grok. The first level is supposed to be easy so I didn’t code anything crazy to prevent the user in logging in. To not spoil the upcoming level this is all the code I can show right now
Shifted over to gemini-3.5 flash as it gives you more tokens/more requests per day. The AI finally has perception but since this AI model has built in features for prompt injection I might have to dumb it down to still make the game engaging. I will also be making it much harder in the next levels surpassing the already existing safety filters/features in gemini 3.5 flash
Created all the levels in python. Researched for an hour or so and discovered methods used to protect AI systems from prompt injections. Added base64 scanners and pattern recognizers for making levels 3-5 from hard to near impossible. Next steps are to add dual api verification and a timing system to make sure you can play the entire game without burning out all your api credits. When I get a better pc I’ll recreate this project when the next hackclub event starts but I’ll use ollama so I can make more better systems.
Added dual-api crosschecking + reframed blocked_words list. Added stricter XML tags to take user inputs as questions and not commands. I’d be surprised if someone completed the 5th level.
Deciding wheter or not to integrate flask or keep it simple. Creating frontend and deciding if my workload would be excessive or not. Checking back in a few minutes
Decided on uploading to pypi library as that would be easier for everyone. Coding left libraries for efficient token usage
Lost all my work from OS issues, dont feel much motivated only on track to get 30 hours
Ships:
I made a cybersecurity based game, It was really frustrating to lose all my good work so things might be scuffed or corrupted, (but still works) all the systems and functions are saved and foolproof, (check devlogs)...
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1793004893.3120193
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1793091293.3120193
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56718
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emma's site by @emma | Stardance
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emma
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:37:08Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D", "repo": "https://github.com/prplwtf/prpl.wtf", "demo": "https://prpl.wtf"}]...
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[{"post_id": 74672, "ts": "202 [{"post_id": 74672, "ts": "2026-09-27T23:34:40Z", "hours": 3.9367, "text": "i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components"}, {"post_id": 60788, "ts": "2026-09-03T11:48:26Z", "hours": 1.7458, "text": "I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post."}, {"post_id": 60141, "ts": "2026-09-02T10:07:04Z", "hours": 0.535, "text": "Working on the blog post view and styling markdown components so everything looks nice and tidy!"}, {"post_id": 59884, "ts": "2026-09-01T21:30:27Z", "hours": 1.72, "text": "I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much."}, {"post_id": 59612, "ts": "2026-09-01T15:05:26Z", "hours": 2.6161, "text": "Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog."}, {"post_id": 58862, "ts": "2026-08-31T13:16:53Z", "hours": 0.5347, "text": "Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️"}, {"post_id": 58820, "ts": "2026-08-31T12:25:59Z", "hours": 5.1419, "text": "I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)"}]...
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Title: emma's site by @emma | Stardance
Devlo Title: emma's site by @emma | Stardance
Devlogs:
I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)
Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️
Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog.
I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much.
Working on the blog post view and styling markdown components so everything looks nice and tidy!
I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post.
i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components
Ships:
I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D...
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1793004892.0928195
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1793091292.0928195
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56694
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[MOVED] Discord User Apps Bot by @stefdp | Stardan [MOVED] Discord User Apps Bot by @stefdp | Stardance...
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stefdp
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1
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85.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T13:33:42Z", "hours": 85.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it", "repo": "https://git.stefdp.com/Stef/userApps", "demo": "https://discord.com/oauth2/authorize?client_id=1223221223685886032"}]...
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[{"post_id": 72794, "ts": "202 [{"post_id": 72794, "ts": "2026-09-23T19:06:22Z", "hours": 0.3492, "text": "Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only"}, {"post_id": 72707, "ts": "2026-09-23T15:29:45Z", "hours": 3.7897, "text": "Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose"}, {"post_id": 70873, "ts": "2026-09-19T22:10:42Z", "hours": 5.3797, "text": "Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard"}, {"post_id": 70257, "ts": "2026-09-18T20:20:48Z", "hours": 5.9111, "text": "Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)"}, {"post_id": 69649, "ts": "2026-09-17T14:30:09Z", "hours": 4.295, "text": "Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class"}, {"post_id": 68211, "ts": "2026-09-14T18:17:54Z", "hours": 2.95, "text": "Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }"}, {"post_id": 67479, "ts": "2026-09-13T16:26:49Z", "hours": 7.7817, "text": "Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string"}, {"post_id": 66516, "ts": "2026-09-12T11:06:55Z", "hours": 6.5256, "text": "Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs"}, {"post_id": 65657, "ts": "2026-09-10T22:56:19Z", "hours": 4.5164, "text": "Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig"}, {"post_id": 65422, "ts": "2026-09-10T15:31:24Z", "hours": 5.8289, "text": "Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars"}, {"post_id": 64121, "ts": "2026-09-08T10:02:03Z", "hours": 7.1333, "text": "Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction"}, {"post_id": 62806, "ts": "2026-09-06T10:14:43Z", "hours": 5.5831, "text": "Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable"}, {"post_id": 61179, "ts": "2026-09-03T23:53:05Z", "hours": 6.5219, "text": "Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler"}, {"post_id": 60524, "ts": "2026-09-02T22:26:55Z", "hours": 3.5928, "text": "Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)"}, {"post_id": 60238, "ts": "2026-09-02T14:13:38Z", "hours": 5.9553, "text": "Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format"}, {"post_id": 59784, "ts": "2026-09-01T18:32:38Z", "hours": 3.5347, "text": "Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )"}, {"post_id": 59212, "ts": "2026-08-31T21:38:20Z", "hours": 4.8561, "text": "Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best"}]...
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Title: [MOVED] Discord User Apps Bot by @stefdp | Title: [MOVED] Discord User Apps Bot by @stefdp | Stardance
Devlogs:
Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best
Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )
Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format
Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)
Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler
Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable
Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction
Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars
Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig
Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs
Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string
Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }
Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class
Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)
Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard
Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose
Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only
Ships:
I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it...
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1793004890.0812786
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1793091290.0812786
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51505
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Simon_pocket by @joris | Stardance
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joris
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T10:19:34Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits.", "repo": "https://github.com/JorisBar/Simon_pocket", "demo": ""}]...
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[{"post_id": 71325, "ts": "202 [{"post_id": 71325, "ts": "2026-09-20T17:06:37Z", "hours": 0.7, "text": "I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem."}, {"post_id": 62788, "ts": "2026-09-06T09:38:25Z", "hours": 3.2003, "text": "I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing."}, {"post_id": 56440, "ts": "2026-08-28T06:33:06Z", "hours": 5.6667, "text": "I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results."}, {"post_id": 51524, "ts": "2026-08-21T09:05:24Z", "hours": 2.0833, "text": "Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good"}, {"post_id": 50940, "ts": "2026-08-20T12:31:58Z", "hours": 1.1833, "text": "I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams."}, {"post_id": 50846, "ts": "2026-08-20T09:10:28Z", "hours": 2.2167, "text": "I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly."}]...
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Title: Simon_pocket by @joris | Stardance
Devlogs Title: Simon_pocket by @joris | Stardance
Devlogs:
I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly.
I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams.
Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good
I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results.
I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing.
I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem.
Ships:
I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits....
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1793004888.4027257
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1793091288.4027257
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29670
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Eiffel tower by @B754a | Stardance
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B754a
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T03:27:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result.", "repo": "https://github.com/B754a-Dev/Eiffel-Tower", "demo": "https://makerworld.com/en/models/3421357-eiffel-tower"}]...
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[{"post_id": 78458, "ts": "202 [{"post_id": 78458, "ts": "2026-10-10T20:48:30Z", "hours": 0.6908, "text": "Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this."}, {"post_id": 74598, "ts": "2026-09-27T18:38:23Z", "hours": 3.3272, "text": "Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!"}, {"post_id": 41696, "ts": "2026-08-06T02:39:22Z", "hours": 3.3167, "text": "Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out."}, {"post_id": 36802, "ts": "2026-07-29T02:59:40Z", "hours": 1.7331, "text": "I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!"}]...
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Title: Eiffel tower by @B754a | Stardance
Devlogs Title: Eiffel tower by @B754a | Stardance
Devlogs:
I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!
Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out.
Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!
Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this.
Ships:
This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result....
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1793004886.466707
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1793091286.466707
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46587
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DayFlow-Pro by @Julian | Stardance
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Julian
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T05:20:47Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)", "repo": "https://github.com/GhostlyJunior/DayFlow-Pro", "demo": "https://ghostlyjunior.github.io/DayFlow-Pro/"}]...
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[{"post_id": 66370, "ts": "202 [{"post_id": 66370, "ts": "2026-09-12T05:12:58Z", "hours": 1.0111, "text": "I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity"}, {"post_id": 63348, "ts": "2026-09-07T03:48:23Z", "hours": 2.6561, "text": "I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)"}, {"post_id": 58319, "ts": "2026-08-30T18:14:10Z", "hours": 12.6053, "text": "hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea."}]...
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Title: DayFlow-Pro by @Julian | Stardance
Devlogs Title: DayFlow-Pro by @Julian | Stardance
Devlogs:
hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea.
I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)
I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity
Ships:
Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)...
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1793004883.125153
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1793091283.125153
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36706
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hariharan ( portfolio ) by @hariharann | Stardance
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hariharann
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1
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74.68
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895
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:57:49Z", "hours": 50.0, "multiplier": 19.0, "payout": 895, "blessing": "neutral", "text": "this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !", "repo": "https://github.com/nothariharan/portfolio_v1", "demo": "https://hariharann.me/"}]...
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[{"post_id": 82222, "ts": "202 [{"post_id": 82222, "ts": "2026-10-24T10:00:18Z", "hours": 5.305, "text": "again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good"}, {"post_id": 81551, "ts": "2026-10-21T17:42:30Z", "hours": 0.9397, "text": "again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit"}, {"post_id": 81447, "ts": "2026-10-21T09:53:29Z", "hours": 6.765, "text": "redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO"}, {"post_id": 80309, "ts": "2026-10-17T07:18:24Z", "hours": 2.6703, "text": "rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time"}, {"post_id": 78283, "ts": "2026-10-10T08:36:17Z", "hours": 8.9992, "text": "spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old"}, {"post_id": 72060, "ts": "2026-09-22T03:05:17Z", "hours": 7.5725, "text": "MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop"}, {"post_id": 58594, "ts": "2026-08-31T02:12:38Z", "hours": 3.7481, "text": "TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack"}, {"post_id": 45841, "ts": "2026-08-12T15:51:31Z", "hours": 6.8419, "text": "📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD"}, {"post_id": 43272, "ts": "2026-08-08T13:10:53Z", "hours": 6.6503, "text": "HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD"}, {"post_id": 40500, "ts": "2026-08-04T02:27:07Z", "hours": 9.3564, "text": "more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers"}, {"post_id": 36850, "ts": "2026-07-29T05:14:46Z", "hours": 2.9336, "text": "CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]"}, {"post_id": 30530, "ts": "2026-07-18T05:44:39Z", "hours": 12.5261, "text": "from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come"}]...
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Title: hariharan ( portfolio ) by @hariharann | St Title: hariharan ( portfolio ) by @hariharann | Stardance
Devlogs:
from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come
CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]
more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers
HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD
📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD
TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack
MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop
spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old
rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time
redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO
again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit
again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good
Ships:
this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T12:06:16Z", "hours": 165.0, "multiplier": 19.97, "payout": 2930, "blessing": "neutral", "text": "—————– Ship #1 —————– - - Welcome - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💚 The current state 💫 There is still no UI, all render control is based in a JSON file. The current only renderer is a custom Deferred Renderer. Note: As this is built for 3d rendering, a modern computer, with a GPU is recommended. Modern Macbooks will run it, however it will be slower as it is basically magic that it works on them. Thank you so much! I’ve spent a lot of time on this. It may not seem like that, however when building this, I decided to do it right (as this is my 3rd attempt). I split the development into phases: Get a window Get something rendering + a camera Get object/material/texture loaders + basic scene managers + basic concept of working Create full scale (professional) renderers/scene managers/resource managers/etc. Get a UI Currently, I’m in getting everything polished in the backend. I didn’t want to move on to the UI, as I didn’t want to rush that. Rushing a UI meant missing other things. So thank you, and I really hope you enjoy. If there are any issues, please report them to the issues page on the github, and message me on slack ( @pkncoder ). Github releases: https://github.com/pkncoder/Engine/releases Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine", "repo": "https://github.com/pkncoder/Engine/", "demo": "https://pkncoder.github.io/Engine/index.html"}]...
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[{"post_id": 72971, "ts": "202 [{"post_id": 72971, "ts": "2026-09-24T04:20:28Z", "hours": 2.5239, "text": "—————– Devlog XXVII —————– - - Release is out testing time – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not too much has happened, mostly: Updated README (resources, gallery, installation & use) Updated the landing page (added a tech-stack) Created my first release under the 1.3.x alpha title That big 1.3.x “alpha” release is the big one, as I need some help. If you could just take a bit of time, and you aren’t on linux-arm or apple-intel, could you check out the github releases and try it out, that would be great! I plan to ship tmwr, but I want some testing done first. Thank You for Reading So close!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 72516, "ts": "2026-09-23T03:30:31Z", "hours": 9.9433, "text": "—————– Devlog XXVI —————– - - Almost… there – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In order to show the capabilites, I’ve been setting up scenes for my engine to show off, and here are some of the results! It would be great to get your favorite render of these! For the full 9 renders , check out the scrapbook in the slack , as they will be there w/ a thread. Thank You for Reading Hopefully will actually ship tmwr! I’m actually getting kind of sad, I won’t be stopping development by any means, but this has been my summer (although I might not be able to get any stardance tokens, but that’s ok ig…). If you have any questions, feel free to DM me either here, or at @pkncoder on discord if that’s easier for you! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 71565, "ts": "2026-09-21T02:05:45Z", "hours": 2.1433, "text": "—————– Devlog XXV —————– – New JSON scene file 📁 - SHIP TIMEEEEE – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not that much has happened tbh. All that has really happened… Updated the README a bit more Added a new json parser to spawn the scene from that Added hot reloading of the scene So yea, next should be the ship. When updating the README on the github, I was going through the Usage section, and added a new promise for how people could add their own meshes. In this I created the idea of activeScene.json , a JSON file that listed the scene data (crazy, right?). And so, after I updated the README , I added the new loader, and made the scene reload by pressing the “ r ” key. That’s kinda it… Thank You for Reading Before shipping, I need to… Do another update of the README Create the base Releases for Mac, Windows, and Linux And test these Do a pass through TODO.md Update the landing page Shouldn’t take too long Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 69952, "ts": "2026-09-18T03:52:09Z", "hours": 8.6456, "text": "—————– Devlog XXIV —————– – i HATE shadow maps!!! - Renderer? I hardly know her? – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ WOAH A lot has happened. Previously, I had just implemented a new entity system & a new camera system. So what’s new? I present: The Deferred Renderer !!! Basically, it’s just another way of rendering. HOWEVER , it has some funzies: Mostly together render graph, just a little smthin Shadow Pass G-Buffer Pass Lighting Pass New point lights (replacing the emmissive texture searching before) Looking to add SSAO (hemisphere sampling) in the future!! Now, along with this, I just tested creating a build for windows and testing it on a friends machine, and it worked (his laptop is crap, so it ran slow, but surprisingly fast) . Along with that, I also tried the current build on mac, and it also worked, so that’s also great (I’m supprised)!! However, the real prize, is the trypophobia horrors made along the way!! That’s right! When trying to get textures to work, I ran into a ton of problems (mostly related to the alpha map & image formats) that caused major headaches. Images and videos, where they are a bit compressed, can be found below. Thank You for Reading Almost there, I still need to change up the landing page, rewrite the readme, and merge the main branch, plus try to get a way to change the 3d models for users, but I’m getting there. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 67656, "ts": "2026-09-13T20:09:19Z", "hours": 7.9958, "text": "—————– Devlog XXIII —————– – I NEED TO HURRY UP AAAA - EnTT - Table – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In my previous devlog, I stated how I was working on the new RenderGraph . I’ve now realized, that I have like until the end of the week for when I need to ship. So instead , my goal is to get this looking impressive . To start, here is what I’ve done so far : Cleaned up system inits Changed how the UUID service works (now you just access it and call generate ) Implemented a new library, EnTT Did some cleanning up Added a PointLightComponent for future use (no dev. yet) Added and implemented the CameraComponent Here are the big things: EnTT EnTT is an open-source library that handles objects within games, editors, etc. It’s creator is: Michele Caini (skypjack on github) . EnTT is a library that exposes something called an Entity Component System (ECS). Basically, instead of saving a bunch of data directly inside of one struct or class, you define an entity (a unique id) and assign that entity components. The components are what actually gives the entity meaning. New Camera If you have ever ued Blender for a bit, you would know that your camera is on the same list as your meshes. This is since, to Blender, they are inherantly the same thing (don’t quote me on that) . Previously, my camera was seperate to all of the rest of the objects. This caused the data to be split, and handling the differences made my architecture a bit weird. Now that I’ve implemented EnTT , I’ve added a CameraComponent that defines things like rotation, FoV, etc - completely erasing the need for a separate camera, and opening the doors to more flexibility. Thank You for Reading New book is great! I won’t get to use too much of it for stardance, but I’m checking out this snowglobe thing that seems like it would be the next area!! Wish me luck on the ship. I want to get it out by the end of the week so I can hopefully still cache in some stardust. Probally won’t get the computer though (high hopes for a living or smthin idk) Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Change my Rasterizer to be a Defered Renderer & implement multiple point lights UI??"}, {"post_id": 61084, "ts": "2026-09-03T20:05:33Z", "hours": 3.7325, "text": "—————– Devlog XXII —————– – BrEaKiNg ChaNGeS - 📖 NEW BOOOKKKK – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I’ve done much coding Base list This is what I have done since the last devlog: Planned out a bit more on the inner workings from no Renderer->Rendered Image Created the new Shader & Program classes Updated the workings on RendererManager Started work on the new Renderer / IRenderer class Current commit is now broken (compiles, doesn’t run Overview In my new obsidian vault , I’ve been working on creating the new database on how it all works. Through this, I’ve been using excalidraw (Obsidian) to plan out pipelines & create visuals. Currently, I have 2 main drawings: Shader & Program pipeline Renderer Pipeline The Shader & Program pipeline explains the lifetime and usage of both the Shader and Program (OpenGL program) classes. A program gets created, has shaders attached to it (deleting the shader in the process) , and then the program gets linked & binded. The Renderer Pipeline explains the lifetime and usage of a renderer. Starting from the RendererManager, go through normal rendering stuff, and will end at shutting down the RendererManager. For the inner workings of the new renderer setup, I’ll leave that for (hopefully next devlog) when I get everything working start to finish of the RendererPipeline . Thank You for Reading As for the “ New Book I got, I have just purchased “ Game Engine Architecture Vol. I ” (Jason Gregory) to specialize the program more (most likely after Stardance ends). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Plan out the RenderGraph Create the base RenderGraph class Create the BlitList Create the INodeInput & INodeOutput"}, {"post_id": 58866, "ts": "2026-08-31T13:21:49Z", "hours": 3.4211, "text": "—————– Devlog XXI —————– – My brain hurts 🧠 - Sharp like glass – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I haven’t done much coding Instead, I’ve been trying to figure out how I want my Render Graph to work. To start, what is a render graph? What I am interpreting the render graph as, issss: An API meant to simplify and provide structure to a final renderer. In the final application, the render graph will be an option for a more advanced final render editor. What I am working on now, is how it will be put together so I don’t have a mess in the future. Recently, I’ve been using Obsidian to mark everything down. This also starts a little docs. Using a mix of Obsidian and the excalidraw plugin, I’m able to write everything down and create visuals. Currently, I have a mix of nodes that are the main important ones. These nodes are just the interfaces , so they aren’t specified. They act as a blueprint for any of the full nodes. IRenderOutput - Add textures to a list of blitables IShaderInput - Base input interface IShaderOutput - Base output interface IShaderNode - Node representation of shaders IShaderPassNode - Base shader interface Thank You for Reading I haven’t been home enough to create the “big brain wall” which is sad, but at least my stuff is digital. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Setup current program for Render Graph implementation Implement IShader, IGPUTexture, etc. Create IRenderGraph for the renderers"}, {"post_id": 53552, "ts": "2026-08-24T04:42:42Z", "hours": 3.7022, "text": "—————– Devlog XX —————– – 🌟I have the best one liners 🗿– 🥀 Now I have to be smart ??? 🧠 – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ For the quick overview: Fixed the shadow map issue ( so angry about this, see below ) Fixed an issue with textures not caching Got the very base implementation of Uniform Buffers To start off, in the previous devlog I mentioned I was re-writing the shadow mapping . Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is not in shadow, everything else is. quick explanation I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the model matrix , the renderPackets being in a bad order , the far plane ). IT TURNS OUT It was none of these. Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code. Turns out I forgot to swap some variables, and I was putting code in places it should NOT be at. No idea why it didn’t crash, but it fixed my shadow issues very quick . As for UBOs, I’ll talk about them in a future devlog, when I have everything planned out. Thank You for Reading As I said with “Planning out” everything, I’m going to set up a whiteboard - I’ll have to move my 🏳️🌈 pride flags 🏳️⚧️ :( - Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Refactor Build the big brain wall Do some thinking 🥀 Git Commits🗿 Weird position issue Saving now, I am so angry about this. I was compiling and overwrigting the wrong code :( Made the testing for shadows a bit better, and changed the rendering a bit Fixed issue with textures and full models not actually caching Removed anoying debug line for shadow transform matricies Working on getting the ubos working’ Got it to push First test ubos"}, {"post_id": 52406, "ts": "2026-08-22T15:11:34Z", "hours": 4.0344, "text": "—————– Devlog XIX —————– - 🌲 Textuers 🧚♀️ - 👩💻 Shadoowwsss 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To recap on what I did: Got the program to launch to black screen I needed to inject the Asset Manager to a class Got objects loading correctly without shadows Got textures to load Started work on fixing the shadow map Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index. The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren’t in shadow. I’m not sure what the problem is, but I’m going to do a bit more looking into it. Thank You for Reading :3-blahaj-spinning I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms Refactor / clean Create the real Render Graph? 🥀 Git Commits (shortened)🗿 Commits: https://github.com/pkncoder/Engine/commits/Phase-IV/ Most Recent: Temporary Save"}, {"post_id": 50519, "ts": "2026-08-19T18:20:39Z", "hours": 5.6344, "text": "—————– Devlog XVIII —————– - 🌲 Trees 🧚♀️ - 👩💻 SO MUCH REWRITING 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ These last few days, I’ve been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working. The big changes that I did include: Fixing an issue with textures not loading Updated the Interface for every Renderer. Implemented the extract / prepare / dispatch pipeline into the Rasterizer for real now. Started working on the base ideas of a “Shader Graph” The issue with textures was just moving a line like 3 lines lower . I was freeing the image data before saving it (oops) . The updated interface is the IRenderer class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions: beginFrame - Clear previous frame data and prepare for a new frame extract - Take raw scene data ( camera , renderables ) and convert it into packets for the next step. prepare - Take each packet from extract and turn them into draw commands for dispatch. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms. postProcess - Take the frame and post-process it. This may be removed. present - Take the rendered frame and show it to the screen ( blit it ). To do a quick review on what the Shader Graph is - it is a collection of “nodes,” each with their own inputs and outputs that connect together to render out a frame. I’m still a bit confused, but I’ve been watching presentations on the topic from companies like Unity & Activision . Thank You for Reading Yea, I know it’s been a while since my last devlog. I’ve been making some posts in slack about my Path Tracer, since I spent a little time on that. I’m looking at the timing for everything , the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I’m hoping I can get enough stardust to pay for a new laptop, but idk that’s a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn’t crazy (the mult is tho). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Stop the program from crashing to reach a black screen Rewrite shaders to allow for correct models wo/ shadows Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms 🥀 Git Commits (shortened)🗿 https://github.com/pkncoder/Engine/commits/Phase-IV/"}, {"post_id": 45347, "ts": "2026-08-11T18:54:11Z", "hours": 2.9381, "text": "—————– Devlog XVII —————– - Strange Hours - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To start off, I did not work directly on my application, but the online demo . It’s like working on the website, but through another editor sometimes. The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making. I was working on my online shadertoy DEMO for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the “Edge-Avoiding Á Trous Wavelet Transform” . As a quick overview: It applies a blur “ with holes ” to allow for less to no image distortion Fast enough for realtime Includes “ weights ” based on (in my code): Normal , Depth , and Color . The larger the difference between the center pixel and the scanned pixel * (kernel), the more weight is applied, lessening the amount of blur. This is amazing, however when the camera moves , the denoiser assumes that the current and previous pixel are in the same world postion (when it isn’t). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel. I got this wrong on one of the first attempts, the last attachment (videos are compressed) shows that fun video (warning for those who get motion sick). With this, I am able to blur the image, and with some more techniques, I can get rid of “ghosting.” Thank You for Reading In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don’t worry about your system being too slow, just don’t fullscreen it <3 (the development was done on my lower end mac). The hours logged are from refactoring the project after the last devlog, and editing the code when I didn’t do it in shadertoy’s editor. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 BREAKING CHANGE - Refactored Buffer & GPUResource managers + IRenderer - Code has been broken for a bit but womp womp Shadertoy shaders path tracer https://www.shadertoy.com/view/7fBSzR"}, {"post_id": 44514, "ts": "2026-08-10T10:13:23Z", "hours": 4.0428, "text": "—————– Devlog XVI —————– So long , gay Bowser ⭐️ – IRenderer, hardly know her? - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ⭐️ BEFORE ANYTHING - Thanks so much to @AVD for the super star, wasn’t expecting it and I really appreciate it 👏 👏. Now, for what I did: Dealt with an issue in Obsidian, as apparently there was “minor rendering performance improvements.” This is FALSE :( - I just downgraded the version Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. Did some formatting Overall the two big things that I did was the new Buffer system & the updated IRenderer interface. For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer , and GPUBuffer has a type, and a usage (see attached photo). Now everything is centralized on that. For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case). Thanks for reading Again, thanks so much to AVD for the super star! I’m excited for when I can finally start writing my shaders, it’s getting closer & closer!! The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 Fixed an obsidian issue I ran into, “Minor rendering performance improvements.” was NOT true, broke almost the entire canvas. Fixed it though + new png Created the new buffer managegr system, I need to go through and make changes. Also, on launch there was more blacked out sections, different every launch :( New IRenderer setup for the render targets & render handles Refactor 1-6 Refactor 7-9 for BufferManager"}, {"post_id": 42396, "ts": "2026-08-07T02:46:23Z", "hours": 5.3317, "text": "—————– Devlog XV —————– – Temp code go brrrrr 🔋 - New term : “Far Landing” – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ I tried getting this out before 4 hours, but it just –wouldn’t__ happen. Weird errors kept popping up ( mostly being my fault) . Here’s a list of what I did: Figured out generally how I was going to deal with uploading and caching meshes + textures Put the new GPUResourceManager class into place to do the previously mentioned job Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that Patched together the old Rasterizer renderer to work with the new IRenderer pipeline Fixed errors throughout Split up normal & bump textures Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time Yea, I know, it’s a lot . It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had nothing to show for it. :( I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the attached video ) was banded, where parts “didn’t exist” and the other bands did . This reminded me a lot of the “Minecraft Farlands” specifically the pocket edition ones. 🔥 What didn’t I do? 💥 To keep this brief: Fully split up the SSBO system in the BufferManager Reimplement good use cases of UBOs (although I did put in place double buffering) Add the more sophicticated data handling in the PathTracer (as I commented it’s existance out so I could complile). Figure out how shadow mapping is going to be cleaned up in the Rasterizer. ❤️ Thanks for reading! These devlogs have been getting more attention, and I’m getting closer to doing a rebrand to finally get my point and final ideas across! :3 Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git commits 🗿 Patched in the “new” buffer system - Really just to get it to compile before I do anything big. Attempting to run the app to test resources & scene Well it compiles, runs, and renders. I still need to go through all the models, HOWEVER, I am having an issue with like 3 models in sponza and bump UGH Well, I checked Phase-III, and the issue with those models are there too, probally some texture coord issue or the bump map is messed up (I’ll check in blender), BUT THEN ON FIRST LOAD THE MODEL FRA LANDED????"}, {"post_id": 40154, "ts": "2026-08-03T15:39:36Z", "hours": 3.0697, "text": "—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ So What Happened? 📸 I haven’t done much pure coding, HOWEVER , I am getting ready for some large-scale rewrites and additions to the code. For what has happened: Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. Refactored resource and scene directories Re-implemented Application into CMakeLists so I can compile and link that file. Did some planning for the huge renderer rewrite that is coming up. Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it. ❤️ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)! I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🗿 Commits 🥀 (top-oldest : bottom-newest) No more mention of buffer manager or any uploading to gpu in scene & assets. Meshes are now split up from models in the cache, models hold refrences to asset handles to meshes. Refactored and fixed errors in scene and resources. The program won’t work, as only scene and resources are being compiled & linked Added application back into the mix & fixed the scene loading section. Did some planning on how a model will go from spawn to render"}, {"post_id": 38683, "ts": "2026-08-01T06:03:47Z", "hours": 3.0264, "text": "—————– Devlog XIII —————– Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💡 Overview Commit message for this devlog: BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system. ✨ What did I do? Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary: Caching based on a string key (slow) Broke the “single responsibility principal” many times by uploading to the GPU & constructing Scene objects Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager. ❌ What didn’t I do? This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows: Stop uploading to the GPU in the PrefabSpawner (scene) Fix the renderer and find where I will upload the mesh & texture data. Check for compilation and working across the whole project. Change every instance of AssetManager to using AssetHandles. Once I have these, I can move onto redoing the renderers and FINALLY start working on the “fun stuff” ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 36073, "ts": "2026-07-27T22:33:56Z", "hours": 1.5831, "text": "—————– Devlog XII —————– I haven’t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldn’t take that long. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 🎯 UUIDs For a quick explanation of what a UUID is: UUID stands for Universally Unique Identifier. In practice it is a random alphanumeric (a-z,0-9) ID between 64-128 bits. For my project, I used an unsigned 64 bit integer (no negative numbers). It isn’t exactly what the standard for a UUID is, as it isn’t alphanumeric, but I think for now 18.4 quintillion ids are just fine. ⬆️ What Next?? Now that I’ve finished this, the next step is to gut & rewrite the entire asset managing system. I need to redo how files are found, how data is stored, how they are retrieved. Basically the CRUD (create, read, update, delete) line and more. ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 32890, "ts": "2026-07-22T10:48:43Z", "hours": 6.8567, "text": "—————– Devlog XI —————– I haven’t been programming as much, as marching band 🎺 has started, so I’ve had less time. But now I can do the really exiting stuff! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). What did I Do? As I mentioned in the last devlog, I have been working on doing a full passthrough of the entire project to get ready for major rewrites. I have completed by refactor checklist, so I have gone through ever cpp file to: Fix warnings Check object method & attribute visibility Check const, static, and inline declarations Change the placement and formatting of method Going through every line of code to do minor logic changes & change formatting Rename methods, attributes, functions, and variables to better names & names w/ personal conventions. Add comments everywhere Change the placement of the #include statements (main header file, object interfaces, project files, project packages, extra C++ headers) Run a full clean, compile, and test of the application The LIE Technically I didn’t go through every file, as I left AssetManager & Rasterizer . Since these will be completely rewrote soon I felt like it was a waste. What next? Now that I have finished cleaning up the code base, the next projects are to: Move to using UUIDs instead of an entity index in scene Gut AssetManager and rewrite it Change to using metafiles instead of a preditermined path to assets Rework the scene class Extend IRenderer and get ready for the fun part! Thanks for reading! I tried to keep this one shorter for y’all. I don’t normally get too much attention to my devlogs, but I would be more than happy to answer any questions, as there is so much more to this project that even the landing page doesn’t cover (WIP). If you’re curious, feel free to reach out on slack (pkncoder), and here are some extra links about the project: Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 29073, "ts": "2026-07-15T18:41:40Z", "hours": 4.3689, "text": "—————– Devlog X —————– I’ve been working on refactoring my project for the last few hours. Part of how I code includes: Comments throughout to explain the code, strict formatting throughout, and trying to help the compiler with “const” and “inline” keywords. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). The process My process of refactoring usually happens once I finish a new addition, however I haven’t been adding new things for a while. Now that I’ve added a new addition to the project (Event system & LayerStack), I want to go through the entire codebase under the src/ directory (not the glsl shaders). Project code stats (src/ directory) Running the command line utility “cloc” on my src/ directory to count code stats, I get these counts: ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 646 464 1930 C/C++ Header 47 506 205 1302 ------------------------------------------------------------------------------- SUM: 70 1152 669 3232 ------------------------------------------------------------------------------- Not very big yet, although that will be increased once I get to redoing the entire rendering engine. What I have done Now, back to my refactoring. I got through the basics: removing warnings, double checking the public/private attribute declarations on classes & structs, setting const on functions & params, setting inline on functions. The checklist This is my entire checklist for refactors, this is my first project using it, so it is still being worked on: ### Refactor Checklist (src/) 1. [x] Fix warnings 2. [x] Fix public vs. private 3. [x] Make functions const when needed 4. [x] Make function params const when needed 5. [x] Make functions inline when needed 6. [ ] Fix placement of functions 7. [ ] Refactor step by step in code 8. [ ] Rename things 9. [ ] Add comments 10. [ ] Place the \\#includes in the right spots 11. [ ] Fix file tree 12. [ ] Run ```./fullTest``` 13. [ ] Update the obsidian canvas & png 14. [ ] Update the website Eventually I will also need to make one for the shaders too, as they are sometimes more technical on the code side. Conclusion That’s all that I’ve been doing, thanks for reading. Here is my Github repo & landing page for this application: Source Code: https://github.com/pkncoder/Engine Landing Page: https://pkncoder.github.io/Engine"}, {"post_id": 27729, "ts": "2026-07-13T15:23:24Z", "hours": 8.2792, "text": "Devlog IX I have been working the past week to get the Event system working & trying to fix pointer / referance issues (there are still a few I haven’t figured out). But now I have a working event system. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). LayerStack recap In my previous devlog, I explained the Layer Stack 🥞, a top-down structure for controlling object ownership and main loop execution. Every frame, the layer stack runs the first layer to poll camera movement inputs (temp), and then next layer is ran to render out the frame through the RendererManager. Events This is great, but where the layer stack really shines is the event system . Events are reactions to when anything happens, keys being pressed / released, the window resizing, etc. When an event is dispatched, the layerstack stops, loops through each layer running it’s “onEvent” function to let that layer react (ex. the final render needing it’s texture resized). If a layer doesn’t want below layers to react to the event, it can consume it, stopping the event dispatching and continuing execution. Struggle and Pointer Nonsense I struggled a ton with the event state not updating correctly, and the camera not giving the right values to render the triangles. It turned out to be objects/classes duplicating, and not being able to update. There is so many debug messages in the terminal 😭 Ends This was all front-end changes (no change in the render), but now there is a better system put in place (back end changes). Github repo: https://github.com/pkncoder/Engine/tree/Phase-IV Landing page / Website: https://pkncoder.github.io/Engine/"}, {"post_id": 23348, "ts": "2026-07-06T07:48:30Z", "hours": 11.7481, "text": "Tempname: Engine update. I am so tired To keep it all contained, since the last devlog I have: Merged Phase-III into main & created a Phase-IV branch Changed the landing page’s color palette Modified the target architecture 4 times (3 committed) Created a rudimentary SceneManager class Implemented an EngineContext class to distribute ownership & to help with data flow+containment Implemented a layer system to help cut down on application & to contain/host the events system. Finally put in the system directory (folder) in the architecture that will host any simulations, computations, and animations. Currently it is the planned details for the camera system. The biggest thing that I have done so far is the layer system & state/context creation. The context of the engine lets managers talk to each other so everything can work together, while keeping everything contained. The state is split up into two parts, state & settings (or state & configuration). The state is meant for information that is meant to change throughout runtime, and the engine depends on it to render the right final result (ex. camera state & position). The settings part is meant for variables that won’t change too much, but if they do it is something that is a large modification to the runtime (ex. window title, rendering engine). The layer system is like a regenerating stack of pancakes 🥞. Before you cast your pancake regeneration spell we all have, you have to prep the pancakes with butter and syrup. Each time you finish the pancakes, a new round starts and you eat them again. Then, once you are done, you have to disable the regeneration spell. The layer system acts the same, but computationally & layers instead of pancakes. Each layer goes through the lifecycle of onAttach -> onUpdate -> onDetach. By far the biggest reason for the layer system is the event system, but I’ll leave that for the next devlog. Here is the github page: https://github.com/pkncoder/Engine/tree/Phase-IV Here is the landing page: https://pkncoder.github.io/Engine/ I still have soooo much to do, especially with & after the event system. I’ve completed most of the easy stuff for Phase-IV. Here is the current architecture & a site screenshot."}, {"post_id": 19362, "ts": "2026-06-30T17:15:23Z", "hours": 5.5031, "text": "Changed my mind on shipping, however I do now have a landing page! I still have to do things like changing the color palette (it’s alright now, but I want something different I think), adding little details to really sell the “Rendering” aspect of Tempname: Engine, etc. etc. Here’s the landing page, please check it out & give any feedback! https://pkncoder.github.io/Engine/index.html Since I changed my mind on shipping, here are those images that I was going to use!"}, {"post_id": 18091, "ts": "2026-06-29T02:57:38Z", "hours": 8.6825, "text": "Just got done with some renders on the engine, been working all day on implementing the things needed. Along with the images, I added: Shadow Mapping for the Rasterizer (only 1 emitter) Tone mapping to the Rasterizer Fog to the Rasterizer A vignette effect to the Rasterizer Transparency maps to the Rasterizer Settings & presets for the renders A new “Queer Room” modeled by me in blender for the Path Tracer (going to post it on ship). I honestly have had so much fun with this. Currently working on a landing page to go in place of my “Online Demo” on stardance (since this isn’t that kind of application D: ). Here’s the github: https://github.com/pkncoder/Engine/tree/Phase-III ! At some point I’ll be redoing the README as well for more info. Also, these images aren’t even the best ones, I’ll leave that for the ship :3"}, {"post_id": 16960, "ts": "2026-06-27T15:16:34Z", "hours": 1.2764, "text": "I’ve done a bunch more Todos in my code, getting ready for shipping Phase-III. However, I realized I forgot in my planned Architechture about Acceleration structures (which are very important). So I planned that out! Currently just: BVH (Bounding Volume Heirarchy) for Ray & Path Tracing SVO (Sparse Voxel Octree) for Ray Marching (Hypothetically) These acceleration structures make rendering methods like Ray & Path Tracing, Ray Marching, Ray Casting, etc. feasible for real-time by “cutting out” data (objects) similar to how a Binary Tree works. Next is more clean up, then creating models for some renders I can use in the banner of this + the github Readme, and finally creating a landing page to put in place of the online demo! Then I can finally ship!!!! Here’s the github (ignore main branch): https://github.com/pkncoder/Engine/tree/Phase-III ."}, {"post_id": 16713, "ts": "2026-06-27T04:43:42Z", "hours": 17.5281, "text": "Working on finishing the current development phase, of my project, which also means finally shipping Tempname Engine: Phase-III. I wanted to plan out Phase IV a little bit more, which will focus on: Getting a structured scene management system Improving the Renderer (ability & architecture) + adding 2 new Renderers Adding scene loading & serialization (and “asset serialization” which is weird name) Here is the current & planned architectures of Phase III & Phase IV, at some point I need to redo Phase-III’s to match the style, but I’m tired of working in obsidian to not even get the hours logged."}, {"post_id": 11788, "ts": "2026-06-19T05:50:41Z", "hours": 7.56, "text": "I have finished getting albedo (basic color) textures loading! To get this working I had to redo how meshes were loaded completely, but I finally finished that. The backrooms model was an issue, as I needed to find one that would work, and then fix it in blender, but I’m glad it’s rendering! As for the promised model of the oiiaioooooiai cat 🐈 (Ethel), I did get the model & textures, but I will have to mess with it more, as the model & texture do not line up yet. If you would like to try for yourself, the github repo is here: https://github.com/pkncoder/Engine/tree/Phase-III . The repo is large currently, as I still need to compress the files, or remove them (gitignore). The path tracer is currently disabled , as I need to swap the textures to handles, and then modify the path tracer to work with the textures. It will look really good once I get that working though!"}, {"post_id": 10063, "ts": "2026-06-16T17:20:32Z", "hours": 2.4, "text": "I haven’t done much work on getting textures or anything, however I was able to re-do the shaders. Just some framework stuff like abstracting the shader models so each renderer can implement them to their need. I also spent some more time getting some generic formatting stuff like naming conventions (mostly naming conventions) I also made an “architecture” diagram, as I was requested for one (plus I needed one anyways). Anything purple (besides the background) is a temporary connection/file. Anything green needs re-worked The “Services” group contains files that are completely static in use, and are accessible globally. It’s still a bit messy, but that’s partly due to the temporary/need re-worked files. There’s a still some spaghetti code due to that. The shader files do look a lot like spaghetti as well, but that is mostly do to positioning. It’s pretty basic, as the ui/ and system/ dirs aren’t in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)). I made the image in Obsidian’s canvas, sadly the wakatime add-on wasn’t working for me, so that time didn’t get counted, but oh well. And if the image is cut-off for you, the Services block has Input.cpp, Timer.cpp, and Logger.cpp. I still have a lot of shader work to redo, but I might try to get textures working soon for the Rasterizer, as I’m wanting them more & more."}, {"post_id": 9647, "ts": "2026-06-16T01:45:44Z", "hours": 19.2833, "text": "Hey everyone, I’m Kia! 👋 I’m currently building a custom 3D Engine from the ground up. While it’s definitely a fun passion project, it’s designed to be a genuinely powerful and useful tool. The scope of this project is pretty massive, but here are the main goals I’m chasing right now: 🎨 Multi-Style Rendering: I want this engine to render scenes in highly stylized ways using a variety of techniques. Currently planning support for: Rasterization Path Tracing Ray Marching Ray Casting (Voxels) Simple and easy: No one likes being thrown to the wolves. The engine will feature a clean, simple UI that scales in complexity as you learn how to use it, rather than overwhelming you right at the start. Accessible Animation: Built-in tools for animations and simulations that are actually easy to understand and use. 🛠️ Latest Update: Path Tracer Rewrite I recently did a complete rewrite of the Path Tracer! This was a massive step to future-proof the engine. It now supports multiple shader passes, debug textures, and is fully prepped for texture mapping. Why am I so excited about getting textures working? Because the second they drop, I am immediately rendering 1) The Backrooms 🟨 and 2) the spinning “Oiiaioooooiai” cat 🐈. Texture support should be ready very soon! Want to check it out (please do)? 💻 GitHub: Check out the code and the todo.md to see what I’m working on next: https://github.com/pkncoder/Engine/tree/Phase-III 🎮 Live Demo: Try out my almost real-time Path Tracer right in your browser (click and drag to look around): Shadertoy Path Tracer Demo: https://www.shadertoy.com/view/7fBSzR"}]...
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Title: Tempname: Engine by @pkncoder | Stardance
Title: Tempname: Engine by @pkncoder | Stardance
Devlogs:
Hey everyone, I’m Kia! 👋 I’m currently building a custom 3D Engine from the ground up. While it’s definitely a fun passion project, it’s designed to be a genuinely powerful and useful tool. The scope of this project is pretty massive, but here are the main goals I’m chasing right now: 🎨 Multi-Style Rendering: I want this engine to render scenes in highly stylized ways using a variety of techniques. Currently planning support for: Rasterization Path Tracing Ray Marching Ray Casting (Voxels) Simple and easy: No one likes being thrown to the wolves. The engine will feature a clean, simple UI that scales in complexity as you learn how to use it, rather than overwhelming you right at the start. Accessible Animation: Built-in tools for animations and simulations that are actually easy to understand and use. 🛠️ Latest Update: Path Tracer Rewrite I recently did a complete rewrite of the Path Tracer! This was a massive step to future-proof the engine. It now supports multiple shader passes, debug textures, and is fully prepped for texture mapping. Why am I so excited about getting textures working? Because the second they drop, I am immediately rendering 1) The Backrooms 🟨 and 2) the spinning “Oiiaioooooiai” cat 🐈. Texture support should be ready very soon! Want to check it out (please do)? 💻 GitHub: Check out the code and the todo.md to see what I’m working on next: https://github.com/pkncoder/Engine/tree/Phase-III 🎮 Live Demo: Try out my almost real-time Path Tracer right in your browser (click and drag to look around): Shadertoy Path Tracer Demo: https://www.shadertoy.com/view/7fBSzR
I haven’t done much work on getting textures or anything, however I was able to re-do the shaders. Just some framework stuff like abstracting the shader models so each renderer can implement them to their need. I also spent some more time getting some generic formatting stuff like naming conventions (mostly naming conventions) I also made an “architecture” diagram, as I was requested for one (plus I needed one anyways). Anything purple (besides the background) is a temporary connection/file. Anything green needs re-worked The “Services” group contains files that are completely static in use, and are accessible globally. It’s still a bit messy, but that’s partly due to the temporary/need re-worked files. There’s a still some spaghetti code due to that. The shader files do look a lot like spaghetti as well, but that is mostly do to positioning. It’s pretty basic, as the ui/ and system/ dirs aren’t in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)). I made the image in Obsidian’s canvas, sadly the wakatime add-on wasn’t working for me, so that time didn’t get counted, but oh well. And if the image is cut-off for you, the Services block has Input.cpp, Timer.cpp, and Logger.cpp. I still have a lot of shader work to redo, but I might try to get textures working soon for the Rasterizer, as I’m wanting them more & more.
I have finished getting albedo (basic color) textures loading! To get this working I had to redo how meshes were loaded completely, but I finally finished that. The backrooms model was an issue, as I needed to find one that would work, and then fix it in blender, but I’m glad it’s rendering! As for the promised model of the oiiaioooooiai cat 🐈 (Ethel), I did get the model & textures, but I will have to mess with it more, as the model & texture do not line up yet. If you would like to try for yourself, the github repo is here: https://github.com/pkncoder/Engine/tree/Phase-III . The repo is large currently, as I still need to compress the files, or remove them (gitignore). The path tracer is currently disabled , as I need to swap the textures to handles, and then modify the path tracer to work with the textures. It will look really good once I get that working though!
Working on finishing the current development phase, of my project, which also means finally shipping Tempname Engine: Phase-III. I wanted to plan out Phase IV a little bit more, which will focus on: Getting a structured scene management system Improving the Renderer (ability & architecture) + adding 2 new Renderers Adding scene loading & serialization (and “asset serialization” which is weird name) Here is the current & planned architectures of Phase III & Phase IV, at some point I need to redo Phase-III’s to match the style, but I’m tired of working in obsidian to not even get the hours logged.
I’ve done a bunch more Todos in my code, getting ready for shipping Phase-III. However, I realized I forgot in my planned Architechture about Acceleration structures (which are very important). So I planned that out! Currently just: BVH (Bounding Volume Heirarchy) for Ray & Path Tracing SVO (Sparse Voxel Octree) for Ray Marching (Hypothetically) These acceleration structures make rendering methods like Ray & Path Tracing, Ray Marching, Ray Casting, etc. feasible for real-time by “cutting out” data (objects) similar to how a Binary Tree works. Next is more clean up, then creating models for some renders I can use in the banner of this + the github Readme, and finally creating a landing page to put in place of the online demo! Then I can finally ship!!!! Here’s the github (ignore main branch): https://github.com/pkncoder/Engine/tree/Phase-III .
Just got done with some renders on the engine, been working all day on implementing the things needed. Along with the images, I added: Shadow Mapping for the Rasterizer (only 1 emitter) Tone mapping to the Rasterizer Fog to the Rasterizer A vignette effect to the Rasterizer Transparency maps to the Rasterizer Settings & presets for the renders A new “Queer Room” modeled by me in blender for the Path Tracer (going to post it on ship). I honestly have had so much fun with this. Currently working on a landing page to go in place of my “Online Demo” on stardance (since this isn’t that kind of application D: ). Here’s the github: https://github.com/pkncoder/Engine/tree/Phase-III ! At some point I’ll be redoing the README as well for more info. Also, these images aren’t even the best ones, I’ll leave that for the ship :3
Changed my mind on shipping, however I do now have a landing page! I still have to do things like changing the color palette (it’s alright now, but I want something different I think), adding little details to really sell the “Rendering” aspect of Tempname: Engine, etc. etc. Here’s the landing page, please check it out & give any feedback! https://pkncoder.github.io/Engine/index.html Since I changed my mind on shipping, here are those images that I was going to use!
Tempname: Engine update. I am so tired To keep it all contained, since the last devlog I have: Merged Phase-III into main & created a Phase-IV branch Changed the landing page’s color palette Modified the target architecture 4 times (3 committed) Created a rudimentary SceneManager class Implemented an EngineContext class to distribute ownership & to help with data flow+containment Implemented a layer system to help cut down on application & to contain/host the events system. Finally put in the system directory (folder) in the architecture that will host any simulations, computations, and animations. Currently it is the planned details for the camera system. The biggest thing that I have done so far is the layer system & state/context creation. The context of the engine lets managers talk to each other so everything can work together, while keeping everything contained. The state is split up into two parts, state & settings (or state & configuration). The state is meant for information that is meant to change throughout runtime, and the engine depends on it to render the right final result (ex. camera state & position). The settings part is meant for variables that won’t change too much, but if they do it is something that is a large modification to the runtime (ex. window title, rendering engine). The layer system is like a regenerating stack of pancakes 🥞. Before you cast your pancake regeneration spell we all have, you have to prep the pancakes with butter and syrup. Each time you finish the pancakes, a new round starts and you eat them again. Then, once you are done, you have to disable the regeneration spell. The layer system acts the same, but computationally & layers instead of pancakes. Each layer goes through the lifecycle of onAttach -> onUpdate -> onDetach. By far the biggest reason for the layer system is the event system, but I’ll leave that for the next devlog. Here is the github page: https://github.com/pkncoder/Engine/tree/Phase-IV Here is the landing page: https://pkncoder.github.io/Engine/ I still have soooo much to do, especially with & after the event system. I’ve completed most of the easy stuff for Phase-IV. Here is the current architecture & a site screenshot.
Devlog IX I have been working the past week to get the Event system working & trying to fix pointer / referance issues (there are still a few I haven’t figured out). But now I have a working event system. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). LayerStack recap In my previous devlog, I explained the Layer Stack 🥞, a top-down structure for controlling object ownership and main loop execution. Every frame, the layer stack runs the first layer to poll camera movement inputs (temp), and then next layer is ran to render out the frame through the RendererManager. Events This is great, but where the layer stack really shines is the event system . Events are reactions to when anything happens, keys being pressed / released, the window resizing, etc. When an event is dispatched, the layerstack stops, loops through each layer running it’s “onEvent” function to let that layer react (ex. the final render needing it’s texture resized). If a layer doesn’t want below layers to react to the event, it can consume it, stopping the event dispatching and continuing execution. Struggle and Pointer Nonsense I struggled a ton with the event state not updating correctly, and the camera not giving the right values to render the triangles. It turned out to be objects/classes duplicating, and not being able to update. There is so many debug messages in the terminal 😭 Ends This was all front-end changes (no change in the render), but now there is a better system put in place (back end changes). Github repo: https://github.com/pkncoder/Engine/tree/Phase-IV Landing page / Website: https://pkncoder.github.io/Engine/
—————– Devlog X —————– I’ve been working on refactoring my project for the last few hours. Part of how I code includes: Comments throughout to explain the code, strict formatting throughout, and trying to help the compiler with “const” and “inline” keywords. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). The process My process of refactoring usually happens once I finish a new addition, however I haven’t been adding new things for a while. Now that I’ve added a new addition to the project (Event system & LayerStack), I want to go through the entire codebase under the src/ directory (not the glsl shaders). Project code stats (src/ directory) Running the command line utility “cloc” on my src/ directory to count code stats, I get these counts: ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 646 464 1930 C/C++ Header 47 506 205 1302 ------------------------------------------------------------------------------- SUM: 70 1152 669 3232 ------------------------------------------------------------------------------- Not very big yet, although that will be increased once I get to redoing the entire rendering engine. What I have done Now, back to my refactoring. I got through the basics: removing warnings, double checking the public/private attribute declarations on classes & structs, setting const on functions & params, setting inline on functions. The checklist This is my entire checklist for refactors, this is my first project using it, so it is still being worked on: ### Refactor Checklist (src/) 1. [x] Fix warnings 2. [x] Fix public vs. private 3. [x] Make functions const when needed 4. [x] Make function params const when needed 5. [x] Make functions inline when needed 6. [ ] Fix placement of functions 7. [ ] Refactor step by step in code 8. [ ] Rename things 9. [ ] Add comments 10. [ ] Place the \#includes in the right spots 11. [ ] Fix file tree 12. [ ] Run ```./fullTest``` 13. [ ] Update the obsidian canvas & png 14. [ ] Update the website Eventually I will also need to make one for the shaders too, as they are sometimes more technical on the code side. Conclusion That’s all that I’ve been doing, thanks for reading. Here is my Github repo & landing page for this application: Source Code: https://github.com/pkncoder/Engine Landing Page: https://pkncoder.github.io/Engine
—————– Devlog XI —————– I haven’t been programming as much, as marching band 🎺 has started, so I’ve had less time. But now I can do the really exiting stuff! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). What did I Do? As I mentioned in the last devlog, I have been working on doing a full passthrough of the entire project to get ready for major rewrites. I have completed by refactor checklist, so I have gone through ever cpp file to: Fix warnings Check object method & attribute visibility Check const, static, and inline declarations Change the placement and formatting of method Going through every line of code to do minor logic changes & change formatting Rename methods, attributes, functions, and variables to better names & names w/ personal conventions. Add comments everywhere Change the placement of the #include statements (main header file, object interfaces, project files, project packages, extra C++ headers) Run a full clean, compile, and test of the application The LIE Technically I didn’t go through every file, as I left AssetManager & Rasterizer . Since these will be completely rewrote soon I felt like it was a waste. What next? Now that I have finished cleaning up the code base, the next projects are to: Move to using UUIDs instead of an entity index in scene Gut AssetManager and rewrite it Change to using metafiles instead of a preditermined path to assets Rework the scene class Extend IRenderer and get ready for the fun part! Thanks for reading! I tried to keep this one shorter for y’all. I don’t normally get too much attention to my devlogs, but I would be more than happy to answer any questions, as there is so much more to this project that even the landing page doesn’t cover (WIP). If you’re curious, feel free to reach out on slack (pkncoder), and here are some extra links about the project: Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XII —————– I haven’t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldn’t take that long. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 🎯 UUIDs For a quick explanation of what a UUID is: UUID stands for Universally Unique Identifier. In practice it is a random alphanumeric (a-z,0-9) ID between 64-128 bits. For my project, I used an unsigned 64 bit integer (no negative numbers). It isn’t exactly what the standard for a UUID is, as it isn’t alphanumeric, but I think for now 18.4 quintillion ids are just fine. ⬆️ What Next?? Now that I’ve finished this, the next step is to gut & rewrite the entire asset managing system. I need to redo how files are found, how data is stored, how they are retrieved. Basically the CRUD (create, read, update, delete) line and more. ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XIII —————– Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💡 Overview Commit message for this devlog: BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system. ✨ What did I do? Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary: Caching based on a string key (slow) Broke the “single responsibility principal” many times by uploading to the GPU & constructing Scene objects Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager. ❌ What didn’t I do? This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows: Stop uploading to the GPU in the PrefabSpawner (scene) Fix the renderer and find where I will upload the mesh & texture data. Check for compilation and working across the whole project. Change every instance of AssetManager to using AssetHandles. Once I have these, I can move onto redoing the renderers and FINALLY start working on the “fun stuff” ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ So What Happened? 📸 I haven’t done much pure coding, HOWEVER , I am getting ready for some large-scale rewrites and additions to the code. For what has happened: Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. Refactored resource and scene directories Re-implemented Application into CMakeLists so I can compile and link that file. Did some planning for the huge renderer rewrite that is coming up. Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it. ❤️ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)! I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🗿 Commits 🥀 (top-oldest : bottom-newest) No more mention of buffer manager or any uploading to gpu in scene & assets. Meshes are now split up from models in the cache, models hold refrences to asset handles to meshes. Refactored and fixed errors in scene and resources. The program won’t work, as only scene and resources are being compiled & linked Added application back into the mix & fixed the scene loading section. Did some planning on how a model will go from spawn to render
—————– Devlog XV —————– – Temp code go brrrrr 🔋 - New term : “Far Landing” – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ I tried getting this out before 4 hours, but it just –wouldn’t__ happen. Weird errors kept popping up ( mostly being my fault) . Here’s a list of what I did: Figured out generally how I was going to deal with uploading and caching meshes + textures Put the new GPUResourceManager class into place to do the previously mentioned job Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that Patched together the old Rasterizer renderer to work with the new IRenderer pipeline Fixed errors throughout Split up normal & bump textures Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time Yea, I know, it’s a lot . It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had nothing to show for it. :( I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the attached video ) was banded, where parts “didn’t exist” and the other bands did . This reminded me a lot of the “Minecraft Farlands” specifically the pocket edition ones. 🔥 What didn’t I do? 💥 To keep this brief: Fully split up the SSBO system in the BufferManager Reimplement good use cases of UBOs (although I did put in place double buffering) Add the more sophicticated data handling in the PathTracer (as I commented it’s existance out so I could complile). Figure out how shadow mapping is going to be cleaned up in the Rasterizer. ❤️ Thanks for reading! These devlogs have been getting more attention, and I’m getting closer to doing a rebrand to finally get my point and final ideas across! :3 Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git commits 🗿 Patched in the “new” buffer system - Really just to get it to compile before I do anything big. Attempting to run the app to test resources & scene Well it compiles, runs, and renders. I still need to go through all the models, HOWEVER, I am having an issue with like 3 models in sponza and bump UGH Well, I checked Phase-III, and the issue with those models are there too, probally some texture coord issue or the bump map is messed up (I’ll check in blender), BUT THEN ON FIRST LOAD THE MODEL FRA LANDED????
—————– Devlog XVI —————– So long , gay Bowser ⭐️ – IRenderer, hardly know her? - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ⭐️ BEFORE ANYTHING - Thanks so much to @AVD for the super star, wasn’t expecting it and I really appreciate it 👏 👏. Now, for what I did: Dealt with an issue in Obsidian, as apparently there was “minor rendering performance improvements.” This is FALSE :( - I just downgraded the version Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. Did some formatting Overall the two big things that I did was the new Buffer system & the updated IRenderer interface. For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer , and GPUBuffer has a type, and a usage (see attached photo). Now everything is centralized on that. For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case). Thanks for reading Again, thanks so much to AVD for the super star! I’m excited for when I can finally start writing my shaders, it’s getting closer & closer!! The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 Fixed an obsidian issue I ran into, “Minor rendering performance improvements.” was NOT true, broke almost the entire canvas. Fixed it though + new png Created the new buffer managegr system, I need to go through and make changes. Also, on launch there was more blacked out sections, different every launch :( New IRenderer setup for the render targets & render handles Refactor 1-6 Refactor 7-9 for BufferManager
—————– Devlog XVII —————– - Strange Hours - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To start off, I did not work directly on my application, but the online demo . It’s like working on the website, but through another editor sometimes. The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making. I was working on my online shadertoy DEMO for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the “Edge-Avoiding Á Trous Wavelet Transform” . As a quick overview: It applies a blur “ with holes ” to allow for less to no image distortion Fast enough for realtime Includes “ weights ” based on (in my code): Normal , Depth , and Color . The larger the difference between the center pixel and the scanned pixel * (kernel), the more weight is applied, lessening the amount of blur. This is amazing, however when the camera moves , the denoiser assumes that the current and previous pixel are in the same world postion (when it isn’t). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel. I got this wrong on one of the first attempts, the last attachment (videos are compressed) shows that fun video (warning for those who get motion sick). With this, I am able to blur the image, and with some more techniques, I can get rid of “ghosting.” Thank You for Reading In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don’t worry about your system being too slow, just don’t fullscreen it <3 (the development was done on my lower end mac). The hours logged are from refactoring the project after the last devlog, and editing the code when I didn’t do it in shadertoy’s editor. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 BREAKING CHANGE - Refactored Buffer & GPUResource managers + IRenderer - Code has been broken for a bit but womp womp Shadertoy shaders path tracer https://www.shadertoy.com/view/7fBSzR
—————– Devlog XVIII —————– - 🌲 Trees 🧚♀️ - 👩💻 SO MUCH REWRITING 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ These last few days, I’ve been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working. The big changes that I did include: Fixing an issue with textures not loading Updated the Interface for every Renderer. Implemented the extract / prepare / dispatch pipeline into the Rasterizer for real now. Started working on the base ideas of a “Shader Graph” The issue with textures was just moving a line like 3 lines lower . I was freeing the image data before saving it (oops) . The updated interface is the IRenderer class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions: beginFrame - Clear previous frame data and prepare for a new frame extract - Take raw scene data ( camera , renderables ) and convert it into packets for the next step. prepare - Take each packet from extract and turn them into draw commands for dispatch. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms. postProcess - Take the frame and post-process it. This may be removed. present - Take the rendered frame and show it to the screen ( blit it ). To do a quick review on what the Shader Graph is - it is a collection of “nodes,” each with their own inputs and outputs that connect together to render out a frame. I’m still a bit confused, but I’ve been watching presentations on the topic from companies like Unity & Activision . Thank You for Reading Yea, I know it’s been a while since my last devlog. I’ve been making some posts in slack about my Path Tracer, since I spent a little time on that. I’m looking at the timing for everything , the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I’m hoping I can get enough stardust to pay for a new laptop, but idk that’s a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn’t crazy (the mult is tho). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Stop the program from crashing to reach a black screen Rewrite shaders to allow for correct models wo/ shadows Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms 🥀 Git Commits (shortened)🗿 https://github.com/pkncoder/Engine/commits/Phase-IV/
—————– Devlog XIX —————– - 🌲 Textuers 🧚♀️ - 👩💻 Shadoowwsss 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To recap on what I did: Got the program to launch to black screen I needed to inject the Asset Manager to a class Got objects loading correctly without shadows Got textures to load Started work on fixing the shadow map Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index. The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren’t in shadow. I’m not sure what the problem is, but I’m going to do a bit more looking into it. Thank You for Reading :3-blahaj-spinning I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms Refactor / clean Create the real Render Graph? 🥀 Git Commits (shortened)🗿 Commits: https://github.com/pkncoder/Engine/commits/Phase-IV/ Most Recent: Temporary Save
—————– Devlog XX —————– – 🌟I have the best one liners 🗿– 🥀 Now I have to be smart ??? 🧠 – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ For the quick overview: Fixed the shadow map issue ( so angry about this, see below ) Fixed an issue with textures not caching Got the very base implementation of Uniform Buffers To start off, in the previous devlog I mentioned I was re-writing the shadow mapping . Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is not in shadow, everything else is. quick explanation I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the model matrix , the renderPackets being in a bad order , the far plane ). IT TURNS OUT It was none of these. Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code. Turns out I forgot to swap some variables, and I was putting code in places it should NOT be at. No idea why it didn’t crash, but it fixed my shadow issues very quick . As for UBOs, I’ll talk about them in a future devlog, when I have everything planned out. Thank You for Reading As I said with “Planning out” everything, I’m going to set up a whiteboard - I’ll have to move my 🏳️🌈 pride flags 🏳️⚧️ :( - Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Refactor Build the big brain wall Do some thinking 🥀 Git Commits🗿 Weird position issue Saving now, I am so angry about this. I was compiling and overwrigting the wrong code :( Made the testing for shadows a bit better, and changed the rendering a bit Fixed issue with textures and full models not actually caching Removed anoying debug line for shadow transform matricies Working on getting the ubos working’ Got it to push First test ubos
—————– Devlog XXI —————– – My brain hurts 🧠 - Sharp like glass – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I haven’t done much coding Instead, I’ve been trying to figure out how I want my Render Graph to work. To start, what is a render graph? What I am interpreting the render graph as, issss: An API meant to simplify and provide structure to a final renderer. In the final application, the render graph will be an option for a more advanced final render editor. What I am working on now, is how it will be put together so I don’t have a mess in the future. Recently, I’ve been using Obsidian to mark everything down. This also starts a little docs. Using a mix of Obsidian and the excalidraw plugin, I’m able to write everything down and create visuals. Currently, I have a mix of nodes that are the main important ones. These nodes are just the interfaces , so they aren’t specified. They act as a blueprint for any of the full nodes. IRenderOutput - Add textures to a list of blitables IShaderInput - Base input interface IShaderOutput - Base output interface IShaderNode - Node representation of shaders IShaderPassNode - Base shader interface Thank You for Reading I haven’t been home enough to create the “big brain wall” which is sad, but at least my stuff is digital. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Setup current program for Render Graph implementation Implement IShader, IGPUTexture, etc. Create IRenderGraph for the renderers
—————– Devlog XXII —————– – BrEaKiNg ChaNGeS - 📖 NEW BOOOKKKK – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I’ve done much coding Base list This is what I have done since the last devlog: Planned out a bit more on the inner workings from no Renderer->Rendered Image Created the new Shader & Program classes Updated the workings on RendererManager Started work on the new Renderer / IRenderer class Current commit is now broken (compiles, doesn’t run Overview In my new obsidian vault , I’ve been working on creating the new database on how it all works. Through this, I’ve been using excalidraw (Obsidian) to plan out pipelines & create visuals. Currently, I have 2 main drawings: Shader & Program pipeline Renderer Pipeline The Shader & Program pipeline explains the lifetime and usage of both the Shader and Program (OpenGL program) classes. A program gets created, has shaders attached to it (deleting the shader in the process) , and then the program gets linked & binded. The Renderer Pipeline explains the lifetime and usage of a renderer. Starting from the RendererManager, go through normal rendering stuff, and will end at shutting down the RendererManager. For the inner workings of the new renderer setup, I’ll leave that for (hopefully next devlog) when I get everything working start to finish of the RendererPipeline . Thank You for Reading As for the “ New Book I got, I have just purchased “ Game Engine Architecture Vol. I ” (Jason Gregory) to specialize the program more (most likely after Stardance ends). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Plan out the RenderGraph Create the base RenderGraph class Create the BlitList Create the INodeInput & INodeOutput
—————– Devlog XXIII —————– – I NEED TO HURRY UP AAAA - EnTT - Table – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In my previous devlog, I stated how I was working on the new RenderGraph . I’ve now realized, that I have like until the end of the week for when I need to ship. So instead , my goal is to get this looking impressive . To start, here is what I’ve done so far : Cleaned up system inits Changed how the UUID service works (now you just access it and call generate ) Implemented a new library, EnTT Did some cleanning up Added a PointLightComponent for future use (no dev. yet) Added and implemented the CameraComponent Here are the big things: EnTT EnTT is an open-source library that handles objects within games, editors, etc. It’s creator is: Michele Caini (skypjack on github) . EnTT is a library that exposes something called an Entity Component System (ECS). Basically, instead of saving a bunch of data directly inside of one struct or class, you define an entity (a unique id) and assign that entity components. The components are what actually gives the entity meaning. New Camera If you have ever ued Blender for a bit, you would know that your camera is on the same list as your meshes. This is since, to Blender, they are inherantly the same thing (don’t quote me on that) . Previously, my camera was seperate to all of the rest of the objects. This caused the data to be split, and handling the differences made my architecture a bit weird. Now that I’ve implemented EnTT , I’ve added a CameraComponent that defines things like rotation, FoV, etc - completely erasing the need for a separate camera, and opening the doors to more flexibility. Thank You for Reading New book is great! I won’t get to use too much of it for stardance, but I’m checking out this snowglobe thing that seems like it would be the next area!! Wish me luck on the ship. I want to get it out by the end of the week so I can hopefully still cache in some stardust. Probally won’t get the computer though (high hopes for a living or smthin idk) Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Change my Rasterizer to be a Defered Renderer & implement multiple point lights UI??
—————– Devlog XXIV —————– – i HATE shadow maps!!! - Renderer? I hardly know her? – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ WOAH A lot has happened. Previously, I had just implemented a new entity system & a new camera system. So what’s new? I present: The Deferred Renderer !!! Basically, it’s just another way of rendering. HOWEVER , it has some funzies: Mostly together render graph, just a little smthin Shadow Pass G-Buffer Pass Lighting Pass New point lights (replacing the emmissive texture searching before) Looking to add SSAO (hemisphere sampling) in the future!! Now, along with this, I just tested creating a build for windows and testing it on a friends machine, and it worked (his laptop is crap, so it ran slow, but surprisingly fast) . Along with that, I also tried the current build on mac, and it also worked, so that’s also great (I’m supprised)!! However, the real prize, is the trypophobia horrors made along the way!! That’s right! When trying to get textures to work, I ran into a ton of problems (mostly related to the alpha map & image formats) that caused major headaches. Images and videos, where they are a bit compressed, can be found below. Thank You for Reading Almost there, I still need to change up the landing page, rewrite the readme, and merge the main branch, plus try to get a way to change the 3d models for users, but I’m getting there. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXV —————– – New JSON scene file 📁 - SHIP TIMEEEEE – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not that much has happened tbh. All that has really happened… Updated the README a bit more Added a new json parser to spawn the scene from that Added hot reloading of the scene So yea, next should be the ship. When updating the README on the github, I was going through the Usage section, and added a new promise for how people could add their own meshes. In this I created the idea of activeScene.json , a JSON file that listed the scene data (crazy, right?). And so, after I updated the README , I added the new loader, and made the scene reload by pressing the “ r ” key. That’s kinda it… Thank You for Reading Before shipping, I need to… Do another update of the README Create the base Releases for Mac, Windows, and Linux And test these Do a pass through TODO.md Update the landing page Shouldn’t take too long Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXVI —————– - - Almost… there – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In order to show the capabilites, I’ve been setting up scenes for my engine to show off, and here are some of the results! It would be great to get your favorite render of these! For the full 9 renders , check out the scrapbook in the slack , as they will be there w/ a thread. Thank You for Reading Hopefully will actually ship tmwr! I’m actually getting kind of sad, I won’t be stopping development by any means, but this has been my summer (although I might not be able to get any stardance tokens, but that’s ok ig…). If you have any questions, feel free to DM me either here, or at @pkncoder on discord if that’s easier for you! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXVII —————– - - Release is out testing time – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not too much has happened, mostly: Updated README (resources, gallery, installation & use) Updated the landing page (added a tech-stack) Created my first release under the 1.3.x alpha title That big 1.3.x “alpha” release is the big one, as I need some help. If you could just take a bit of time, and you aren’t on linux-arm or apple-intel, could you check out the github releases and try it out, that would be great! I plan to ship tmwr, but I want some testing done first. Thank You for Reading So close!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
Ships:
—————– Ship #1 —————– - - Welcome - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💚 The current state 💫 There is still no UI, all render control is based in a JSON file. The current only renderer is a custom Deferred Renderer. Note: As this is built for 3d rendering, a modern computer, with a GPU is recommended. Modern Macbooks will run it, however it will be slower as it is basically magic that it works on them. Thank you so much! I’ve spent a lot of time on this. It may not seem like that, however when building this, I decided to do it right (as this is my 3rd attempt). I split the development into phases: Get a window Get something rendering + a camera Get object/material/texture loaders + basic scene managers + basic concept of working Create full scale (professional) renderers/scene managers/resource managers/etc. Get a UI Currently, I’m in getting everything polished in the backend. I didn’t want to move on to the UI, as I didn’t want to rush that. Rushing a UI meant missing other things. So thank you, and I really hope you enjoy. If there are any issues, please report them to the issues page on the github, and message me on slack ( @pkncoder ). Github releases: https://github.com/pkncoder/Engine/releases Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine...
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1793004879.2957077
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1793091279.2957077
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56581
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universe today by @alyah | Stardance
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alyah
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T23:28:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files.", "repo": "https://github.com/lyri3aly/universe-today", "demo": "https://lyri3aly.github.io/universe-today/"}]...
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[{"post_id": 65082, "ts": "202 [{"post_id": 65082, "ts": "2026-09-09T23:21:39Z", "hours": 0.5256, "text": "decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans."}, {"post_id": 64566, "ts": "2026-09-09T02:24:23Z", "hours": 1.0472, "text": "officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable."}, {"post_id": 61934, "ts": "2026-09-05T03:25:12Z", "hours": 1.4894, "text": "completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission."}]...
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Title: universe today by @alyah | Stardance
Devlo Title: universe today by @alyah | Stardance
Devlogs:
completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission.
officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable.
decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans.
Ships:
I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files....
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1793004878.1770887
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1793091278.1770887
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46545
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Time Out by @Will_boss | Stardance
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Will_boss
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1
|
11.0
|
84
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T02:11:13Z", "hours": 11.0, "multiplier": 8.42, "payout": 84, "blessing": "neutral", "text": "This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops", "repo": "https://github.com/Wi-ai/Time-Out", "demo": "https://itch.io/embed-upload/18573812?color=333333"}]...
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[{"post_id": 68400, "ts": "202 [{"post_id": 68400, "ts": "2026-09-15T02:04:18Z", "hours": 11.4639, "text": "mke h first level and prototype of te game"}]...
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Title: Time Out by @Will_boss | Stardance
Devlogs Title: Time Out by @Will_boss | Stardance
Devlogs:
mke h first level and prototype of te game
Ships:
This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops...
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1793004877.3196483
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1793091277.3196483
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51395
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Untitled project by @Arushh | Stardance
|
Arushh
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1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:28:28Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!", "repo": "https://github.com/Arush2008/PC-Info-guide", "demo": "https://pcguide.dino.icu"}]...
|
[{"post_id": 73797, "ts": "202 [{"post_id": 73797, "ts": "2026-09-26T01:13:20Z", "hours": 1.61, "text": "I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before."}, {"post_id": 73476, "ts": "2026-09-25T06:21:14Z", "hours": 0.93, "text": "I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database."}, {"post_id": 63989, "ts": "2026-09-08T02:43:23Z", "hours": 45.4914, "text": "This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github."}]...
|
Title: Untitled project by @Arushh | Stardance
De Title: Untitled project by @Arushh | Stardance
Devlogs:
This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github.
I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database.
I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before.
Ships:
After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!...
|
1793004875.9551368
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1793091275.9551368
|
|
51360
|
The "I Don't even Know (IDeK) Game" by The "I Don't even Know (IDeK) Game" by @Synxed | Stardance...
|
Synxed
|
1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T07:54:49Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I guess this game is ready for its first ship! While it’s not quite in Ship -Shape, It has plenty of cool features that I have spent a LOT of time working on (T^T I hate CSV files SOB). I greatly appreciate feedback, so please leave any issues or suggestions you find in the comments please. I also ask that anyone testing out this project ensure that they have read my README.MD file and have python 3 installed on their laptop/device (I tried running it on a new laptop and got very confused when it didn’t work T^T… Stupid me!). Anyway, thank you for taking the time to read this! (BongoCat is still absent D: Perhaps we will see his return soon… ) -Ta!", "repo": "https://github.com/toosynxed/I-Don-t-even-Know--IDeK--Game", "demo": "https://github.com/toosynxed/I-Don-t-even-Know--IDeK--Game/releases/tag/v1.0"}]...
|
[{"post_id": 73022, "ts": "202 [{"post_id": 73022, "ts": "2026-09-24T07:17:26Z", "hours": 1.0525, "text": "Final Work Before First Ship! Not a lot of work done, mostly just documentation fix-ups and explanations. I did fix up the login/account creation issues between the menu and main files (found when I actually tried to run the entire process instead of just the menu files). So yeah, If you are reading this, please feel free to head to my GitHub project page and download the Pre-Alpha release and follow the instructions in my README.MD file on how to get it working! (BongoCat still not here D: ) -Ta!"}, {"post_id": 71608, "ts": "2026-09-21T04:51:41Z", "hours": 4.9222, "text": "Achievements and Inventory! So, a bit of work has been done, and I might end up just shipping this off as Stardance is coming to a close soon. But here is what has been done! Implemented Bit-wise values/functions for both inventory and achievements for players. Also created a Bit-wise value that tracks if a player has viewed an achievement just yet, not displaying the “NEW” tag after the player has viewed it once. Some more work to come hopefully, but I think I mainly just need to get the central system working so that there is actually a game to play, and not just a whole bunch of features that must manually be toggled inside CSV files to operate anything! Anyways, thanks for reading! (Sorry, ): BongoCat has unfortunately been lost to the ages of storage caps D: ) -Ta !"}, {"post_id": 61162, "ts": "2026-09-03T23:02:04Z", "hours": 10.5028, "text": "I Guess I Fixed It???? IDeK Tbh… What has been done? Created a sorting function that iterates throughout a csv-list using a “shell sorting” (nesting) method (inspired by the YouTube short: https://youtu.be/RDFGkBE2O50?si=yXnJloCW18_o94bB ). Created the visual display of the leaderboard for the terminal game (using the body_text() helper function that I made earlier. Started to try to create a function that takes the integer values that are to be displayed on the leaderboard, and inserts in commas where appropriate: def format_numbers_2(orig): string = str(orig) split_curr = list(string) split_check = list(string) while len(split_curr) > 3: split_curr = split_curr[:-3] split_check.insert(-3,\",\") return \"\".join(split_check) Which only works some of the time… (It still needs a lot of work…) Honestly, I have been strugling with this function, but I think the issue with why I have been unable to get it to work correctly, is because I have not been planning enough around the logic beforehand (Which is my aim going forward). So, what’s next? Pretty much just getting this comma function working, so that the leaderboard display doesn’t look like this! ----------- Welcome, Test User ----------- Cash Leaderboard: 1. four - $21212314.0 2. hill - $5040.0 3. ardangeorge - $5000.0 4. test - $2323.0 5. Ardan George - $502.06 ------------------------------------------ Anyway, thanks for reading! (And don’t forget to say Hi to BongoCat! ) -Ta!"}, {"post_id": 56572, "ts": "2026-08-28T11:51:37Z", "hours": 5.0236, "text": "Brain Implosion Score: 8/10 Honestly, I have not been having much fun lately… Lots of errors for a single function that should be relatively simple! All it needs to do is read each row from a CSV file and order the rows in a list by ascending value for a specific column in the rows. Easy? Right? NO. IT. IS. NOT! This has taken me around 5 hours already! Just to get to a stage where I have finally given up, and have given my AI agent the function and asked it to locate each area that is not working. So, how many areas were there? LIKE 50 MILLION LINES I honestly do not have the brain -width to handle this right now, so I am just going to log my progress and go and vegetate while watching some YouTube now 😭 … Please send some coding help… I need it… (You can check out the menu_terminal.py files on my GitHub under the terminal branch, function: open_leaderboard() ). Don’t forget to say hi to BongoCat! -Ta!"}, {"post_id": 55498, "ts": "2026-08-27T11:53:27Z", "hours": 0.7961, "text": "Bit of an update again! I have ended up switching from just a python Tkinter window version of the command-line game, and instead have switched to a website HTML based version. This will also make it much easier for me to be able to write a lot of the code myself compared to Tkinter. What is my plan going forward? What I think will work best with my coding experience is for me to continue to write in the new features for my game as if they were still in terminal-format, and have AI transform it into the HTML version. This way, I still preserve my originality of ideas and code, but significantly widens the opportunities for further interactivity for my game! Don’t forget to say hi to BongoCat! -Ta! Here is a little snek-pek on the first iteration of the HTML version:"}, {"post_id": 55466, "ts": "2026-08-27T10:21:33Z", "hours": 0.27, "text": "I am beginning to question my sanity… Given the nature of a “stock” market mini-game such as the one in my game, I am beginning to think that perhaps the command-line is not the best place to be interacting with this in. Soooo… I think I’ve gone mad! I am going to start (attempt to at least, might need a bit of AI help ) to port everything across into something like Tkinter… This might go terribly… Say hi to BongoCat! !"}, {"post_id": 55456, "ts": "2026-08-27T09:55:41Z", "hours": 1.0306, "text": "The “Stock” Market Please note that any values or labels in this game are in no way representative of any real-life item, market or currency, and are purely theoretical and random numerical values generated for the sole purpose to be used for this game Creation of the base system: So far, (And it’s been a bit of a struggle), I have begun to lay out the foundations of the “stock” market system for my game, where players can invest in 3 different “risk levels” with differing characteristics to gain (or lose) currency (not yet implemented). I have spent a bit of time on GoodNotes on my iPad, writing out a plan and description of the features and characteristics of the “stock” market, as well as I have begun coding the “market.py” file that will handle the market functions that can be referenced from “main.py”. This has not gone very well , and my progress has slowed. Just the basic functions of the market system are beginning to seem very complex, with a lot of csv retrieval based off conditional statements and checks, calculations performed off specific rows, and logic statements that are making my head hurt! What I have right now: Pretty much, I have created the functions to initialise the 3 different “risk levels” with random values (using random.uniform for float values for cents), and begun the function that causes market changes (will be executing every 3 seconds or so) by calculating changes based off conditions surrounding the previous few market values for each “risk level”. Whilst this may seem simple enough, the need to keep searching the csv file for “risk”-specific rows, is causing my brain to begin imploding I think it is coming along well, but I fear that this will take a decent amount of time to complete just this one function (and then I have to do purchasing and selling ). So please wish me luck D: I hope my brain doesn’t decide to spontaneously combust! Say hi to BongoCat! -Ta!"}, {"post_id": 55393, "ts": "2026-08-27T06:08:37Z", "hours": 0.6569, "text": "Just a quick update on the game: I have just fixed a small bug with the “get” type of the “csv_actions” function that was not accurately looping through all entries to locate the correct row. But that has now been fixed luckily. Also just touched up the “body_text” function (which is the main handler for all the text printing) to accept an option parameter “timing” that can be used in the typewriting effect type to change alter the speed for debug and testing purposes. The function has a default value of 0.5 seconds so that the code will still run as normal if a valid value is not entered into the terminal. (Say hi to BongoCat !) Much more to come! And hopefully some actual game content (maybe a mini simulated stock-market !). -Ta!"}, {"post_id": 54876, "ts": "2026-08-26T02:40:58Z", "hours": 1.0692, "text": "So far, I have now completed the user account creation process for new users, and also added log-in capabilities for users that enter a pre-existing username into the game (uses .lower( ) when checking to minimise accidental account duplication accidents). I have also increased the csv function capabilities, with a new “check” and “get” branch, that supports checking an input to see if it exists in a specific column in any csv, as well as returning a row that has a matching column value that is inputted (is flexible and allows you to modify the input when the function is called to change the scope or target of the location and retrieval) A lot of my functions and processes for my game are now soft-coded, and are very versatile and malleable for different uses going forward with the project, which will continue to be a great benefit for both my coding experience and code readability! Additionally, I have also begun to use ANSI escape sequences in my print statements so that I can utilise font styles. Also, really cool thing this! I found online a python function snippet that actually allowed you to replace your inputted text with hashes or any other character instantly as you type it, allowing me to recreate a sort of privacy guard when users are inputting their passwords to log-in! 🔥 Thanks for reading!"}, {"post_id": 50230, "ts": "2026-08-19T11:38:37Z", "hours": 2.8489, "text": "Initialisation of IDeK! Hmm… It is interesting how the mind works, you begin with one idea… and suddenly find yourself a hour later working on something completely different… This has been me! What began as a project to create a mod for the Steam game: “BongoCat” for a friend turned into a terminal python-based game project! So far, I have started creating the introduction phase/stage of the game, beginning by asking for the user to enter a name, and then has some animations. Initially I was just going to hardcode everything in, including the print statements, but then I thought: “Hey! Why not turn this mini project into a learning experience and try out writing function files that I can use throughout the project by softcoding them!” And I did! What Do I Have Right Now? Aside from “main.py” , there are currently a few other notable files: “functions.py” - which holds the python functions that are used in main, “gen_pass.py” - Which was an AI generated python script to quickly generate 50 random “passwords” from merging a list of words, creating the file: “pass_list.csv” , and lastly, “user_pass.csv” - which serves as a temporary CSV file for storing some user data for the game. Something Really Cool! I ended up falling down into a little bit of a “rabbit-hole” sort of situation here. And spent some time working on expanding my main print function to include a really cool print effect that mimics a typewriter-animation. To do this, I ended up using two nested “ for i in range() ”’s, and a function that runs “os.system(‘clear’)” . The final product? A softcoded function that can be parsed any string or line of text to display with that printing animation! Really cool stuff ngl! And I shall continue to expand the content (hopefully I will actually have something for players to do by next dev-log, but tbh… “I Don’t even Know”"}]...
|
Title: The "I Don't even Know (IDeK) Game& Title: The "I Don't even Know (IDeK) Game" by @Synxed | Stardance
Devlogs:
Initialisation of IDeK! Hmm… It is interesting how the mind works, you begin with one idea… and suddenly find yourself a hour later working on something completely different… This has been me! What began as a project to create a mod for the Steam game: “BongoCat” for a friend turned into a terminal python-based game project! So far, I have started creating the introduction phase/stage of the game, beginning by asking for the user to enter a name, and then has some animations. Initially I was just going to hardcode everything in, including the print statements, but then I thought: “Hey! Why not turn this mini project into a learning experience and try out writing function files that I can use throughout the project by softcoding them!” And I did! What Do I Have Right Now? Aside from “main.py” , there are currently a few other notable files: “functions.py” - which holds the python functions that are used in main, “gen_pass.py” - Which was an AI generated python script to quickly generate 50 random “passwords” from merging a list of words, creating the file: “pass_list.csv” , and lastly, “user_pass.csv” - which serves as a temporary CSV file for storing some user data for the game. Something Really Cool! I ended up falling down into a little bit of a “rabbit-hole” sort of situation here. And spent some time working on expanding my main print function to include a really cool print effect that mimics a typewriter-animation. To do this, I ended up using two nested “ for i in range() ”’s, and a function that runs “os.system(‘clear’)” . The final product? A softcoded function that can be parsed any string or line of text to display with that printing animation! Really cool stuff ngl! And I shall continue to expand the content (hopefully I will actually have something for players to do by next dev-log, but tbh… “I Don’t even Know”
So far, I have now completed the user account creation process for new users, and also added log-in capabilities for users that enter a pre-existing username into the game (uses .lower( ) when checking to minimise accidental account duplication accidents). I have also increased the csv function capabilities, with a new “check” and “get” branch, that supports checking an input to see if it exists in a specific column in any csv, as well as returning a row that has a matching column value that is inputted (is flexible and allows you to modify the input when the function is called to change the scope or target of the location and retrieval) A lot of my functions and processes for my game are now soft-coded, and are very versatile and malleable for different uses going forward with the project, which will continue to be a great benefit for both my coding experience and code readability! Additionally, I have also begun to use ANSI escape sequences in my print statements so that I can utilise font styles. Also, really cool thing this! I found online a python function snippet that actually allowed you to replace your inputted text with hashes or any other character instantly as you type it, allowing me to recreate a sort of privacy guard when users are inputting their passwords to log-in! 🔥 Thanks for reading!
Just a quick update on the game: I have just fixed a small bug with the “get” type of the “csv_actions” function that was not accurately looping through all entries to locate the correct row. But that has now been fixed luckily. Also just touched up the “body_text” function (which is the main handler for all the text printing) to accept an option parameter “timing” that can be used in the typewriting effect type to change alter the speed for debug and testing purposes. The function has a default value of 0.5 seconds so that the code will still run as normal if a valid value is not entered into the terminal. (Say hi to BongoCat !) Much more to come! And hopefully some actual game content (maybe a mini simulated stock-market !). -Ta!
The “Stock” Market Please note that any values or labels in this game are in no way representative of any real-life item, market or currency, and are purely theoretical and random numerical values generated for the sole purpose to be used for this game Creation of the base system: So far, (And it’s been a bit of a struggle), I have begun to lay out the foundations of the “stock” market system for my game, where players can invest in 3 different “risk levels” with differing characteristics to gain (or lose) currency (not yet implemented). I have spent a bit of time on GoodNotes on my iPad, writing out a plan and description of the features and characteristics of the “stock” market, as well as I have begun coding the “market.py” file that will handle the market functions that can be referenced from “main.py”. This has not gone very well , and my progress has slowed. Just the basic functions of the market system are beginning to seem very complex, with a lot of csv retrieval based off conditional statements and checks, calculations performed off specific rows, and logic statements that are making my head hurt! What I have right now: Pretty much, I have created the functions to initialise the 3 different “risk levels” with random values (using random.uniform for float values for cents), and begun the function that causes market changes (will be executing every 3 seconds or so) by calculating changes based off conditions surrounding the previous few market values for each “risk level”. Whilst this may seem simple enough, the need to keep searching the csv file for “risk”-specific rows, is causing my brain to begin imploding I think it is coming along well, but I fear that this will take a decent amount of time to complete just this one function (and then I have to do purchasing and selling ). So please wish me luck D: I hope my brain doesn’t decide to spontaneously combust! Say hi to BongoCat! -Ta!
I am beginning to question my sanity… Given the nature of a “stock” market mini-game such as the one in my game, I am beginning to think that perhaps the command-line is not the best place to be interacting with this in. Soooo… I think I’ve gone mad! I am going to start (attempt to at least, might need a bit of AI help ) to port everything across into something like Tkinter… This might go terribly… Say hi to BongoCat! !
Bit of an update again! I have ended up switching from just a python Tkinter window version of the command-line game, and instead have switched to a website HTML based version. This will also make it much easier for me to be able to write a lot of the code myself compared to Tkinter. What is my plan going forward? What I think will work best with my coding experience is for me to continue to write in the new features for my game as if they were still in terminal-format, and have AI transform it into the HTML version. This way, I still preserve my originality of ideas and code, but significantly widens the opportunities for further interactivity for my game! Don’t forget to say hi to BongoCat! -Ta! Here is a little snek-pek on the first iteration of the HTML version:
Brain Implosion Score: 8/10 Honestly, I have not been having much fun lately… Lots of errors for a single function that should be relatively simple! All it needs to do is read each row from a CSV file and order the rows in a list by ascending value for a specific column in the rows. Easy? Right? NO. IT. IS. NOT! This has taken me around 5 hours already! Just to get to a stage where I have finally given up, and have given my AI agent the function and asked it to locate each area that is not working. So, how many areas were there? LIKE 50 MILLION LINES I honestly do not have the brain -width to handle this right now, so I am just going to log my progress and go and vegetate while watching some YouTube now 😭 … Please send some coding help… I need it… (You can check out the menu_terminal.py files on my GitHub under the terminal branch, function: open_leaderboard() ). Don’t forget to say hi to BongoCat! -Ta!
I Guess I Fixed It???? IDeK Tbh… What has been done? Created a sorting function that iterates throughout a csv-list using a “shell sorting” (nesting) method (inspired by the YouTube short: https://youtu.be/RDFGkBE2O50?si=yXnJloCW18_o94bB ). Created the visual display of the leaderboard for the terminal game (using the body_text() helper function that I made earlier. Started to try to create a function that takes the integer values that are to be displayed on the leaderboard, and inserts in commas where appropriate: def format_numbers_2(orig): string = str(orig) split_curr = list(string) split_check = list(string) while len(split_curr) > 3: split_curr = split_curr[:-3] split_check.insert(-3,",") return "".join(split_check) Which only works some of the time… (It still needs a lot of work…) Honestly, I have been strugling with this function, but I think the issue with why I have been unable to get it to work correctly, is because I have not been planning enough around the logic beforehand (Which is my aim going forward). So, what’s next? Pretty much just getting this comma function working, so that the leaderboard display doesn’t look like this! ----------- Welcome, Test User ----------- Cash Leaderboard: 1. four - $21212314.0 2. hill - $5040.0 3. ardangeorge - $5000.0 4. test - $2323.0 5. Ardan George - $502.06 ------------------------------------------ Anyway, thanks for reading! (And don’t forget to say Hi to BongoCat! ) -Ta!
Achievements and Inventory! So, a bit of work has been done, and I might end up just shipping this off as Stardance is coming to a close soon. But here is what has been done! Implemented Bit-wise values/functions for both inventory and achievements for players. Also created a Bit-wise value that tracks if a player has viewed an achievement just yet, not displaying the “NEW” tag after the player has viewed it once. Some more work to come hopefully, but I think I mainly just need to get the central system working so that there is actually a game to play, and not just a whole bunch of features that must manually be toggled inside CSV files to operate anything! Anyways, thanks for reading! (Sorry, ): BongoCat has unfortunately been lost to the ages of storage caps D: ) -Ta !
Final Work Before First Ship! Not a lot of work done, mostly just documentation fix-ups and explanations. I did fix up the login/account creation issues between the menu and main files (found when I actually tried to run the entire process instead of just the menu files). So yeah, If you are reading this, please feel free to head to my GitHub project page and download the Pre-Alpha release and follow the instructions in my README.MD file on how to get it working! (BongoCat still not here D: ) -Ta!
Ships:
I guess this game is ready for its first ship! While it’s not quite in Ship -Shape, It has plenty of cool features that I have spent a LOT of time working on (T^T I hate CSV files SOB). I greatly appreciate feedback, so please leave any issues or suggestions you find in the comments please. I also ask that anyone testing out this project ensure that they have read my README.MD file and have python 3 installed on their laptop/device (I tried running it on a new laptop and got very confused when it didn’t work T^T… Stupid me!). Anyway, thank you for taking the time to read this! (BongoCat is still absent D: Perhaps we will see his return soon… ) -Ta!...
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1793004874.7445593
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1793091274.7445593
|
|
46524
|
Panels by @CadenO | Stardance
|
CadenO
|
1
|
8.0
|
30
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T23:35:00Z", "hours": 8.0, "multiplier": 3.56, "payout": 30, "blessing": "neutral", "text": "I made Panels, a game that was going to be an escape room, but is just a series of puzzles. I finally re-learned how to use html canvas, and had fun making and solving the puzzles. The three levels are Basic slider manipulation A swap-to-solve puzzle Tic tac toe, but with the squares shuffled I also tried my best at a decent UI while I was at it :)", "repo": "https://github.com/Cesium72/panels", "demo": "https://cesium72.github.io/panels"}]...
|
[{"post_id": 67737, "ts": "202 [{"post_id": 67737, "ts": "2026-09-13T23:25:16Z", "hours": 1.1939, "text": "I’ve done some final work on Panels, my pseudo-escape room game. It now has the third and final level, which is a tic-tac-toe game against the computer, but with the squares shuffled around😈! It also has a winning animation, a somewhat-acceptable README, and will be shipped after this!"}, {"post_id": 64753, "ts": "2026-09-09T12:06:42Z", "hours": 3.0828, "text": "Panels was supposed to be an escape room, but now it is just a series of puzzles. I’m fine with that, though. So far it has three stages, and that seems to be enough for me. Some of them are hard to explain, so it might just be easier to try them yourself. I will probably just add a win animation, a hints page, and then ship it :)"}, {"post_id": 54197, "ts": "2026-08-25T02:35:50Z", "hours": 4.2031, "text": "I’ve been working on Panels, a little game with a bunch of puzzles, kind of like an escape room. I don’t really know much about game design, and haven’t made a game in a few months (okay, maybe 2 years), but so far it has the first stage of puzzles done, which mostly just involve manipulating some sliders :)"}]...
|
Title: Panels by @CadenO | Stardance
Devlogs:
I’v Title: Panels by @CadenO | Stardance
Devlogs:
I’ve been working on Panels, a little game with a bunch of puzzles, kind of like an escape room. I don’t really know much about game design, and haven’t made a game in a few months (okay, maybe 2 years), but so far it has the first stage of puzzles done, which mostly just involve manipulating some sliders :)
Panels was supposed to be an escape room, but now it is just a series of puzzles. I’m fine with that, though. So far it has three stages, and that seems to be enough for me. Some of them are hard to explain, so it might just be easier to try them yourself. I will probably just add a win animation, a hints page, and then ship it :)
I’ve done some final work on Panels, my pseudo-escape room game. It now has the third and final level, which is a tic-tac-toe game against the computer, but with the squares shuffled around😈! It also has a winning animation, a somewhat-acceptable README, and will be shipped after this!
Ships:
I made Panels, a game that was going to be an escape room, but is just a series of puzzles. I finally re-learned how to use html canvas, and had fun making and solving the puzzles. The three levels are Basic slider manipulation A swap-to-solve puzzle Tic tac toe, but with the squares shuffled I also tried my best at a decent UI while I was at it :)...
|
1793004872.058221
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1793091272.058221
|
|
56543
|
Classic Python Games by @184765 | Stardance
|
184765
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T03:09:30Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created three simple Python games. Some of the sections were challenging to me but it was mostly just time and error checking through multiple iterations. I’m proud of the end product as I enjoy using it personally. Have fun if you try it out!", "repo": "https://github.com/184765/Classic-Python-Games", "demo": "https://trippyinfantry.itch.io/classic-python-games"}]...
|
[{"post_id": 69940, "ts": "202 [{"post_id": 69940, "ts": "2026-09-18T03:07:24Z", "hours": 0.7211, "text": "Fixing Issues rewritten to show development processing behind it. Group 3 — Fixing Changes and Code Logic 29/08/26 — Adding Input Checking I worked on making the program more reliable by adding input checking. Before this, entering something unexpected could cause errors or stop the program. I added checks so invalid inputs could be handled and the player could try again. 03/09/26 — Preventing Repeated Items While testing the random item system, I noticed that the same item could appear repeatedly. I changed the generation logic so the program checks previously selected items before generating a new one. This helped make the rounds more varied. 05/09/26 — Fixing Ability Logic As I added more abilities, I had to make sure the program was correctly tracking their uses and effects. I worked on the logic for reducing charges when an ability was used and making sure the correct effect was applied without accidentally generating another round. 07/09/26 — Fixing Percentage Calculations I worked on the percentage ability and found that the calculation needed to work regardless of which item had the higher price. I used an absolute difference so the percentage could be calculated correctly in either direction. 07/09/26 — Adding Ability Regeneration Logic I added logic for abilities that can regenerate after a certain number of rounds. This required keeping track of the player’s progress and checking when the required number of rounds had passed before restoring the charges. 09/09/26 — Improving Code Feedback I worked on the feedback given by the program after different actions. Instead of only changing variables in the background, the program now tells the player what happened when an ability is used or when an important gameplay event occurs. 16/09/26 — Fixing WordL Logic I continued testing the WordL checking system and found issues with how guesses were being handled. I adjusted the validation and feedback logic so that letters were checked against the target word more consistently. 17/09/26 — Cleaning Up the Code I went through the code after the recent changes and checked for remaining issues. I also looked at the formatting and comments because some lines had become too long. Cleaning this up made the code easier to read and maintain while continuing to follow the expected coding standards."}, {"post_id": 69846, "ts": "2026-09-17T21:54:50Z", "hours": 4.9683, "text": "Rewritten Quiz game and WordL game devlog to show my development process. Group 2 — Quizza and WordL 08/09/26 — Starting Quizza I started implementing the basic Quizza game. The game asks the player general knowledge questions and gives them multiple options to choose from. I also started adding the ability system, including 50/50, skip and double. 09/09/26 — Testing Quizza Questions While testing Quizza, I found that one of the generated questions was not actually being displayed correctly. I fixed the question generation/display system and continued testing to make sure questions were appearing properly during gameplay. 10/09/26 — Expanding Quizza I added more questions to Quizza to increase the variety of the game. I also reviewed some of the questions and changed their wording where needed so they were easier to understand. 10/09/26 — Improving Quizza Feedback I noticed that the player did not always get enough feedback when they used an ability or answered a question incorrectly. I worked on adding clearer feedback and displaying the current round so the player could understand their progress. 15/09/26 — Starting WordL I started developing WordL as the third game in the compendium. I created the basic gameplay structure and used Wonderwords to generate five-letter words. I also started building the system for checking player guesses. 16/09/26 — Creating WordL Feedback I worked on the WordL feedback system. The game now checks the letters in the player’s guess and provides different feedback depending on whether a letter is in the correct position or is in the word but in the wrong position. 17/09/26 — Validating WordL Guesses During testing, I found that players could enter random combinations of letters that were not actual words. I added a word validation system so guesses have to be real words before they are accepted. This made the game follow the intended WordL rules more closely."}, {"post_id": 64509, "ts": "2026-09-08T23:36:48Z", "hours": 3.4631, "text": "Rewritten Higher or Lower devlog to show the development process: Group 1 — Higher or Lower Python Game 27/08/26 — Starting the Game Hub I started developing the main structure for my Games Compendium. I created the basic game selection menu and started setting up Higher or Lower as the first game. The goal was to get the basic structure working before adding more complicated features. 03/09/26 — Creating the Higher or Lower System I started building the main Higher or Lower gameplay. The player is given an item and its price, then has to guess whether the next item will be worth more or less. I also started setting up the random item and price generation so each round could be different. 04/09/26 — Preventing Repeated Prices While testing Higher or Lower, I noticed that the game could generate the same price again. I changed the generation system so that new prices would be checked before being used. This made the rounds feel more random and prevented obvious repeats. 05/09/26 — Adding Player Names and Abilities I added username selection so scores could be connected to the player. I also started implementing the game’s abilities, including heal, percentage and double time. These gave the player more options during a round instead of only guessing higher or lower. 07/09/26 — Expanding Higher or Lower I continued working on the ability system. I added ability charges, percentage calculations and regeneration for some abilities. I also worked on displaying how many uses were remaining so the player could make decisions about when to use them. 10/09/26 — Improving the Gameplay Presentation After playing through Higher or Lower, I noticed that some of the information was appearing too quickly. I added delays between sections of text so the player has more time to read the instructions, ability information and results of each round."}]...
|
Title: Classic Python Games by @184765 | Stardance Title: Classic Python Games by @184765 | Stardance
Devlogs:
Rewritten Higher or Lower devlog to show the development process: Group 1 — Higher or Lower Python Game 27/08/26 — Starting the Game Hub I started developing the main structure for my Games Compendium. I created the basic game selection menu and started setting up Higher or Lower as the first game. The goal was to get the basic structure working before adding more complicated features. 03/09/26 — Creating the Higher or Lower System I started building the main Higher or Lower gameplay. The player is given an item and its price, then has to guess whether the next item will be worth more or less. I also started setting up the random item and price generation so each round could be different. 04/09/26 — Preventing Repeated Prices While testing Higher or Lower, I noticed that the game could generate the same price again. I changed the generation system so that new prices would be checked before being used. This made the rounds feel more random and prevented obvious repeats. 05/09/26 — Adding Player Names and Abilities I added username selection so scores could be connected to the player. I also started implementing the game’s abilities, including heal, percentage and double time. These gave the player more options during a round instead of only guessing higher or lower. 07/09/26 — Expanding Higher or Lower I continued working on the ability system. I added ability charges, percentage calculations and regeneration for some abilities. I also worked on displaying how many uses were remaining so the player could make decisions about when to use them. 10/09/26 — Improving the Gameplay Presentation After playing through Higher or Lower, I noticed that some of the information was appearing too quickly. I added delays between sections of text so the player has more time to read the instructions, ability information and results of each round.
Rewritten Quiz game and WordL game devlog to show my development process. Group 2 — Quizza and WordL 08/09/26 — Starting Quizza I started implementing the basic Quizza game. The game asks the player general knowledge questions and gives them multiple options to choose from. I also started adding the ability system, including 50/50, skip and double. 09/09/26 — Testing Quizza Questions While testing Quizza, I found that one of the generated questions was not actually being displayed correctly. I fixed the question generation/display system and continued testing to make sure questions were appearing properly during gameplay. 10/09/26 — Expanding Quizza I added more questions to Quizza to increase the variety of the game. I also reviewed some of the questions and changed their wording where needed so they were easier to understand. 10/09/26 — Improving Quizza Feedback I noticed that the player did not always get enough feedback when they used an ability or answered a question incorrectly. I worked on adding clearer feedback and displaying the current round so the player could understand their progress. 15/09/26 — Starting WordL I started developing WordL as the third game in the compendium. I created the basic gameplay structure and used Wonderwords to generate five-letter words. I also started building the system for checking player guesses. 16/09/26 — Creating WordL Feedback I worked on the WordL feedback system. The game now checks the letters in the player’s guess and provides different feedback depending on whether a letter is in the correct position or is in the word but in the wrong position. 17/09/26 — Validating WordL Guesses During testing, I found that players could enter random combinations of letters that were not actual words. I added a word validation system so guesses have to be real words before they are accepted. This made the game follow the intended WordL rules more closely.
Fixing Issues rewritten to show development processing behind it. Group 3 — Fixing Changes and Code Logic 29/08/26 — Adding Input Checking I worked on making the program more reliable by adding input checking. Before this, entering something unexpected could cause errors or stop the program. I added checks so invalid inputs could be handled and the player could try again. 03/09/26 — Preventing Repeated Items While testing the random item system, I noticed that the same item could appear repeatedly. I changed the generation logic so the program checks previously selected items before generating a new one. This helped make the rounds more varied. 05/09/26 — Fixing Ability Logic As I added more abilities, I had to make sure the program was correctly tracking their uses and effects. I worked on the logic for reducing charges when an ability was used and making sure the correct effect was applied without accidentally generating another round. 07/09/26 — Fixing Percentage Calculations I worked on the percentage ability and found that the calculation needed to work regardless of which item had the higher price. I used an absolute difference so the percentage could be calculated correctly in either direction. 07/09/26 — Adding Ability Regeneration Logic I added logic for abilities that can regenerate after a certain number of rounds. This required keeping track of the player’s progress and checking when the required number of rounds had passed before restoring the charges. 09/09/26 — Improving Code Feedback I worked on the feedback given by the program after different actions. Instead of only changing variables in the background, the program now tells the player what happened when an ability is used or when an important gameplay event occurs. 16/09/26 — Fixing WordL Logic I continued testing the WordL checking system and found issues with how guesses were being handled. I adjusted the validation and feedback logic so that letters were checked against the target word more consistently. 17/09/26 — Cleaning Up the Code I went through the code after the recent changes and checked for remaining issues. I also looked at the formatting and comments because some lines had become too long. Cleaning this up made the code easier to read and maintain while continuing to follow the expected coding standards.
Ships:
I created three simple Python games. Some of the sections were challenging to me but it was mostly just time and error checking through multiple iterations. I’m proud of the end product as I enjoy using it personally. Have fun if you try it out!...
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1793004870.959152
|
1793091270.959152
|
|
56504
|
LucidOS by @Snetch | Stardance
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Snetch
|
1
|
17.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T13:10:54Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an online desktop OS called LucidOS , the first idea was to make it a creepy OS that evolves over time but i changed the idea to make it so people can create small apps/games in it with the custom Lucid script , it was made to look easy and beginer freindly , people can publish those apps , i review the apps and if accepted the app will be shown in lucid store where other users can try your app ! , there are also cool built in apps such as lucid media and Lucid paint , you can create musics , and make simple cool animations , the LucidOS+ is working but the payment method isnt , since i am a minor i made the payment method only in test mode , DONT PUT YOUR CARD INFOS , there is the terminal with cool commands , and custom wallpaper for the OS , i struggled with the project since i have a lot of studies for bachelor but AI helped me complete the project , i am proud of making my first functional project since all the projects before failed , contact me at my email [email protected] for bugs or cool features and enjoy !", "repo": "https://github.com/Snetchy09/LucidOS/", "demo": "https://snetchy09.github.io/LucidOS/"}]...
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[{"post_id": 73069, "ts": "202 [{"post_id": 73069, "ts": "2026-09-24T09:54:43Z", "hours": 1.8347, "text": "buku buku! added themes , rewrote some scripts , optimized and the orb eye follow the cursor now !"}, {"post_id": 69290, "ts": "2026-09-16T19:03:58Z", "hours": 2.9706, "text": "added intro for the OS and some simple musics i found , so you dont get bored , well typically OSs dont have music in them but whatever"}, {"post_id": 65342, "ts": "2026-09-10T12:57:46Z", "hours": 4.9172, "text": "finished working on the OS !!!! you can try it out now , hope you like it , and also report any bugs and dont buy the LucidOS+ since it is in test mode"}, {"post_id": 60292, "ts": "2026-09-02T15:48:38Z", "hours": 2.5389, "text": "#Devlog 3 , i tried to add a whole lucid programing lang wich i named lucidscript , nothing fance but i keep getting a lot of errors , at the current time , i added lucid studio where users create simple apps that run in the OS and get submited to me and review them before adding them to lucid store where other useres can try community made apps !, that it for now"}, {"post_id": 59414, "ts": "2026-09-01T07:17:47Z", "hours": 0.765, "text": "#Devlog 2 , i made the animation smoother and now the windows appear on top icons and the orb , that it for now"}, {"post_id": 59198, "ts": "2026-08-31T21:07:39Z", "hours": 4.9867, "text": "#devlog 1 , here is the test page https://snetchy09.github.io/LucidOS/ i made an OS based on hallucinations , it wont be creepy like those games and it will remain functional , that part still wasnt implemented as i am trying to make the full OS with the apps and stuff , current working apps are : browser(only weki works) , notes , media , calculator , terminal , lucid store ( it only shows apps but won’t download apps at this moment ) , settings , text editor/files , some apps are unfinished and there are some bugs , yall can comment if you find any and thank you!"}]...
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Title: LucidOS by @Snetch | Stardance
Devlogs:
#d Title: LucidOS by @Snetch | Stardance
Devlogs:
#devlog 1 , here is the test page https://snetchy09.github.io/LucidOS/ i made an OS based on hallucinations , it wont be creepy like those games and it will remain functional , that part still wasnt implemented as i am trying to make the full OS with the apps and stuff , current working apps are : browser(only weki works) , notes , media , calculator , terminal , lucid store ( it only shows apps but won’t download apps at this moment ) , settings , text editor/files , some apps are unfinished and there are some bugs , yall can comment if you find any and thank you!
#Devlog 2 , i made the animation smoother and now the windows appear on top icons and the orb , that it for now
#Devlog 3 , i tried to add a whole lucid programing lang wich i named lucidscript , nothing fance but i keep getting a lot of errors , at the current time , i added lucid studio where users create simple apps that run in the OS and get submited to me and review them before adding them to lucid store where other useres can try community made apps !, that it for now
finished working on the OS !!!! you can try it out now , hope you like it , and also report any bugs and dont buy the LucidOS+ since it is in test mode
added intro for the OS and some simple musics i found , so you dont get bored , well typically OSs dont have music in them but whatever
buku buku! added themes , rewrote some scripts , optimized and the orb eye follow the cursor now !
Ships:
i made an online desktop OS called LucidOS , the first idea was to make it a creepy OS that evolves over time but i changed the idea to make it so people can create small apps/games in it with the custom Lucid script , it was made to look easy and beginer freindly , people can publish those apps , i review the apps and if accepted the app will be shown in lucid store where other users can try your app ! , there are also cool built in apps such as lucid media and Lucid paint , you can create musics , and make simple cool animations , the LucidOS+ is working but the payment method isnt , since i am a minor i made the payment method only in test mode , DONT PUT YOUR CARD INFOS , there is the terminal with cool commands , and custom wallpaper for the OS , i struggled with the project since i have a lot of studies for bachelor but AI helped me complete the project , i am proud of making my first functional project since all the projects before failed , contact me at my email [email protected] for bugs or cool features and enjoy !...
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1793004869.7728531
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1793091269.7728531
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46496
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Light by @Eclipse | Stardance
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Eclipse
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1
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52.27
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835
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T19:28:48Z", "hours": 48.0, "multiplier": 16.49, "payout": 835, "blessing": "neutral", "text": "Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹", "repo": "https://github.com/Alchemic-Eclipse/light", "demo": "https://alchemic-eclipse.github.io/light/"}]...
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[{"post_id": 81847, "ts": "202 [{"post_id": 81847, "ts": "2026-10-22T18:28:24Z", "hours": 4.2711, "text": "Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)"}, {"post_id": 75684, "ts": "2026-09-30T19:06:50Z", "hours": 0.9286, "text": "Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️"}, {"post_id": 75640, "ts": "2026-09-30T17:01:59Z", "hours": 6.8375, "text": "Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋"}, {"post_id": 74879, "ts": "2026-09-28T14:20:34Z", "hours": 4.4908, "text": "Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!"}, {"post_id": 73589, "ts": "2026-09-25T13:08:56Z", "hours": 5.705, "text": "Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)"}, {"post_id": 72825, "ts": "2026-09-23T20:23:53Z", "hours": 3.5156, "text": "Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀"}, {"post_id": 72239, "ts": "2026-09-22T14:52:12Z", "hours": 2.65, "text": "Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!"}, {"post_id": 71391, "ts": "2026-09-20T18:52:49Z", "hours": 4.5592, "text": "Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈"}, {"post_id": 51095, "ts": "2026-08-20T16:20:04Z", "hours": 2.9694, "text": "Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃"}, {"post_id": 48873, "ts": "2026-08-17T13:16:35Z", "hours": 15.4381, "text": "Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!"}, {"post_id": 45127, "ts": "2026-08-11T12:47:00Z", "hours": 0.5603, "text": "The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}"}]...
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Title: Light by @Eclipse | Stardance
Devlogs:
The Title: Light by @Eclipse | Stardance
Devlogs:
The Beginning . I’ll be building a personal site of mine, describing things I am working on, and my on going works, especially in the realm of academia and others… . I am done with setting up and connecting everything, the next steps include building a basic structure of the website while learning web dev (yeah, I’m a beginner lol)… . And then adding the content.. Then making it look bearable to human eyes 🗿 (aka make it aesthetic) . So that’s mostly all for today..!! Thank you :) . P.S. It seems it won’t let me post till I add a pic, so let me add a pic that I’d anyways add on my website in future {aka, my equations 🗿}
Day-2: Light Completed the basic structure. Added some basic design while making it a little responsive. And trust me, you “don’t” wanna know how much time I spent just changing and trying new designs/fonts/etc… ☠️ . Tomorrow, I’ll likely complete the other sections while adding some more cool features ig… . and that’s all for today 🙃 . P.S. Feel free to suggest some better designs if it can make it look better lol…!!
Day-3 Light At this rate, it looks like the project is gonna take forever 😭🤷🏻♂️ Added an about section Designed it properly Made subtle changes to give the site a premium look. . The next part is simply add content to Archive and contact section, but that should relatively take less time, because most of the time today was spent on designing.. . (yes, btw,,,, if you still haven’t noticed, I’m a kinda perfectionist when it comes to designs 🗿) . And that’s all for today, for Light 🫡 . Thank you for reading through..!! 🌙 . P.S. Due to time constraints, I’m thinking of working on Light and Gravitas on alternate days, so that I get more time for studies… 🐈 Hopefully I can finish them soon..!! I really do enjoy working on both of em 🙃
Day-4 Light Guess who’s back? . Seems someone’s back from his hiatus 🗿 . yep, so now that’s Aporia’s done and dusted, I realized I need to also complete my site, so here I am… . I’ve merged Gravitas into Light because it’s apparently Aporia turned out to be too big, but small enough that I could actually finish it before Light comes knocking with a deadline shaped baseball bat 🤷🏻♂️ . I’ll add a special section for it on my site, as a mystery or a puzzle of some kind..? perhaps… . And in the meantime, while I was working on Aporia, I tried testing/changing some bits and features of Light, at once almost changed the entire style upside down… but turns out none of them could beat my original vision… So with some bits of tweaks, I added the About page a month ago… I know I’m a bit early here,, but whatever 😭 . And that’s it for this devlog 🦋 Bbyeee..!! . P.S. Idk what screenshot to add here as I’ve just restarted working on it so no major updates yet,, let me just add a page of my physics notes which would anyway be on my site 🐈
Day-5 Light Added content to About section Added a few projects to Archive section Added basic design to Archive section. Next goal: Polish Archive’s design Add content to Contact section and design that too got big plans ahead..!!
Day-6 Light HOLYYY Productivity!! 🔥 Added SOOOOO many things today . Here’s the list: Polished the Archive section Added “About signature” and href links Added content to Contact section and footer- Polished them too Made the site responsive Added selection option (selecting a text) Soo, when selecting a text, instead of the default blue color, it’d use another color that respects the color scheme of the site… . With that, Phase-1 of the Site is over… We have a site that’s essentially complete in itself start to end.And so, Phase-2 of Light has started, which is mostly all about JavaScript and additional sections/features. (Lwk Exciting as hell) . Also, I decided to add “AUTONOMY · TRANSCENDENCE · ERUDITION” as the “About Signature”, because these are the 3 things that I value THE MOST… Especially Autonomy…………. Is it a bit grandiose ? Yeah… but my site’s called Light (Alchemic Eclipse) , so we’re not exactly filing taxes here 🤷🏻♂️🥀 . But anyways,, that’s it for todayy!! Have a beautiful morning 🍀
Day-7 Light It appears as if somoene’s genuinely addicted to this project 🗿 . Because my productivity is PEAK right now 🕯️ . I’ve lwk changed the entire base design of Light, simply because I felt like it 😭 (I wanted it to look better) . Here’s a list: Added Basic fade-in animation when site is loaded Added a leaning hero-figure and changed typography (Some fonts, sizes, colors, etc) Added a glitch effect for the Hero sub-text Added Snow, as it smhow fits the theme beautifully There were sm things that people suggested me to add, but I was like: Nah ;-; For eg: Arrow key navigation . But someone discovering that R jumps to Archive would be mildly amusing for approximately 4 seconds… So I scrapped that idea 🤷🏻♂️ . The snowflakes one was particularly interesting… because…. to animate the snowflakes I used: new position = old position + velocity Which is basically a tiny Euler integration step 🗿 So, my snowflakes, accidentaly became a physics simulation… 🥀 For some reason, I really cannot escape ts 💔 . And then the tiny intricacies like giving them close but random velocities for realism (yeah, close, because if not: that would look like the snowflakes had all received contradictory weather reports 😭) . and once they leave the screen, make them re-enter from the right and top (70:30 :: Top:right % of snowflakes generated), which is what turns this into a continuous wind field rather than 80 flakes having a one-way death march 🗿 . And yeah, that’s basically it, for today…!! and as usual,, Ohayoo!!! (Good Morningg, not Ohio 😭💔)
Day-8 Light At this point, I think Im lwk about to crash out because of how long this is taking me 😭💔 (plus a bad headache) . I’ve added a new page to my site, called Light’s Lab, something way more interesting than the home page fs. . Also Added a cool glitchy effect as a transition, to give it that uncanny feel… And DAMN it took me soo longg to learn how to do ts 😭😭 . After this, I’m done with adding animations/transitions 🥀 Aghh my head hurts so badd 😭 . I think the next goal for me is to design the Lab page properly… then think of adding something new… . Initially I planned to complete it by Sept 30… but let’s see if I can 🫠 . Anyways, that’s it for todayyy Dobroye utroo!!!
Day-9 Light I think I’ve officially reached the stage where this project is consuming me 😭💔 . I couldn’t really write devlogs that often ‘cause I’ve been just TOO busy trying to make this thing look pretty 😭 . And unfortunately, having a creative perfectionist brain while also trying to keep everything minimalist is an awful combination. I kept wanting to add stuff, removing it because it was “too much”, adding it again, moving things around, staring at it for 20 min, and realizing that it looked 4% worse than before 🗿 . Anyways… . I’ve made some pretty major progress today. . The biggest one: Light is basically complete. Added all the content, finished the different sections, and finally got the whole thing to feel like an actual part of the site instead of an empty page with suspicious amounts of negative space 🥀 . I also finally added and polished the About page, w a bunch of minor design fixes along the way. . Completed: Unfinished Graveyard Now Curiosities And I also added snow interaction , which is probably one of those completely unnecessary things that somehow took way longer than it had any business to… ;-; . The funny part is, that the actual feature list doesn’t even look THAT insane. (compared to my mental health rn 💔) . But every single little design decision took FOREVER, because I wanted the site to feel minimal, without feeling empty.. Interesting, without feeling overloaded.. And slightly uncanny without just looking like I discovered CSS animations yesterday 🤷🏻♂️ . At this point, I’m lwk happy w how it’s coming together tho. . The site has WAYY more personality now. . The next goal is basically finishing whatever tiny things are still bothering me, and then SHIP EM before I lose the remaining fragments of my sanity 😭 . And nvm,, that’s it for today ;-;;; . Ig this could be the last devlog? Or nvm, I still have to write the Readme, GG, that should be the last one lol.. Whatever,,,, Good Evening 🦋
Final Devlog of Light yep, as the title suggests, this is it. I have somehow, despite being an INTP, been able to complete the project before the deadline ( or perhaps I should say, exactly at the deadline 😭) . But anyways, Completed the Readme Fixed minor issues (console errors) Fixed responsiveness issues Added a favicon And yeah, that’s all ig…?? It has been an honor tbh, I’ve learnt soooo many things while making this site… and revised soooo many concepts…. I was lwk a beginner in web-dev before this, and now, well a bit better I suppose? 😭 . Either way,,, It was fun…. :) Thank you for everything..!!! ❤️🩹 . P.S. Idk what to add as screenshot for this one, so just added the About page of my site 🗿🤷🏻♂️
Welcome back And here I am, just after writing Aporia’s devlog, writing this for Light (the site, not me obv 🗿) . But I’ll keep it short, While I was on break, I kept updating information here n there on the site and made some minor changes. . From now on, I’ll be working properly on the site, making it better every day..!! . And that’s all for today lol…!! See ya tomorrow! . P.S. Idk what to add in attachment, so why not a meme again? (it isn’t even related to web dev, but I found it so funny, had to add it 💔)
Ships:
Shipvlog — Light 🌙 What did you make? Everyone makes a personal website showing what they’ve built, accomplished, or are currently working on. . I wanted to make something that asks a slightly “different” question: “What is happening inside this mind?” . That’s basically what Light is. . Alongside the usual portfolio stuff, there’s a Lab containing unfinished ideas, abandoned projects, current obsessions, and questions I’m still thinking about… Basically,, everything a normal portfolio politely hides…🗿 . What was challenging? Lwk Everything. 😭 . I spent an absolutely unreasonable amount of time designing tiny details, animations, typography, spacing, colors, transitions, and things that probably took five seconds to notice and five hours to make…. . I wanted the homepage title to feel more like Light was being written into existence ,,, the glitch transition into the Lab to feel intentional, and every page to have its own atmosphere… (did I ever mention the fact that Light was my nickname all along?) . The three main pages use red, blue, and warm white. Because, almost everything we see can be represented through RGB,, so I treated them as three different sides of me that mix together into Idhant (w a little twist lol) Underneath them all, it’s still the same guy. Hence the same nav too :) . The geometric lines in About are meant to represent me too: chaotic, interconnected, and hopefully still beautiful (🥀) . And yes, making all of this responsive was painful…. Excruciatingly painful. 😭💔 . What am I proud of? Mostly the fact that something I had imagined for weeks actually exists now…LIVE… . I deliberately left parts of it open to interpretation too. The boy holding the bouquet and book could be waiting for someone while reading a book to kill time, could have been given the bouquet while being told by someone “you are my light” , could be heartbroken, or could mean literally anything…. I liked not explaining everything… Things to try Move your cursor through the snow (don’t ask me why 😭, it’s fun) Watch the text glitch Click Light on the homepage and enter the Lab Explore the Lab sections Click the 02 / ABOUT on the homepage and enter the About page Notice the different page colors and text-selection colors Try the site on both desktop and mobile . Before testing . The site is best experienced on a Chromium-based browser . . Also, disable any browser dark-mode extension , otherwise it may decide my carefully chosen colors are merely suggestions. 💔 . Light’s Live here: https://alchemic-eclipse.github.io/light/ . And,,,, after way too many hours, Light is finally live. 🫠 . Not perfect. . Just mine ❤️🩹 Thank you for reading it through..!! ❤️🩹...
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1793004868.5805786
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1793091268.5805786
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46490
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Periodic by @crx1x1 | Stardance
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crx1x1
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T22:50:27Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After 8 hours of development, I present the Periodic Table for the Evo! It’s a fully custom and high-performance periodic table app based in MicroPython for the TI-84 Evo calculators. I literally built this because TI half-baked their product launch and forgot about literally every aspect of backwards compatibility! (looking at you, every appvar format ever built for the CE and lower) What I have: -A full 118-Element Data array: Complete data for every single element; atomic mass, electron config, electronegativity, density, phase, discovery year, and oxidation states. -Faithful GUI recreation: I recreated the original TI-84 Plus CE Periodic Table app layout and interface to look and feel exactly like the built-in app (minus the speed, TI really had to lobotomize that) AI Attribution: AI tools used: Google Gemini Scope: Generated almost the entirety of the 118-element dataset (E) as well a debugging partner. From me: everything else! Some side notes: -You might see some strings scattered around in the E array. Those are simply to prevent the calculator from trying to display float inaccuracies that overflow out of the GUI box -The screen recorder given in TI-Connect Evo is so slow, and my device camera is horrible, so whoopsies :P -Go and roast TI for their sloppy rushed release!", "repo": "https://github.com/CrX1x1/periodic_table/", "demo": "https://github.com/CrX1x1/periodic_table"}]...
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[{"post_id": 73339, "ts": "202 [{"post_id": 73339, "ts": "2026-09-24T22:26:01Z", "hours": 1.9089, "text": "i added basic scrolling and selection in the info panel, adding other stuff like more pages of information and horizontal scrolling to the next element"}, {"post_id": 72456, "ts": "2026-09-23T00:40:10Z", "hours": 1.6164, "text": "I made a splash screen and added softkeys… I dunno what else to say besides that also rewrote the stuff a tiny bit I guess"}, {"post_id": 64244, "ts": "2026-09-08T14:36:22Z", "hours": 1.0072, "text": "I added a way to see the element and the symbol that’s being selected because not everyone remembers their periodic tables. (me neither) I’ll be adding soft buttons and a graph in the next devlog so there will be room for more features. If you haven’t already, you should go check the periodic table app on the TI-84 Plus CE if you have one… or not. (Exactly 1 hour lol)"}, {"post_id": 56311, "ts": "2026-08-28T01:29:03Z", "hours": 1.5047, "text": "Well, I guess you could say I took a long break, huh? Anyways, I spend a good hour of my time hardcoding some extra lookups so it can actually select up and down just like how it is on the TI-84 Plus CE. Yes, I seriously should optimize it, I know, but if it works, it works. I’ll be sure to make it more readable next commit. Catch you in the next devlog!"}, {"post_id": 44799, "ts": "2026-08-10T20:12:55Z", "hours": 0.6464, "text": "Half functional selection, half functional brain, pushed commit anyways todos: add vertical selection as well work on page that says the info and stuff idk, whatever is on the TI-84 Plus CE but not on the Evo (srry for the horrible video quality, i should get a new phone lulz)"}]...
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Title: Periodic by @crx1x1 | Stardance
Devlogs:
H Title: Periodic by @crx1x1 | Stardance
Devlogs:
Half functional selection, half functional brain, pushed commit anyways todos: add vertical selection as well work on page that says the info and stuff idk, whatever is on the TI-84 Plus CE but not on the Evo (srry for the horrible video quality, i should get a new phone lulz)
Well, I guess you could say I took a long break, huh? Anyways, I spend a good hour of my time hardcoding some extra lookups so it can actually select up and down just like how it is on the TI-84 Plus CE. Yes, I seriously should optimize it, I know, but if it works, it works. I’ll be sure to make it more readable next commit. Catch you in the next devlog!
I added a way to see the element and the symbol that’s being selected because not everyone remembers their periodic tables. (me neither) I’ll be adding soft buttons and a graph in the next devlog so there will be room for more features. If you haven’t already, you should go check the periodic table app on the TI-84 Plus CE if you have one… or not. (Exactly 1 hour lol)
I made a splash screen and added softkeys… I dunno what else to say besides that also rewrote the stuff a tiny bit I guess
i added basic scrolling and selection in the info panel, adding other stuff like more pages of information and horizontal scrolling to the next element
Ships:
After 8 hours of development, I present the Periodic Table for the Evo! It’s a fully custom and high-performance periodic table app based in MicroPython for the TI-84 Evo calculators. I literally built this because TI half-baked their product launch and forgot about literally every aspect of backwards compatibility! (looking at you, every appvar format ever built for the CE and lower) What I have: -A full 118-Element Data array: Complete data for every single element; atomic mass, electron config, electronegativity, density, phase, discovery year, and oxidation states. -Faithful GUI recreation: I recreated the original TI-84 Plus CE Periodic Table app layout and interface to look and feel exactly like the built-in app (minus the speed, TI really had to lobotomize that) AI Attribution: AI tools used: Google Gemini Scope: Generated almost the entirety of the 118-element dataset (E) as well a debugging partner. From me: everything else! Some side notes: -You might see some strings scattered around in the E array. Those are simply to prevent the calculator from trying to display float inaccuracies that overflow out of the GUI box -The screen recorder given in TI-Connect Evo is so slow, and my device camera is horrible, so whoopsies :P -Go and roast TI for their sloppy rushed release!...
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1793004867.473758
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1793091267.473758
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46465
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SolariStudy by @MathBty | Stardance
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MathBty
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1
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18.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T18:27:10Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hi! I created SolariStudy, basically a specialised study platform and productivity app (I built it with React Native, Expo and Supabase). The app addreses a problem which I face a lot every day and a lot of students preparing for rigorous exams and olympiads face it too: standard AI tools tipically just generate big quizzes in a MCQ format or just give immediate solutions that kind of ruin the learning process (also cluttering interfaces with unorganized chat logs). My idea for this app was to try a dual-mode engine which features SolariLearn for normal tutoring (just perfect for going through study materials or books) and SolariSolve for strict, timed problem sessions (very useful for Olympiad preparation especially). Here I introduced major QoL improvements that structure the revision workflow, including organizing sessions into dedicated, isolated subject folders (like Mathematics, Physics, Linguistics, Astronomy etc.) to prevent the cluttering of chats (one of the problems mentioned earlier, which is solved by a few AI’s, but the process of organizing is not automated). The app also implements automated worksheet ingestion to extract and prepare textbook problems, introducing exam focus sprint timers to enforce accountability. By using the SolariSolve mode, you are able to get step-by-step scorecards with streak and accuracy tracking. The most challenging tech hurdle was engineering the streaming AI pipeline (faced a lot of bugs here and did not really know where to start from), but also mathematical rendering ragebaited me at the end… Resolving API dropouts and rate limits required me to implement an exponential backoff with a dynamic model fallback system, alongside the real-time latex rendering to display the math formulas (which were essential for physics, math and astronomy so I couldnt just use normal text). I am proudest of turning this small concept into a functional , working cross-platform project that I feel balances an unstimulating focus environment with rigorous grading (which is objectively done by the AI tool). Now, for testing, you should know that while a compiled Android APK is abvailable for mobile testing, running the web version locally on pc is kinda my own recommendation :) since the mobile part was more of an experimental preview which can still receive UI polishing in the future. Most of the instructions are in the READme, but I can paste them here again. Local setup required node.js, cloning the repository, running npm install, supplying supabase and gemini api keys in an .env file and launching the project by entering in terminal npx expo start -w to test the engine directly in a web browser. I really hope you like this project and that you can maybe use it for your own personal use.", "repo": "https://github.com/MateiBt/solaristudy", "demo": "https://mateibt.github.io/solaristudy/"}]...
|
[{"post_id": 72336, "ts": "202 [{"post_id": 72336, "ts": "2026-09-22T18:06:32Z", "hours": 1.7706, "text": "5th and last SolariStudy devlog - This was it… finally over. Even though I thought I was close to finishing 2 days ago, I faced a serious bug with latex rendering, also found out that the AI model I was using in the code was 3.5-flash instead of 3.5-flash-lite which is very limited in terms of number of messages so I was hitting rate limits on the app a lot. Thankfully I made it out through them and also made a READme with some help from a github readme which I found (i credited him in my github READme). You can guys actually try my app. (I tried to do as much as I could, but the lack of tutorials online made the Android version of the app being partially functional, you can test it and return to me with some bugs, but it will be quite hard to fix them, so for the moment I will go with the fully functional web app). Thank you for all the attention and support, and let’s go on with the next project!"}, {"post_id": 71254, "ts": "2026-09-20T15:10:53Z", "hours": 2.0711, "text": "4th SolariStudy devlog - Here we are with the completed project I can say (everything that is left to do is just some app icons, maybe touch up on some things related to the design andd the readme, of course). What I’m most proud of is that the app finally works on android, and it can be downloaded (I’ll prolly put the link/qr code in the readme). It’s been a long journey, but I am really happy of what I achieved here and maybe the app can be even launched publicly on appstore one day. See you tomorrow guys"}, {"post_id": 69232, "ts": "2026-09-16T16:54:29Z", "hours": 2.6781, "text": "3rd SolariStudy devlog - Again a long week has passed and school kind of made me lose a lot of precious time. Although here we are anhd lemme tell you what I’ve done this week: - I added a stale-while-revalidate caching pattern for study folder, sessions and global leaderboards so that reads work seamlessly without internet, then I built a write-side mutation queue to capture offline actions (like creating folders, updating timer solve stages and logging session details), also integrated a bg network listener to automatically detect reconnects and flush the queued mutations back to supabase. After working on this I though it would be nice to stabilize the end-to-end chat and polish the study session lifecycle. Also worked a little on the security of the app. I hope to do more these couple of days and maybe get closer to launching this app :) Cya in the next devlog guys"}, {"post_id": 64976, "ts": "2026-09-09T18:52:05Z", "hours": 7.7342, "text": "2nd SolariStudy devlog - Hellooo, I believe a week passed since my last devlog on this project… uhm yeah also the time logged is way longer than usual since I tried to do as much as possible to make the app functional. I will say some things about what I added in the meantime. I replaced all the placeholders with real , live data (also added a custom postgresql function that aggregates score dynamically across chat sessions and messages without duplicates), I wrote some trigers that automatically calculate the total problems solved and accuracy percentages whenever a study session finishes or a message is graded, ran a migration and onetime backfill query so that historical data stays in sync. I finished the architecture in db.ts, where I have now folder nesting, scoped session filtering, message grading accuracy toggles, global search and daily activity streak. (I want to say this is the first time I felt like giving up on a project (ok I know it is just my 2nd project, but I feel its kind of a serious step from my 1st one). I learned a lot like writing functions in sql editor (using supabase), using react native state and doing the UI sync, making the AI worflow and many others. It really was a lot but thankfully I got through the most of it. Sadly I also get the same problem as for the last project, because I plan my code beforehand, the time registered I feel doesn’t reflect at all my work on this project. I think I spent over 30h brainstorming, learning and planning the code, only for around 10h to be logged in which is basically the hard coding time. Well, either way, my main goal is to make the most out of this project, not log as much time as possible, however it would’ve been nice to see exactly how much effort was put into this). There is a lot more to do like a lot of testing to see if the app can be improved, to touch up on some things and maybe then I can present the finished app soon. Cya in the next devlog"}, {"post_id": 60406, "ts": "2026-09-02T18:23:57Z", "hours": 3.3744, "text": "1st SolariStudy devlog - Here is my new project, a project meant to be a better study app. Current AI tools for studying are pretty boring and have very few functions. Topics like mathematics and physics can’t be learned by memorizing or taking quizzes, but by solving as many problems as possible. After more than 3h of trial and error I think I got an UI that I like (i found it on dribbble) and planned a few of the functions I want to add onto the site. I am very open to suggestions/ideas if you have some, or even a like :). (If you wanna continue reading, here are some things I wanna say: first, I finally returned to stardance. I was quite busy with personal study and activities and I sadly neglected this activity. However, I am eager to finish this project and start a few more to reach some stardust goals (like the small shark :) ). secondly, the current site is just frontend, no backend made yet and for that reason i added placeholders to have an idea of how everything would look on the site. third, I really appreciate your guys support from the personal site project and together with you I can maybe ship and pursue more projects in this amazing first hackathon for me). Here are some photos:"}]...
|
Title: SolariStudy by @MathBty | Stardance
Devlog Title: SolariStudy by @MathBty | Stardance
Devlogs:
1st SolariStudy devlog - Here is my new project, a project meant to be a better study app. Current AI tools for studying are pretty boring and have very few functions. Topics like mathematics and physics can’t be learned by memorizing or taking quizzes, but by solving as many problems as possible. After more than 3h of trial and error I think I got an UI that I like (i found it on dribbble) and planned a few of the functions I want to add onto the site. I am very open to suggestions/ideas if you have some, or even a like :). (If you wanna continue reading, here are some things I wanna say: first, I finally returned to stardance. I was quite busy with personal study and activities and I sadly neglected this activity. However, I am eager to finish this project and start a few more to reach some stardust goals (like the small shark :) ). secondly, the current site is just frontend, no backend made yet and for that reason i added placeholders to have an idea of how everything would look on the site. third, I really appreciate your guys support from the personal site project and together with you I can maybe ship and pursue more projects in this amazing first hackathon for me). Here are some photos:
2nd SolariStudy devlog - Hellooo, I believe a week passed since my last devlog on this project… uhm yeah also the time logged is way longer than usual since I tried to do as much as possible to make the app functional. I will say some things about what I added in the meantime. I replaced all the placeholders with real , live data (also added a custom postgresql function that aggregates score dynamically across chat sessions and messages without duplicates), I wrote some trigers that automatically calculate the total problems solved and accuracy percentages whenever a study session finishes or a message is graded, ran a migration and onetime backfill query so that historical data stays in sync. I finished the architecture in db.ts, where I have now folder nesting, scoped session filtering, message grading accuracy toggles, global search and daily activity streak. (I want to say this is the first time I felt like giving up on a project (ok I know it is just my 2nd project, but I feel its kind of a serious step from my 1st one). I learned a lot like writing functions in sql editor (using supabase), using react native state and doing the UI sync, making the AI worflow and many others. It really was a lot but thankfully I got through the most of it. Sadly I also get the same problem as for the last project, because I plan my code beforehand, the time registered I feel doesn’t reflect at all my work on this project. I think I spent over 30h brainstorming, learning and planning the code, only for around 10h to be logged in which is basically the hard coding time. Well, either way, my main goal is to make the most out of this project, not log as much time as possible, however it would’ve been nice to see exactly how much effort was put into this). There is a lot more to do like a lot of testing to see if the app can be improved, to touch up on some things and maybe then I can present the finished app soon. Cya in the next devlog
3rd SolariStudy devlog - Again a long week has passed and school kind of made me lose a lot of precious time. Although here we are anhd lemme tell you what I’ve done this week: - I added a stale-while-revalidate caching pattern for study folder, sessions and global leaderboards so that reads work seamlessly without internet, then I built a write-side mutation queue to capture offline actions (like creating folders, updating timer solve stages and logging session details), also integrated a bg network listener to automatically detect reconnects and flush the queued mutations back to supabase. After working on this I though it would be nice to stabilize the end-to-end chat and polish the study session lifecycle. Also worked a little on the security of the app. I hope to do more these couple of days and maybe get closer to launching this app :) Cya in the next devlog guys
4th SolariStudy devlog - Here we are with the completed project I can say (everything that is left to do is just some app icons, maybe touch up on some things related to the design andd the readme, of course). What I’m most proud of is that the app finally works on android, and it can be downloaded (I’ll prolly put the link/qr code in the readme). It’s been a long journey, but I am really happy of what I achieved here and maybe the app can be even launched publicly on appstore one day. See you tomorrow guys
5th and last SolariStudy devlog - This was it… finally over. Even though I thought I was close to finishing 2 days ago, I faced a serious bug with latex rendering, also found out that the AI model I was using in the code was 3.5-flash instead of 3.5-flash-lite which is very limited in terms of number of messages so I was hitting rate limits on the app a lot. Thankfully I made it out through them and also made a READme with some help from a github readme which I found (i credited him in my github READme). You can guys actually try my app. (I tried to do as much as I could, but the lack of tutorials online made the Android version of the app being partially functional, you can test it and return to me with some bugs, but it will be quite hard to fix them, so for the moment I will go with the fully functional web app). Thank you for all the attention and support, and let’s go on with the next project!
Ships:
Hi! I created SolariStudy, basically a specialised study platform and productivity app (I built it with React Native, Expo and Supabase). The app addreses a problem which I face a lot every day and a lot of students preparing for rigorous exams and olympiads face it too: standard AI tools tipically just generate big quizzes in a MCQ format or just give immediate solutions that kind of ruin the learning process (also cluttering interfaces with unorganized chat logs). My idea for this app was to try a dual-mode engine which features SolariLearn for normal tutoring (just perfect for going through study materials or books) and SolariSolve for strict, timed problem sessions (very useful for Olympiad preparation especially). Here I introduced major QoL improvements that structure the revision workflow, including organizing sessions into dedicated, isolated subject folders (like Mathematics, Physics, Linguistics, Astronomy etc.) to prevent the cluttering of chats (one of the problems mentioned earlier, which is solved by a few AI’s, but the process of organizing is not automated). The app also implements automated worksheet ingestion to extract and prepare textbook problems, introducing exam focus sprint timers to enforce accountability. By using the SolariSolve mode, you are able to get step-by-step scorecards with streak and accuracy tracking. The most challenging tech hurdle was engineering the streaming AI pipeline (faced a lot of bugs here and did not really know where to start from), but also mathematical rendering ragebaited me at the end… Resolving API dropouts and rate limits required me to implement an exponential backoff with a dynamic model fallback system, alongside the real-time latex rendering to display the math formulas (which were essential for physics, math and astronomy so I couldnt just use normal text). I am proudest of turning this small concept into a functional , working cross-platform project that I feel balances an unstimulating focus environment with rigorous grading (which is objectively done by the AI tool). Now, for testing, you should know that while a compiled Android APK is abvailable for mobile testing, running the web version locally on pc is kinda my own recommendation :) since the mobile part was more of an experimental preview which can still receive UI polishing in the future. Most of the instructions are in the READme, but I can paste them here again. Local setup required node.js, cloning the repository, running npm install, supplying supabase and gemini api keys in an .env file and launching the project by entering in terminal npx expo start -w to test the engine directly in a web browser. I really hope you like this project and that you can maybe use it for your own personal use....
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1793004866.3192956
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1793091266.3192956
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46463
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DAEMON by @katopirat | Stardance
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katopirat
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1
|
61.0
|
1164
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T13:26:15Z", "hours": 61.0, "multiplier": 19.19, "payout": 1164, "blessing": "neutral", "text": "I shipped my game: DAEMON It’s 2am. Your friend is online. He wants you to print something. ⚠ Browser version can lag — grab the Windows build if you can. The game: first-person psychological horror about a 3D printer, a friend who won’t stop messaging you, and an OS that’s a little too honest about what it sees. Built: a real in-game OS — file explorer reading actual disk files, Discord-style chat, mail, terminal, all Windows 95 style over a gritty PSX world. A working 3D printer with its own physics, shader-based print reveal, and sound. Story written entirely in JSON, no code touched for content. Hardest part: never made horror before. Built the whole tech first, had a friend playtest — verdict: not scary. Rebuilt most of the second half because of it. Proud of: the printer, the OS, and the ending — which flips the camera around so you end up watching yourself through the eyes of the thing you built. Stuck? Check “Files” often, especially after a conversation ends.", "repo": "https://github.com/katopirat/DAEMON/", "demo": "https://katopiratgames.itch.io/daemon"}]...
|
[{"post_id": 72194, "ts": "202 [{"post_id": 72194, "ts": "2026-09-22T13:11:43Z", "hours": 6.9956, "text": "THIS IS THE LAST DEVLOG —————————————— finished the ending. you end up seeing everything through a screen from the other side, watching “him” sit down at the desk you’ve been sitting at the whole game. there’s a voice line now too (ElevenLabs), and two different ways it can end depending on what you do in the terminal went through and fixed a genuinely embarrassing bug where photos silently failed to save on a fresh install because the folder never existed. found it the hard way, glad I caught it before shipping it’s live: playable in browser on itch.io, Windows build on GitHub releases this is my last devlog for this one. never made a horror game before this, first version wasn’t scary at all according to a friend, and honestly that stung a bit. rebuilt a good chunk of it because of that. really happy with where it ended up thanks for reading these"}, {"post_id": 70636, "ts": "2026-09-19T14:23:51Z", "hours": 9.4572, "text": "NIGHT 4 IS NOW THE ENDING cut nights 5-6 and made night 4 the finale instead. it’s tighter and actually scarier than the original 6-night plan would’ve been the thing built from the printed pieces finally shows up in the room. it turns its head to look at you if you get close, then the lights flicker and it’s gone. added a proper scare sequence too - see it once through a window, then somewhere else it’s right behind you. screen goes black next: finishing the ending"}, {"post_id": 65332, "ts": "2026-09-10T12:36:07Z", "hours": 9.8781, "text": "NIGHT 3 FINISHED + MAIN MENU + TERMINAL built the main menu and its honestly my fav part. not a boring menu screen but literally ur monitor in the apartment. night 3 u wake up and the 3d printer is ALREADY running even tho u didnt queue anything and a terminal appeared terminal app has 4 commands - help ps clear and kill oh and the printer is making a hand. scaryyyy 👻 and in night 4 the hadn move into a room next to the livingroom next: night 4 - more body parts I’m sorry for the low quality video but it was too large :("}, {"post_id": 61901, "ts": "2026-09-05T02:23:10Z", "hours": 9.3094, "text": "SENDING REAL PHOTOS IN CHAT + SLEEP SYSTEM u can now physically take a pic of the 3d print and it saves to disk. in chat u just open the file explorer and send the actual photo. built a working sleep cycle too. walk to bed camera does a nice eyes-closing fade into a NIGHT 2 screen. so the story actually progresses now instead of just looping the same day forever funniest bug: realized my in game file explorer let u type “/” and browse my actual irl computer files. patched it but for like an hour my horror game had a literal zero day vulnerability lol added proper sound design everywhere. next: writing the story for night 3 + 2since all the tools are finally ready 📝"}, {"post_id": 58703, "ts": "2026-08-31T07:22:56Z", "hours": 7.6203, "text": "DISCORD CLONE + THE HORROR ACTUALLY STARTED built a full discord-style chat app from scratch. typing indicators message bubbles and it looks so sick in the win95 theme also made a win95 mail client . file explorer now reads straight off the real disk so adding content is literally just dropping a file in and the horror system went live. finished a chat, checked my files later, and a text file had silently renamed itself. added a notification sound next: writing the actual story since the skeleton is basically done"}, {"post_id": 52522, "ts": "2026-08-22T17:50:42Z", "hours": 8.6172, "text": "8.5 HOURS LATER: 3D PRINTER WORKS + OS FIXED spent 8.5 solid hours on this and honestly my brain is fried. finally got printhead and hotbed animated with a shader so models build layer by layer. syncing the movement was absolute pain but watching it print is insanely satisfying 🔥 added a bouncy physical print button and a grab system. once it finishes u can actually pick up the printed model as a real physics object finally fixed the annoying stuff: windows got classic win95 headers taskbar has icons and grabbed objects dont clip through walls anymore built a real file explorer reading disk files. It took a long time, but now the file browser reads files directly from the folder on your disk, so when you add a file to the folder, you can open it in the game. opening .stl opens a printer app biggest pain: godots UI anchors for sizing window content. offsets act totally diff depending on edge and nobody warned me >:( next: making the OS cursed. Finally… Maybe… 🥲"}, {"post_id": 48850, "ts": "2026-08-17T12:19:45Z", "hours": 6.9931, "text": "JUST CODED MY FIRST FAKE OS IN GAME 7 hours in and absolutely zero regrets i created my first ingame OS from scratch. I got desktop icons, windows you can drag around, and a working taskbar. never tried anything like this so it was basically a live speedrun of learning biggest win: slapped a free Windows 95 icon pack on it and now it genuinely looks like a legit retro OS instead of just ugly gray boxes also just added a grab mechanic so you can physically pick up objects and spin them around biggest bug: wasted 20 minutes thinking the click logic was broken :( turns out only the icon TEXT was clickable not the actual image lol next up: making the whole OS feel cursed. icons glitching out, files changing their own names. 😈"}, {"post_id": 45669, "ts": "2026-08-12T09:37:29Z", "hours": 1.8022, "text": "So i started a new Project! :) - it will be a first person psychological horror game set in a single apartment. I got a basic first person player movement working first, then i make the appartment from free assets (i thing it’s looking verry good!) and then i added psx style filter , whitch took some fighting to get looking and working right. then i added collisions for all the walls and furniture so the player can’t walk trought anything or escape the apartment, and set ip lighting that’s finaly starting to sell the mood I’m going for."}]...
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Title: DAEMON by @katopirat | Stardance
Devlogs:
Title: DAEMON by @katopirat | Stardance
Devlogs:
So i started a new Project! :) - it will be a first person psychological horror game set in a single apartment. I got a basic first person player movement working first, then i make the appartment from free assets (i thing it’s looking verry good!) and then i added psx style filter , whitch took some fighting to get looking and working right. then i added collisions for all the walls and furniture so the player can’t walk trought anything or escape the apartment, and set ip lighting that’s finaly starting to sell the mood I’m going for.
JUST CODED MY FIRST FAKE OS IN GAME 7 hours in and absolutely zero regrets i created my first ingame OS from scratch. I got desktop icons, windows you can drag around, and a working taskbar. never tried anything like this so it was basically a live speedrun of learning biggest win: slapped a free Windows 95 icon pack on it and now it genuinely looks like a legit retro OS instead of just ugly gray boxes also just added a grab mechanic so you can physically pick up objects and spin them around biggest bug: wasted 20 minutes thinking the click logic was broken :( turns out only the icon TEXT was clickable not the actual image lol next up: making the whole OS feel cursed. icons glitching out, files changing their own names. 😈
8.5 HOURS LATER: 3D PRINTER WORKS + OS FIXED spent 8.5 solid hours on this and honestly my brain is fried. finally got printhead and hotbed animated with a shader so models build layer by layer. syncing the movement was absolute pain but watching it print is insanely satisfying 🔥 added a bouncy physical print button and a grab system. once it finishes u can actually pick up the printed model as a real physics object finally fixed the annoying stuff: windows got classic win95 headers taskbar has icons and grabbed objects dont clip through walls anymore built a real file explorer reading disk files. It took a long time, but now the file browser reads files directly from the folder on your disk, so when you add a file to the folder, you can open it in the game. opening .stl opens a printer app biggest pain: godots UI anchors for sizing window content. offsets act totally diff depending on edge and nobody warned me >:( next: making the OS cursed. Finally… Maybe… 🥲
DISCORD CLONE + THE HORROR ACTUALLY STARTED built a full discord-style chat app from scratch. typing indicators message bubbles and it looks so sick in the win95 theme also made a win95 mail client . file explorer now reads straight off the real disk so adding content is literally just dropping a file in and the horror system went live. finished a chat, checked my files later, and a text file had silently renamed itself. added a notification sound next: writing the actual story since the skeleton is basically done
SENDING REAL PHOTOS IN CHAT + SLEEP SYSTEM u can now physically take a pic of the 3d print and it saves to disk. in chat u just open the file explorer and send the actual photo. built a working sleep cycle too. walk to bed camera does a nice eyes-closing fade into a NIGHT 2 screen. so the story actually progresses now instead of just looping the same day forever funniest bug: realized my in game file explorer let u type “/” and browse my actual irl computer files. patched it but for like an hour my horror game had a literal zero day vulnerability lol added proper sound design everywhere. next: writing the story for night 3 + 2since all the tools are finally ready 📝
NIGHT 3 FINISHED + MAIN MENU + TERMINAL built the main menu and its honestly my fav part. not a boring menu screen but literally ur monitor in the apartment. night 3 u wake up and the 3d printer is ALREADY running even tho u didnt queue anything and a terminal appeared terminal app has 4 commands - help ps clear and kill oh and the printer is making a hand. scaryyyy 👻 and in night 4 the hadn move into a room next to the livingroom next: night 4 - more body parts I’m sorry for the low quality video but it was too large :(
NIGHT 4 IS NOW THE ENDING cut nights 5-6 and made night 4 the finale instead. it’s tighter and actually scarier than the original 6-night plan would’ve been the thing built from the printed pieces finally shows up in the room. it turns its head to look at you if you get close, then the lights flicker and it’s gone. added a proper scare sequence too - see it once through a window, then somewhere else it’s right behind you. screen goes black next: finishing the ending
THIS IS THE LAST DEVLOG —————————————— finished the ending. you end up seeing everything through a screen from the other side, watching “him” sit down at the desk you’ve been sitting at the whole game. there’s a voice line now too (ElevenLabs), and two different ways it can end depending on what you do in the terminal went through and fixed a genuinely embarrassing bug where photos silently failed to save on a fresh install because the folder never existed. found it the hard way, glad I caught it before shipping it’s live: playable in browser on itch.io, Windows build on GitHub releases this is my last devlog for this one. never made a horror game before this, first version wasn’t scary at all according to a friend, and honestly that stung a bit. rebuilt a good chunk of it because of that. really happy with where it ended up thanks for reading these
Ships:
I shipped my game: DAEMON It’s 2am. Your friend is online. He wants you to print something. ⚠ Browser version can lag — grab the Windows build if you can. The game: first-person psychological horror about a 3D printer, a friend who won’t stop messaging you, and an OS that’s a little too honest about what it sees. Built: a real in-game OS — file explorer reading actual disk files, Discord-style chat, mail, terminal, all Windows 95 style over a gritty PSX world. A working 3D printer with its own physics, shader-based print reveal, and sound. Story written entirely in JSON, no code touched for content. Hardest part: never made horror before. Built the whole tech first, had a friend playtest — verdict: not scary. Rebuilt most of the second half because of it. Proud of: the printer, the OS, and the ending — which flips the camera around so you end up watching yourself through the eyes of the thing you built. Stuck? Check “Files” often, especially after a conversation ends....
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1793004865.1393566
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1793091265.1393566
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46459
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APStudyCanvas by @derek_chen | Stardance
|
derek_chen
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2
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146.0
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1942
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:25:39Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An extension for Canvas. This works for other schools too, not just mine. Thank you all for your feedback. To install and use, please visit https://github.com/SimpleLemon/APStudyCanvas/releases and install the latest release.", "repo": "https://github.com/SimpleLemon/APStudyCanvas", "demo": "https://youtu.be/wb6AkZ6M4Q8"}, {"ship_num": 2, "ts": "2026-09-17T01:01:11Z", "hours": 133.0, "multiplier": 15.46, "payout": 1942, "blessing": "neutral", "text": "APStudyCanvas’s first beta release improves Canvas by improving the dashboard, a much richer To-Do experience, improved grades and course cards, synchronized streak tracking, smoother motion, and the first Google Calendar integration through Nest.APStudy. This extension adds onto CanvasRefined which similarly started due to dislike of BetterCampus’s high extension costs. Please note that this is still an early stage of the extension and bugs/optimization issues will be present. If you see any, please don’t hesitate to include comments in your feedback! They are greatly appreciated. The image below is a preview of the extension popup.", "repo": "https://github.com/SimpleLemon/APStudyCanvas", "demo": "https://youtu.be/wb6AkZ6M4Q8"}]...
|
[{"post_id": 82711, "ts": "202 [{"post_id": 82711, "ts": "2026-10-25T17:22:50Z", "hours": 5.7994, "text": "So many new features have been released since my last devlog that I forgot which was when. So for this devlog, I’ll announce a new solar system inspired progress bar where each ring represents a class. Each class orbits around a golden egg."}, {"post_id": 71578, "ts": "2026-09-21T02:45:37Z", "hours": 0.3953, "text": "Release: Beta 0.6 Link"}, {"post_id": 71562, "ts": "2026-09-21T02:00:02Z", "hours": 2.6711, "text": "Added a new orbital progress “bar” option that you can move around in 3d. I’m really happy with how it turned out."}, {"post_id": 70943, "ts": "2026-09-20T02:41:38Z", "hours": 3.76, "text": "Genuinely spent 2 hours on improving this 😭 Any design suggestions? I went with a compact streak button in the same line as the To-Do List instead of a large section above it to give more screen space to the assignments list. The large center is an egg surrounded by fire (because the extension is built under Nest.APStudy. So nests –> eggs) The motivational message also has a fun easter egg: one exclamation mark is rare and two exclamation mark messages are ultra rare. Just something to look forward to everyday."}, {"post_id": 69421, "ts": "2026-09-17T00:57:48Z", "hours": 2.2194, "text": "Still doesn’t look quite there yet, but more design UI will go into this including graphs and previous assignment history and how it affects your overall course grade."}, {"post_id": 68251, "ts": "2026-09-14T19:43:05Z", "hours": 8.8794, "text": "Improvement on the design! What do we think? Better rainbow, better sidebar, better assignment details, better streak, better due list, etc."}, {"post_id": 66008, "ts": "2026-09-11T15:02:04Z", "hours": 7.2456, "text": "Working on moving the 4 pages (Grades, Planner, Notes, and Study) to the popup UI and making it look nice."}, {"post_id": 64480, "ts": "2026-09-08T22:10:08Z", "hours": 3.4811, "text": "Settings design update! Went with an ios settings design"}, {"post_id": 63946, "ts": "2026-09-08T01:05:50Z", "hours": 8.5072, "text": "Looking better now! Now time to get some features to actually work properly (ie the 4 extension added pages)"}, {"post_id": 63211, "ts": "2026-09-06T21:51:20Z", "hours": 11.9767, "text": "Mildly messed up the settings page :("}, {"post_id": 61898, "ts": "2026-09-05T02:12:56Z", "hours": 9.4814, "text": "Heavily touched up that todo section & card appearance. Still got lots of issues to work on.As for new features, I’m working on adding canvas search, grade analytics, dashboard notes, local themes, planner tasks, and a better sidebar.Given that this project was initially a fork of CanvasRefined (though it has diverged by a large amount), I’m working on adding the new features/bug fixes to this extension as well."}, {"post_id": 60335, "ts": "2026-09-02T16:49:27Z", "hours": 9.1958, "text": "AYYY its coming together! The cards are now loading properly, the settings actually controls stuff, and the rings are coming together. Though, I can’t seem to figure out how to hide courses without active assignments from the ring design. After I finish all the UI changes I can think of, I’ll go through and completely revamp the settings popup (it’s mad ugly right now)."}, {"post_id": 58999, "ts": "2026-08-31T16:04:32Z", "hours": 12.4089, "text": "I may have broken the todo list section… But I’m still working on it and improving the design. I going for a rainbow style layout with a 3 column toggle for assignments and announcements"}, {"post_id": 55680, "ts": "2026-08-27T17:22:38Z", "hours": 8.4667, "text": "Sidebar is still coming together, but we’re getting closer to a nice design now!"}, {"post_id": 54401, "ts": "2026-08-25T12:19:14Z", "hours": 12.7903, "text": "Still working on improving the sidebar, which is suprisingly difficult to make look good. As for the todo list bar, I’m hoping to make it more like a rainbow and the tasks list to be easier to read."}, {"post_id": 49880, "ts": "2026-08-18T20:38:13Z", "hours": 9.9878, "text": "I’m trying to create a design similar to this… Still a work in progress though My Canvas page now looks broken with my WIP design, which is not good :("}, {"post_id": 46904, "ts": "2026-08-14T13:27:52Z", "hours": 10.6172, "text": "Almost done with my big change!"}, {"post_id": 46153, "ts": "2026-08-13T05:12:48Z", "hours": 8.9219, "text": "Many changes coming soon! Update in the DevLog above!"}, {"post_id": 45847, "ts": "2026-08-12T16:00:24Z", "hours": 9.2033, "text": "I am starting a project by forking CanvasRefined and connecting it to Nest.APStudy.org (my productivity project), as well as adding new features to make it easier to use myself. Improvements: Rebranded the extension (whilst keeping previous creator credit). Replaced the old settings screen with the new Edit Canvas workspace and compact-to-expanded navigation (essentially redesigned the popup and settings UI with clearer categories, spacing, focus states, and reduced-motion support) Added settings search with keyboard shortcuts and accessible live status updates. Improved course-card editing with previews, custom names, codes, images, visibility controls, saving, and reset actions. Added a settings-migration runbook for moving data from CanvasRefined to APStudyCanvas. Move changes to come!"}]...
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Title: APStudyCanvas by @derek_chen | Stardance
D Title: APStudyCanvas by @derek_chen | Stardance
Devlogs:
I am starting a project by forking CanvasRefined and connecting it to Nest.APStudy.org (my productivity project), as well as adding new features to make it easier to use myself. Improvements: Rebranded the extension (whilst keeping previous creator credit). Replaced the old settings screen with the new Edit Canvas workspace and compact-to-expanded navigation (essentially redesigned the popup and settings UI with clearer categories, spacing, focus states, and reduced-motion support) Added settings search with keyboard shortcuts and accessible live status updates. Improved course-card editing with previews, custom names, codes, images, visibility controls, saving, and reset actions. Added a settings-migration runbook for moving data from CanvasRefined to APStudyCanvas. Move changes to come!
Many changes coming soon! Update in the DevLog above!
Almost done with my big change!
I’m trying to create a design similar to this… Still a work in progress though My Canvas page now looks broken with my WIP design, which is not good :(
Still working on improving the sidebar, which is suprisingly difficult to make look good. As for the todo list bar, I’m hoping to make it more like a rainbow and the tasks list to be easier to read.
Sidebar is still coming together, but we’re getting closer to a nice design now!
I may have broken the todo list section… But I’m still working on it and improving the design. I going for a rainbow style layout with a 3 column toggle for assignments and announcements
AYYY its coming together! The cards are now loading properly, the settings actually controls stuff, and the rings are coming together. Though, I can’t seem to figure out how to hide courses without active assignments from the ring design. After I finish all the UI changes I can think of, I’ll go through and completely revamp the settings popup (it’s mad ugly right now).
Heavily touched up that todo section & card appearance. Still got lots of issues to work on.As for new features, I’m working on adding canvas search, grade analytics, dashboard notes, local themes, planner tasks, and a better sidebar.Given that this project was initially a fork of CanvasRefined (though it has diverged by a large amount), I’m working on adding the new features/bug fixes to this extension as well.
Mildly messed up the settings page :(
Looking better now! Now time to get some features to actually work properly (ie the 4 extension added pages)
Settings design update! Went with an ios settings design
Working on moving the 4 pages (Grades, Planner, Notes, and Study) to the popup UI and making it look nice.
Improvement on the design! What do we think? Better rainbow, better sidebar, better assignment details, better streak, better due list, etc.
Still doesn’t look quite there yet, but more design UI will go into this including graphs and previous assignment history and how it affects your overall course grade.
Genuinely spent 2 hours on improving this 😭 Any design suggestions? I went with a compact streak button in the same line as the To-Do List instead of a large section above it to give more screen space to the assignments list. The large center is an egg surrounded by fire (because the extension is built under Nest.APStudy. So nests –> eggs) The motivational message also has a fun easter egg: one exclamation mark is rare and two exclamation mark messages are ultra rare. Just something to look forward to everyday.
Added a new orbital progress “bar” option that you can move around in 3d. I’m really happy with how it turned out.
Release: Beta 0.6 Link
So many new features have been released since my last devlog that I forgot which was when. So for this devlog, I’ll announce a new solar system inspired progress bar where each ring represents a class. Each class orbits around a golden egg.
Ships:
APStudyCanvas’s first beta release improves Canvas by improving the dashboard, a much richer To-Do experience, improved grades and course cards, synchronized streak tracking, smoother motion, and the first Google Calendar integration through Nest.APStudy. This extension adds onto CanvasRefined which similarly started due to dislike of BetterCampus’s high extension costs. Please note that this is still an early stage of the extension and bugs/optimization issues will be present. If you see any, please don’t hesitate to include comments in your feedback! They are greatly appreciated. The image below is a preview of the extension popup.
An extension for Canvas. This works for other schools too, not just mine. Thank you all for your feedback. To install and use, please visit https://github.com/SimpleLemon/APStudyCanvas/releases and install the latest release....
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1793004863.894945
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1793091263.894945
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56484
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In Another Life by @eshunburge | Stardance
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eshunburge
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T00:16:39Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a quiz game.", "repo": "https://github.com/EshunBurge/TheGoats", "demo": "https://eshunburge.github.io/TheGoats/"}]...
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[{"post_id": 58402, "ts": "202 [{"post_id": 58402, "ts": "2026-08-30T20:16:06Z", "hours": 1.6267, "text": "Proud to say my team got 1st place at Sunbeam Tampa for our project, In Another Life."}]...
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Title: In Another Life by @eshunburge | Stardance
Title: In Another Life by @eshunburge | Stardance
Devlogs:
Proud to say my team got 1st place at Sunbeam Tampa for our project, In Another Life.
Ships:
I made a quiz game....
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1793004862.988267
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1793091262.988267
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56480
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21 Days of Python by @LPcomix123 | Stardance
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LPcomix123
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1
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11.42
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21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T20:09:23Z", "hours": 11.0, "multiplier": 1.96, "payout": 21, "blessing": "neutral", "text": "I made Sticky Streaks for the 21 Days of Python challenge. I started with a basic Python project and slowly added more features over the 21 days, including a day counter, coin flip, dice, number guesser, calculator, Magic 8 Ball, slot machine, unit converter and more. The hardest part was probably keeping myself working on it for all 21 days and fixing all the random bugs I came across. I’m really proud that I actually finished it and managed to keep adding things throughout the challenge. If you want to test it, just download the project and run main.py. Have fun :)", "repo": "https://github.com/LPcomix123/21-Days-of-Python", "demo": "https://github.com/LPcomix123/21-Days-of-Python/releases/tag/v1.0.0"}]...
|
[{"post_id": 71421, "ts": "202 [{"post_id": 71421, "ts": "2026-09-20T19:51:47Z", "hours": 0.4164, "text": "I’ve added an executable for windows for the reviewer to the release page Here and updated the Installation guide in the readme Here and finally I have vibe-coded a cool website for the project Here and added a link to my main website Here and finally I have changed the banner, and that’s it! :)"}, {"post_id": 70707, "ts": "2026-09-19T16:58:38Z", "hours": 1.0258, "text": "Days 18-21!!!!! Over the past few days I have added and fixed and polished the last few features and I think the last commit ever to this project will give you an understanding to what I have done over the past few days and how I feel, here it is: Added it so you can exit the calculator easier just by typing \"exit\", added a new log to the about section and added completed text for after the completion date of: 19 of September 2026, removed a feature cause i wont have time to fulfill it and I have removed the under development text cause it's all done!!!!!!!!!!! :) Thank you to everyone who has followed this journey from day 1 to day 21! CYA!!!! :) , there ya go, this is the last devlog to this project and I am really proud of the way I have come and what I have learned over this period and yeah, that is 21 DAYS OF PYTHON , thank you all for following along and bye! :)"}, {"post_id": 69016, "ts": "2026-09-16T07:01:53Z", "hours": 0.5383, "text": "Days 15-17! Over the past few days I have addded a modderate amount of features and those are: a first working version of the calculator, more dev friendly spacing, bug fixes and another few new number guesser session stats. Anddthose were Days 15-17"}, {"post_id": 67526, "ts": "2026-09-13T17:20:38Z", "hours": 0.4069, "text": "Day 14! Finally got to the 2/3 milestone, ok, today I haven’t done too much again, but I have added a working most guesses counter and a buggy fewest guesses counter in the number guesser stats feature, but I have fixed a bug where if you haven’t played a number guesser game before in that session it would error but now it doesn’t. And that’s Day 14! :) p.s. sorry for light mode in images"}, {"post_id": 66221, "ts": "2026-09-11T22:11:54Z", "hours": 1.0608, "text": "Days 11-13! Over the past few days I have added a WORKING magic 8 ball and fixed all the bugs in it, I have added some stats to the number guesser and I have fixed some bugs that have been in the back of my mind"}, {"post_id": 64457, "ts": "2026-09-08T21:08:02Z", "hours": 0.2872, "text": "Day 10! Finally got to double digits, almost half way to the ultimate plushie goal, anyway today I have added: a basic feature under development feature, and I tested and fixed a few bugs, and that’s it really, anyway bye, That’s Day 10!"}, {"post_id": 63838, "ts": "2026-09-07T20:20:05Z", "hours": 1.2444, "text": "Day 7-9! over the past 3 days I have added a new Easter egg, I have fixed a lot of bugs and just other cool stuff, I have mainly over the past 3 days, been sailing and making my pc multi-bootable with 5 Linux distros and windows, then I’m gonna customise my Grub. And that’s Days 7-9!"}, {"post_id": 61769, "ts": "2026-09-04T20:47:28Z", "hours": 1.0753, "text": "Day 6! Well today I have brought back a big hour of development to the project, and today I have accomplished: finalised the countdown and started the number guesser game, I have added difficulty levels to the number guesser: Easy, Medium, Hard, Extreme, and UNLIMITED; and I have made the difficulties actually work, I have added basic exit and checking code, and started range validation! And that’s Day 6!"}, {"post_id": 60782, "ts": "2026-09-03T11:33:47Z", "hours": 0.4056, "text": "Day 5!, Another day of barely anything to do with this project, but in fairness I have got my website running on Hackclub Nest, but Today I have added: emojis to the main menu and I have added Time up text to the Countdown feature, and that’s Day 5"}, {"post_id": 60164, "ts": "2026-09-02T11:27:55Z", "hours": 0.4672, "text": "Day 4! Again today I haven’t done a lot but I have done a cool feature; I have committed the first version of a Countdown timer, and I have fixed all known bugs and given it some flare as well as a small update to an Easter egg but I’m probably going to do some Roblox game dev for the rest of the day, and that’s Day 4! :)"}, {"post_id": 59445, "ts": "2026-09-01T09:26:43Z", "hours": 0.2992, "text": "Day 3! Today I haven’t done as much as usual, but I have done something; I have added the Dice Roller feature and tested and fixed the bugs in it, I gave the Dice Roller some flair by adding emojis, I’m probably gonna spend the rest of today doing some pc config, but that’s Day 3. :)"}, {"post_id": 59116, "ts": "2026-08-31T19:00:18Z", "hours": 2.7858, "text": "Day 2! Today I have fully completed and tested the modular foundation (a day early) and I have added a working day counter out of 21, I have finished laying out the about section and the main menu and I have updated the code behind “feature 5 is currently in development, please check again later” so its a lot simpler, I have also added comments to keep the big chunk of code organised, and FINALLY I have added and tested a coin flip mechanic that has an invalid option fallback similar to the main menu’s one, and I have shown the code to my Dad and he has officially approved!!! 😃"}, {"post_id": 58495, "ts": "2026-08-30T22:21:51Z", "hours": 1.1078, "text": "Day 1! I have coded a startup message and a main menu with a modular “if mode is” architecture for later features, the menu also has an Exit option that displays a goodbye message and quits the program, the program has a nice typewriter typing style and uses a few functions to save time as well as all the options are in a list to save time writing type(“…”) over and over again, I’d say a pretty successful day 1! :)"}]...
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Title: 21 Days of Python by @LPcomix123 | Stardanc Title: 21 Days of Python by @LPcomix123 | Stardance
Devlogs:
Day 1! I have coded a startup message and a main menu with a modular “if mode is” architecture for later features, the menu also has an Exit option that displays a goodbye message and quits the program, the program has a nice typewriter typing style and uses a few functions to save time as well as all the options are in a list to save time writing type(“…”) over and over again, I’d say a pretty successful day 1! :)
Day 2! Today I have fully completed and tested the modular foundation (a day early) and I have added a working day counter out of 21, I have finished laying out the about section and the main menu and I have updated the code behind “feature 5 is currently in development, please check again later” so its a lot simpler, I have also added comments to keep the big chunk of code organised, and FINALLY I have added and tested a coin flip mechanic that has an invalid option fallback similar to the main menu’s one, and I have shown the code to my Dad and he has officially approved!!! 😃
Day 3! Today I haven’t done as much as usual, but I have done something; I have added the Dice Roller feature and tested and fixed the bugs in it, I gave the Dice Roller some flair by adding emojis, I’m probably gonna spend the rest of today doing some pc config, but that’s Day 3. :)
Day 4! Again today I haven’t done a lot but I have done a cool feature; I have committed the first version of a Countdown timer, and I have fixed all known bugs and given it some flare as well as a small update to an Easter egg but I’m probably going to do some Roblox game dev for the rest of the day, and that’s Day 4! :)
Day 5!, Another day of barely anything to do with this project, but in fairness I have got my website running on Hackclub Nest, but Today I have added: emojis to the main menu and I have added Time up text to the Countdown feature, and that’s Day 5
Day 6! Well today I have brought back a big hour of development to the project, and today I have accomplished: finalised the countdown and started the number guesser game, I have added difficulty levels to the number guesser: Easy, Medium, Hard, Extreme, and UNLIMITED; and I have made the difficulties actually work, I have added basic exit and checking code, and started range validation! And that’s Day 6!
Day 7-9! over the past 3 days I have added a new Easter egg, I have fixed a lot of bugs and just other cool stuff, I have mainly over the past 3 days, been sailing and making my pc multi-bootable with 5 Linux distros and windows, then I’m gonna customise my Grub. And that’s Days 7-9!
Day 10! Finally got to double digits, almost half way to the ultimate plushie goal, anyway today I have added: a basic feature under development feature, and I tested and fixed a few bugs, and that’s it really, anyway bye, That’s Day 10!
Days 11-13! Over the past few days I have added a WORKING magic 8 ball and fixed all the bugs in it, I have added some stats to the number guesser and I have fixed some bugs that have been in the back of my mind
Day 14! Finally got to the 2/3 milestone, ok, today I haven’t done too much again, but I have added a working most guesses counter and a buggy fewest guesses counter in the number guesser stats feature, but I have fixed a bug where if you haven’t played a number guesser game before in that session it would error but now it doesn’t. And that’s Day 14! :) p.s. sorry for light mode in images
Days 15-17! Over the past few days I have addded a modderate amount of features and those are: a first working version of the calculator, more dev friendly spacing, bug fixes and another few new number guesser session stats. Anddthose were Days 15-17
Days 18-21!!!!! Over the past few days I have added and fixed and polished the last few features and I think the last commit ever to this project will give you an understanding to what I have done over the past few days and how I feel, here it is: Added it so you can exit the calculator easier just by typing "exit", added a new log to the about section and added completed text for after the completion date of: 19 of September 2026, removed a feature cause i wont have time to fulfill it and I have removed the under development text cause it's all done!!!!!!!!!!! :) Thank you to everyone who has followed this journey from day 1 to day 21! CYA!!!! :) , there ya go, this is the last devlog to this project and I am really proud of the way I have come and what I have learned over this period and yeah, that is 21 DAYS OF PYTHON , thank you all for following along and bye! :)
I’ve added an executable for windows for the reviewer to the release page Here and updated the Installation guide in the readme Here and finally I have vibe-coded a cool website for the project Here and added a link to my main website Here and finally I have changed the banner, and that’s it! :)
Ships:
I made Sticky Streaks for the 21 Days of Python challenge. I started with a basic Python project and slowly added more features over the 21 days, including a day counter, coin flip, dice, number guesser, calculator, Magic 8 Ball, slot machine, unit converter and more. The hardest part was probably keeping myself working on it for all 21 days and fixing all the random bugs I came across. I’m really proud that I actually finished it and managed to keep adding things throughout the challenge. If you want to test it, just download the project and run main.py. Have fun :)...
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1793004861.819497
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1793091261.819497
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56468
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ignr by @blue_alpaka | Stardance
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blue_alpaka
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T18:59:18Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a small command line tool that fetches .gitignore templates directly from Github’s official github/gitignore repository. That way I do not need to always open the website, search for the template and then copy paste it. The most challenging part was to actually create the github Actions file, where AI then supported me with that.", "repo": "https://github.com/Siddhartha-Kolla/ignr", "demo": "https://github.com/Siddhartha-Kolla/ignr/releases"}]...
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[{"post_id": 58388, "ts": "202 [{"post_id": 58388, "ts": "2026-08-30T19:57:03Z", "hours": 4.8811, "text": "This is the migration from Macondo to Stardance, so there will be only one devlog This is a simple tool I built to solve a problem I had in my daily coding flow. The issue was realtively simple, and so was the solution For this project, I used Typer and InquirerPy for the terminal experience, along with basic web fetching to retrieve the templates"}]...
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Title: ignr by @blue_alpaka | Stardance
Devlogs:
Title: ignr by @blue_alpaka | Stardance
Devlogs:
This is the migration from Macondo to Stardance, so there will be only one devlog This is a simple tool I built to solve a problem I had in my daily coding flow. The issue was realtively simple, and so was the solution For this project, I used Typer and InquirerPy for the terminal experience, along with basic web fetching to retrieve the templates
Ships:
I have made a small command line tool that fetches .gitignore templates directly from Github’s official github/gitignore repository. That way I do not need to always open the website, search for the template and then copy paste it. The most challenging part was to actually create the github Actions file, where AI then supported me with that....
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1793004860.9429789
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1793091260.9429789
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11696
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FlatCraft by @Blxm | Stardance
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Blxm
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1
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115.21
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1405
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T23:31:01Z", "hours": 113.0, "multiplier": 12.47, "payout": 1405, "blessing": "neutral", "text": "FlatCraft Basic Info FlatCraft is an open source, MIT licensed 2d Minecraft inspired game. It uses LittleJS for the rendering, and vanilla HTML/CSS/JavaScript for the UI. All the rest was written by me. Challenges: One of the biggest challenge was world generation. The idea was to use simplex noise to make terrain, but there was one problem: It’s uncontrolability. I wanted real biomes, but that coudn’t happen because I didn’t know how to control simplex noise. Nor did I know how to make mountains. I solved it by realizing that this is just a silly 2d Minecraft game for a program designed to get teens to make something, not for teens to make some complex minecraft like game, so I decided to bite the bullet and to just make an array for each biome, and have that array contain the y level of the highest block, and use that array to make the terrain. It’s basically like [1,1,2,2,3,3]. Nothing complicated, and if you played this game long enough you’ll see that each biomes are litterally the same. Most Proud of: I’m actually most proud of the custom skins part of flatcraft. It’s really not that complex, but it took a mesruable amount of time to get it working. I had to learn node.js, finally had a use for a server! and used my old chromebook as my server. I made the precaution of adding a ratelimiter just in case someone tried to take it down or whatever, but yeah. That’s what I’m most proud of. What I learned: Making classes in js NodeJS LittleJS engine Stuff that didnt make it into the game: Game music Mobs Credits Art: Me, mostly me, My little brother Inspired by https://www.planetminecraft.com/texture-pack/digs-simple-pack-1-15-100-complete/ , and https://bloxd.io Programming: Me Libraries used: LittleJS", "repo": "https://github.com/BlxCode/FlatCraft", "demo": "https://flatcraft.blxm.me"}]...
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[{"post_id": 72489, "ts": "202 [{"post_id": 72489, "ts": "2026-09-23T02:15:22Z", "hours": 0.3167, "text": "FIxed bug where jumping wasn’t scaled to your fps Simple really! it’s on the title Changes & Bug Fixes fixed bug where jumping wasn’t scaled to your fps that bug would have made high fps players not able to jump high, and low fps players to jump SUPER high"}, {"post_id": 71071, "ts": "2026-09-20T08:19:33Z", "hours": 1.8978, "text": "Fixed some issues regarding prod (wont get paied for this 😭) ALright, even though i just shipped, there were stuff that were broken, first of all i realized that if you have a expensive 4k 240 hz ahh monitor, the game would get very fast due to the fact that I didn’t introduce deltat time, so i introduced delta time. Bug fixes Fixed bug when you were very fast on a 60hz+ monitor Fixed glitch where the animation state changes between falling and breaking a block while breaking a block while falling"}, {"post_id": 70883, "ts": "2026-09-19T23:01:44Z", "hours": 5.6633, "text": "Sprinting this will be my last ever devlog! New Features: FULL Random world generation: It works like this: Seeds: Seeds are not that important, though they do play a part for terrain generation. Terrain: The terrain is basically just a huge array with preset Y levels depending on the terrain type, ie: mountianus, hilly, flat. Ores: Ores are truly random. It dosn’t depend on the seed. Trees: Trees are also truly random Sprinting: Double press the key in the direction you want to go to sprint that’s it! plz rate it well"}, {"post_id": 69200, "ts": "2026-09-16T16:09:37Z", "hours": 6.2003, "text": "Saving worlds… I hope Honsetly, school has been removing litterally half of the day I would have used to do flatcraft, so… yeah. im also writing this at school cuz i needed to sleep. dont tell anyone lol New Features: Saving It’s quite simple actually. Just saving an object with some world data to local storage. Honestly, that’s it. Flower flower. very cool Terrain generation Terrain generation, no ore generation lol"}, {"post_id": 66474, "ts": "2026-09-12T09:52:21Z", "hours": 5.9692, "text": "Tools Update!!!!111 3 more hard gh issues to go! yay it’s like 2:30 on a friday. not bad, but considering school is back, not good either. Honestly, i swear Idk if i can actually finish this before sep 20th, so if i can’t i’ll actually do 100 pushups. and it WILL be on a devlog. so uhh… yeh. idk why but you can see me do 100 pushups. defenatly not in a row tho my arms are actually twigs bro. ok enough yapping, let’s actually get into this. New Features: Tools!!111 tools. the final implementaiton was quite simple actually. I just added tools to the textures, and added them to the metadata, added a few bits of code for the speeding up of breaking blocks and boom! tools. Changes & Bugfixes: Compleated Metadata Drops now produce 80% less lag (by making sure that only 1 shadow per x coord can exist)"}, {"post_id": 62583, "ts": "2026-09-06T01:30:40Z", "hours": 8.5536, "text": "Lighting & Dropping stuff i’ve been slacking off recently, and I mean it. I’ve coded less, and played more games due to the uhhh looming school season starting again but like… i’ve still managed to make things like lighting, dropping stuff, and shuffeling stuff in ur inventory by using the number keys. Features Lighting At first, this was one of the reasons why I decided to switch to little js, but like their system is not designed for 2d minecraft use, so I had to improvise. The lighting system consists of two basic things. One is the ambient lighting, which basically fills the whole screen with light / filling the whole screen without light, and the second thing is like “light objects” by that, I mean like point lights, which are like round lightbulbs per say, and they emit light. Those would be used for stuff like torches. Q Dropping things with q didn’t exist in the 2 part drops update, cuz i was too lazy to implement that. But now, I added that. It’s simple really, it just creates a new droppped item every time u press q. and if u press q with control, then it drops everything in the hotbar slot hovered, and u can drop things in ur inven by hovering over it. Moving things around in ur inventory with the top number keys I added that cuz im just used to that in uhhh…. bloxd.io so yeah, i just added that. Attack anim press mouse button 0 to attack. currently just attack animation for now Changes & Bug fixes Random tick events for stuff like grass turning into dirt or vice versa *greijodkmgrfd idk, it was in my commits smth to do with promises"}, {"post_id": 58560, "ts": "2026-08-31T00:30:24Z", "hours": 1.4617, "text": "Custom Skins Settings Front End Uhhhh it’s in the title… nothing interesting. https://github.com/users/BlxCode/projects/5 New Features Custom Skins are now FULLY 100% Out! custom skins. How it works: A gallery with a bunch of skins and their ids a textbox for the skin ids reload Changes & Bug Fixes None lol"}, {"post_id": 57793, "ts": "2026-08-30T02:50:18Z", "hours": 8.83, "text": "Inventory Ok so i’ve basically just coded the inventory system. uhhh New Features Inventory System Ok so this is how it works: There is an object that has all the invetory data There is a function that renders it it works like that so u dont render the inventory every frame. that would cause SOO MUCH LAG Place blocks Uhhh… place blocks and it also checks if the block u placed collides with any blocks or players and if it is next to a block Changes & Bug Fixes Fixed some weird crouching behavior that I cant really explain cuz it’s like weird. Dont mind the fact that the game bugged out… it’s cuz i forgot to add metadata to the pine logs and rickroll block thingy"}, {"post_id": 54123, "ts": "2026-08-24T22:58:00Z", "hours": 8.3086, "text": "Drops Part 2 Last devlog, I finished the drop part of drops! This time, I finished the pickup part of drops, and the hold part, though I feel like I do need to tweak the values, I just don’t know by how much. New Features Pick up: The pickup part of drops is basically just an if statement that runs like every frame to see whether or not the player is near enough to a dropped item for them to pick it up. It’s quite simple. Hotbar: I feel like I finished the hotbar, not the inventory system yet, just the hotbar. I finished the “rendering” part, by that I mean like viewing the inventory object and rendering the stuff that is on the hotbar. Changes: Renamed the id of the Inventory div to the Hotbar Readded the FPS counter, and gave it an overhaul The lower arm animation actually plays now"}, {"post_id": 50200, "ts": "2026-08-19T10:30:30Z", "hours": 8.8847, "text": "Drops Part 1 Drops! Though… you can’t pick them up yet… uhhh, and I’m nearing the 10-hour mark, so… yeah. I also completely rewrote the movement code and tweaked the values in collision detection, so that’s like half of the time. Also, it turns out I am not an engineer, as I rewrote my own drops code TWICE in the span of TWO HOURS because of chatgippity roasting me and me roasting myself, respectively. (Also, new dev log format, yay!) New Features Drops (partially) Drops were annoying to implement, partially because I’m a skill issue, and also because I had to learn new things like making classes and stuff like that. Changes & Bug Fixes Collision system revamp The old system was weird and also sometimes inconsistent, so I rewrote the movement system and tweaked the collision system. Overall, a bit of a smaller update if you ask me, and its ONE AND ONLY FEATURE wasn’t complete. Oh well… looks like we’re going to get the next dev log soon."}, {"post_id": 46768, "ts": "2026-08-14T08:07:02Z", "hours": 8.0811, "text": "Block Breaking and Particles! half of the time was spent fixing bugs uhh… ignore that youtube video… New Features: Shadow Particles when touching ground after falling, walking, and after breaking a block Block Breaking Changes & Fixes: Added more things to the block metadata object Fixed collisions not colliding"}, {"post_id": 43802, "ts": "2026-08-09T07:19:22Z", "hours": 0.2828, "text": "Bug Fix: I didn’t include the no falling if you are crouching in the last update so i just quickly added an if statement to include that feature."}, {"post_id": 43193, "ts": "2026-08-08T09:59:34Z", "hours": 1.7314, "text": "Players! Players are finally out. After what? 2 progress updates? Wow, that was harder than I imagined. Especially the physics. I had to think creatively and outside of the box for this. Also, this devlog continues from the last one. Just pretend that the progress updates like didn’t exist or just aren’t canon. Finished Features: Players: Player Physics Player Animations Changes: Slightly adjusted dirt texture Increased label elements’ font size Patched weird css border glitch Deleted unnecessary assets (like the custom cursor that only existed for like 5 minutes, 2 months ago) What’s Next (In order): Crouching, and not falling ✅ Drawing tools (hardest one, btw) ✅ Breaking blocks with tools and fists Custom Skins (it’s literally 90 % complete now, but my server is down due to some real life events so have to wait) ✅ Sandbox world Mobs if i have time ship ps. if you are wondering why the screen recording has some static noise, it’s because i have a small desktop fan running like really close, because it’s kinda hot indoors. I don’t know why it’s making tha t sound, it dosnt make that sound irl to be clear. I think it’s because i accidently turned on my mic and my mic is currently my crappy very quiet laptop mic"}, {"post_id": 41831, "ts": "2026-08-06T09:09:42Z", "hours": 8.1389, "text": "Progress Update #3 I’m too stupid to do physics. I should have made everything with Box2D. I’m currently fiddling with side collisions, as all other collisions (I hope) are done. I’ve also finished jumping and falling physics. Also, I’ve spent another 8 hours, and I want every minute to be for my new 3d printer. Finished Features Jumping My Jumping physics thingy is like the poor and stupid man’s way to do it, but hey… at least it works. It kinda just has a jump multiplyer and it goes down every frame and every frame the player goes up something like 0.05 block units multiplied by the jump multiplier Falling Falling is basically the same as the jumping one. i added sky yes, its a sky :D only a gradient. ill add sun and moon soon prob hopefully idk if there will be night, idk if i can create a night in time. Unfinished Features Side collisions This is stupidlly harder cuz my blocks’ x center is at 0, not 0.5. this means that a block spans from like -0.5 to 0.5. My brain cant handle this… thing."}, {"post_id": 39389, "ts": "2026-08-02T10:30:17Z", "hours": 10.1594, "text": "Progress Update #2: Why, you may ask, do I do progress updates? It’s because only 10 hours MAX can be logged per dev log, and uhh… I think you get the picture. So, without further adieu, this is what I’ve been working on. Unfinished Features: Players (85% Complete) That’s a huge jump from the last time I’ve updated you on the progress on players. Now the thing is, physics is annoying. And I’m not old enough to study calculus at my high school. Which is a shame, as I really like the idea of calculating values based off of differentiating values. I’ve literally just been playing around with the physics at 3 am!??!? Wow! It’s literally 3:30 in the morning. I should go get some sleep. The jumping and crouching are a bit finicky, but I’ll fix them sometime later. Closing Remarks: First of all, a lot of the 10 hours in this progress update have been miscellaneous things like bug fixes or just general tweaks. I’ve also been realizing that this project is big. But the end of the tunnel is still nowhere in sight. Yet, if I can stop sitting around and start sprinting towards, uhh… any direction, there will be light at the end of the tunnel. I hope I can finish this project before school starts. I’ll have to grind like a lot, and especially at night because my siblings are quite brain-rotted, annoying, and loud."}, {"post_id": 33370, "ts": "2026-07-23T07:19:45Z", "hours": 2.5872, "text": "Custom Skins! After a lot of time getting the back-end setup (with some help from ChatGPT, I’d have to admit), custom skins are here! (Granted… players aren’t here yet so you can’t really try them out lol.) New Features New page ( https://blxcode.github.io/FlatCraft/upload-skin/ ) Think of it like skindex but with a worse ui Searching for skins Skin Uploading Changes & Bug-Fixes Grass Retexture Dirt Retexture"}, {"post_id": 32173, "ts": "2026-07-21T04:55:32Z", "hours": 8.2811, "text": "Progress report: I have been grinding this, and I haven’t posted a dev log in a while because I haven’t really finished anything, so this will be a progress report. Finished Features: New dirt, and grass textures The old textures suck, because in between blocks there would be like a small section where there is like no detail, so I added those details and recolored the grass bit of the grass texture because the old one was too “limy.” Added bedrock Self-explanatory; no interesting thing happened that I would want to yap about Updated Game rendering Last devlog, I ported my rendering side of the game to LittleJS, a browser game engine. Why? Because I realized that I wouldn’t have the time and effort to manually do advanced stuff like lighting and particles. Hence, I ported to LittleJS. Now, in the days after the port, I had to fix a lot of things and bugs. Originally, the game would render everything, even if it wasn’t on screen, so I fixed that. I made it so that if you couldn’t see the blocks in the camera, they wouldn’t be rendered. Unfinished Features: Flat Game Mode (90% Done): I decided that tinkering with sandbox mode first would be stupid, as I would still have to make players, inventory system, etc. I feel like I’ve finished everything, but there is something missing. The sky. I still need to make the sky. I don’t know if it should be an image or something else. Players (10% Done): All I have done for players is literally a goffy ahh skin (which I should make better) and a player variable. I think you would be able to piece together what I want for this. Custom skins (60% Done): I want to make custom skins. I have completed the UI, the security part of the server-side (aka my old broken ahh Chromebook) code, and a simple UI for it. All I need to make now is server-side code to store the custom skin and deliver it to the client."}, {"post_id": 22640, "ts": "2026-07-05T06:00:35Z", "hours": 5.6808, "text": "The LittleJS Update Yes, this doesn’t look like much, but it took 5 hours over the span of multiple days and a LOT of trial and error to get to this point! I had to learn so many things, like Promises, async and await, how to make new classes, and LittleJS. But why? Why go through so much trouble? That’s because I’ve realized that I would not, in my current state, be capable of making a full Minecraft clone using only the vanilla HTML Canvas. I chose littleJS because of the promise of fast and lean, and I had already tried it before but failed; I wanted to redeem myself. New Features The rendering part of the game is now done with LittleJS Popups now have minimum width and heights Create new world form now has placeholder text for those who are lazy to type stuff Fixes Renamed Ebony to Cedar because Ebony trees are not pine trees Removed the useless pausing system Removed all of the old rendering system (NEXT UPDATE: Create worlds from seeds 😭 i need help with this)"}, {"post_id": 14909, "ts": "2026-06-24T06:37:35Z", "hours": 4.1328, "text": "The Terrain Preparation Update This is a BIG UI update, and in the next update I’ll add scripting to most of the world menu UI, which has not yet been scripted. New Features: Play Button (shows after the loading screen is finished (in order to get the main menu audio to play)) Main menu music (from opengameart.org) World Menus UI World Creation UI Temporary Gradient Background (To be replaced by game screenshots) Scrollable Credits Fixes Fixed some spelling mistakes in the code"}, {"post_id": 10957, "ts": "2026-06-17T23:33:42Z", "hours": 2.9889, "text": "The Loading Screen Update Added a loading screen which goes to 90% and then waits for the CrazyGames SDK. Removed all NPM dependancies and replaced them with CDNs Added a squeeze in animation when closing Loading screen and Main Menu And much more! (NEXT UPDATE: Create worlds frm seeds with basic terrein 😭 i need help with this)"}, {"post_id": 8555, "ts": "2026-06-14T06:57:09Z", "hours": 1.3439, "text": "The Backdrop Update Added Backdrops to all popups Added a “pausing” system (just disabling keyboard input for now) Added Animations like popup to the main menu elements Added some NPM packages"}, {"post_id": 7631, "ts": "2026-06-12T19:08:43Z", "hours": 2.4183, "text": "main menu, new cursor"}, {"post_id": 5344, "ts": "2026-06-09T02:33:51Z", "hours": 0.4506, "text": "re-done block rendering, adding a function instead of just drawing it onto the canvas, added more textures (gems in block form) and redid dirt texture. Also added movement (only canvas movemnt)"}, {"post_id": 4754, "ts": "2026-06-08T06:28:44Z", "hours": 0.9686, "text": "maple (oak) trees and fps counter"}, {"post_id": 4657, "ts": "2026-06-08T02:00:46Z", "hours": 1.7033, "text": "Inventory UI, Block Creation, some textures"}]...
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Title: FlatCraft by @Blxm | Stardance
Devlogs:
In Title: FlatCraft by @Blxm | Stardance
Devlogs:
Inventory UI, Block Creation, some textures
maple (oak) trees and fps counter
re-done block rendering, adding a function instead of just drawing it onto the canvas, added more textures (gems in block form) and redid dirt texture. Also added movement (only canvas movemnt)
main menu, new cursor
The Backdrop Update Added Backdrops to all popups Added a “pausing” system (just disabling keyboard input for now) Added Animations like popup to the main menu elements Added some NPM packages
The Loading Screen Update Added a loading screen which goes to 90% and then waits for the CrazyGames SDK. Removed all NPM dependancies and replaced them with CDNs Added a squeeze in animation when closing Loading screen and Main Menu And much more! (NEXT UPDATE: Create worlds frm seeds with basic terrein 😭 i need help with this)
The Terrain Preparation Update This is a BIG UI update, and in the next update I’ll add scripting to most of the world menu UI, which has not yet been scripted. New Features: Play Button (shows after the loading screen is finished (in order to get the main menu audio to play)) Main menu music (from opengameart.org) World Menus UI World Creation UI Temporary Gradient Background (To be replaced by game screenshots) Scrollable Credits Fixes Fixed some spelling mistakes in the code
The LittleJS Update Yes, this doesn’t look like much, but it took 5 hours over the span of multiple days and a LOT of trial and error to get to this point! I had to learn so many things, like Promises, async and await, how to make new classes, and LittleJS. But why? Why go through so much trouble? That’s because I’ve realized that I would not, in my current state, be capable of making a full Minecraft clone using only the vanilla HTML Canvas. I chose littleJS because of the promise of fast and lean, and I had already tried it before but failed; I wanted to redeem myself. New Features The rendering part of the game is now done with LittleJS Popups now have minimum width and heights Create new world form now has placeholder text for those who are lazy to type stuff Fixes Renamed Ebony to Cedar because Ebony trees are not pine trees Removed the useless pausing system Removed all of the old rendering system (NEXT UPDATE: Create worlds from seeds 😭 i need help with this)
Progress report: I have been grinding this, and I haven’t posted a dev log in a while because I haven’t really finished anything, so this will be a progress report. Finished Features: New dirt, and grass textures The old textures suck, because in between blocks there would be like a small section where there is like no detail, so I added those details and recolored the grass bit of the grass texture because the old one was too “limy.” Added bedrock Self-explanatory; no interesting thing happened that I would want to yap about Updated Game rendering Last devlog, I ported my rendering side of the game to LittleJS, a browser game engine. Why? Because I realized that I wouldn’t have the time and effort to manually do advanced stuff like lighting and particles. Hence, I ported to LittleJS. Now, in the days after the port, I had to fix a lot of things and bugs. Originally, the game would render everything, even if it wasn’t on screen, so I fixed that. I made it so that if you couldn’t see the blocks in the camera, they wouldn’t be rendered. Unfinished Features: Flat Game Mode (90% Done): I decided that tinkering with sandbox mode first would be stupid, as I would still have to make players, inventory system, etc. I feel like I’ve finished everything, but there is something missing. The sky. I still need to make the sky. I don’t know if it should be an image or something else. Players (10% Done): All I have done for players is literally a goffy ahh skin (which I should make better) and a player variable. I think you would be able to piece together what I want for this. Custom skins (60% Done): I want to make custom skins. I have completed the UI, the security part of the server-side (aka my old broken ahh Chromebook) code, and a simple UI for it. All I need to make now is server-side code to store the custom skin and deliver it to the client.
Custom Skins! After a lot of time getting the back-end setup (with some help from ChatGPT, I’d have to admit), custom skins are here! (Granted… players aren’t here yet so you can’t really try them out lol.) New Features New page ( https://blxcode.github.io/FlatCraft/upload-skin/ ) Think of it like skindex but with a worse ui Searching for skins Skin Uploading Changes & Bug-Fixes Grass Retexture Dirt Retexture
Progress Update #2: Why, you may ask, do I do progress updates? It’s because only 10 hours MAX can be logged per dev log, and uhh… I think you get the picture. So, without further adieu, this is what I’ve been working on. Unfinished Features: Players (85% Complete) That’s a huge jump from the last time I’ve updated you on the progress on players. Now the thing is, physics is annoying. And I’m not old enough to study calculus at my high school. Which is a shame, as I really like the idea of calculating values based off of differentiating values. I’ve literally just been playing around with the physics at 3 am!??!? Wow! It’s literally 3:30 in the morning. I should go get some sleep. The jumping and crouching are a bit finicky, but I’ll fix them sometime later. Closing Remarks: First of all, a lot of the 10 hours in this progress update have been miscellaneous things like bug fixes or just general tweaks. I’ve also been realizing that this project is big. But the end of the tunnel is still nowhere in sight. Yet, if I can stop sitting around and start sprinting towards, uhh… any direction, there will be light at the end of the tunnel. I hope I can finish this project before school starts. I’ll have to grind like a lot, and especially at night because my siblings are quite brain-rotted, annoying, and loud.
Progress Update #3 I’m too stupid to do physics. I should have made everything with Box2D. I’m currently fiddling with side collisions, as all other collisions (I hope) are done. I’ve also finished jumping and falling physics. Also, I’ve spent another 8 hours, and I want every minute to be for my new 3d printer. Finished Features Jumping My Jumping physics thingy is like the poor and stupid man’s way to do it, but hey… at least it works. It kinda just has a jump multiplyer and it goes down every frame and every frame the player goes up something like 0.05 block units multiplied by the jump multiplier Falling Falling is basically the same as the jumping one. i added sky yes, its a sky :D only a gradient. ill add sun and moon soon prob hopefully idk if there will be night, idk if i can create a night in time. Unfinished Features Side collisions This is stupidlly harder cuz my blocks’ x center is at 0, not 0.5. this means that a block spans from like -0.5 to 0.5. My brain cant handle this… thing.
Players! Players are finally out. After what? 2 progress updates? Wow, that was harder than I imagined. Especially the physics. I had to think creatively and outside of the box for this. Also, this devlog continues from the last one. Just pretend that the progress updates like didn’t exist or just aren’t canon. Finished Features: Players: Player Physics Player Animations Changes: Slightly adjusted dirt texture Increased label elements’ font size Patched weird css border glitch Deleted unnecessary assets (like the custom cursor that only existed for like 5 minutes, 2 months ago) What’s Next (In order): Crouching, and not falling ✅ Drawing tools (hardest one, btw) ✅ Breaking blocks with tools and fists Custom Skins (it’s literally 90 % complete now, but my server is down due to some real life events so have to wait) ✅ Sandbox world Mobs if i have time ship ps. if you are wondering why the screen recording has some static noise, it’s because i have a small desktop fan running like really close, because it’s kinda hot indoors. I don’t know why it’s making tha t sound, it dosnt make that sound irl to be clear. I think it’s because i accidently turned on my mic and my mic is currently my crappy very quiet laptop mic
Bug Fix: I didn’t include the no falling if you are crouching in the last update so i just quickly added an if statement to include that feature.
Block Breaking and Particles! half of the time was spent fixing bugs uhh… ignore that youtube video… New Features: Shadow Particles when touching ground after falling, walking, and after breaking a block Block Breaking Changes & Fixes: Added more things to the block metadata object Fixed collisions not colliding
Drops Part 1 Drops! Though… you can’t pick them up yet… uhhh, and I’m nearing the 10-hour mark, so… yeah. I also completely rewrote the movement code and tweaked the values in collision detection, so that’s like half of the time. Also, it turns out I am not an engineer, as I rewrote my own drops code TWICE in the span of TWO HOURS because of chatgippity roasting me and me roasting myself, respectively. (Also, new dev log format, yay!) New Features Drops (partially) Drops were annoying to implement, partially because I’m a skill issue, and also because I had to learn new things like making classes and stuff like that. Changes & Bug Fixes Collision system revamp The old system was weird and also sometimes inconsistent, so I rewrote the movement system and tweaked the collision system. Overall, a bit of a smaller update if you ask me, and its ONE AND ONLY FEATURE wasn’t complete. Oh well… looks like we’re going to get the next dev log soon.
Drops Part 2 Last devlog, I finished the drop part of drops! This time, I finished the pickup part of drops, and the hold part, though I feel like I do need to tweak the values, I just don’t know by how much. New Features Pick up: The pickup part of drops is basically just an if statement that runs like every frame to see whether or not the player is near enough to a dropped item for them to pick it up. It’s quite simple. Hotbar: I feel like I finished the hotbar, not the inventory system yet, just the hotbar. I finished the “rendering” part, by that I mean like viewing the inventory object and rendering the stuff that is on the hotbar. Changes: Renamed the id of the Inventory div to the Hotbar Readded the FPS counter, and gave it an overhaul The lower arm animation actually plays now
Inventory Ok so i’ve basically just coded the inventory system. uhhh New Features Inventory System Ok so this is how it works: There is an object that has all the invetory data There is a function that renders it it works like that so u dont render the inventory every frame. that would cause SOO MUCH LAG Place blocks Uhhh… place blocks and it also checks if the block u placed collides with any blocks or players and if it is next to a block Changes & Bug Fixes Fixed some weird crouching behavior that I cant really explain cuz it’s like weird. Dont mind the fact that the game bugged out… it’s cuz i forgot to add metadata to the pine logs and rickroll block thingy
Custom Skins Settings Front End Uhhhh it’s in the title… nothing interesting. https://github.com/users/BlxCode/projects/5 New Features Custom Skins are now FULLY 100% Out! custom skins. How it works: A gallery with a bunch of skins and their ids a textbox for the skin ids reload Changes & Bug Fixes None lol
Lighting & Dropping stuff i’ve been slacking off recently, and I mean it. I’ve coded less, and played more games due to the uhhh looming school season starting again but like… i’ve still managed to make things like lighting, dropping stuff, and shuffeling stuff in ur inventory by using the number keys. Features Lighting At first, this was one of the reasons why I decided to switch to little js, but like their system is not designed for 2d minecraft use, so I had to improvise. The lighting system consists of two basic things. One is the ambient lighting, which basically fills the whole screen with light / filling the whole screen without light, and the second thing is like “light objects” by that, I mean like point lights, which are like round lightbulbs per say, and they emit light. Those would be used for stuff like torches. Q Dropping things with q didn’t exist in the 2 part drops update, cuz i was too lazy to implement that. But now, I added that. It’s simple really, it just creates a new droppped item every time u press q. and if u press q with control, then it drops everything in the hotbar slot hovered, and u can drop things in ur inven by hovering over it. Moving things around in ur inventory with the top number keys I added that cuz im just used to that in uhhh…. bloxd.io so yeah, i just added that. Attack anim press mouse button 0 to attack. currently just attack animation for now Changes & Bug fixes Random tick events for stuff like grass turning into dirt or vice versa *greijodkmgrfd idk, it was in my commits smth to do with promises
Tools Update!!!!111 3 more hard gh issues to go! yay it’s like 2:30 on a friday. not bad, but considering school is back, not good either. Honestly, i swear Idk if i can actually finish this before sep 20th, so if i can’t i’ll actually do 100 pushups. and it WILL be on a devlog. so uhh… yeh. idk why but you can see me do 100 pushups. defenatly not in a row tho my arms are actually twigs bro. ok enough yapping, let’s actually get into this. New Features: Tools!!111 tools. the final implementaiton was quite simple actually. I just added tools to the textures, and added them to the metadata, added a few bits of code for the speeding up of breaking blocks and boom! tools. Changes & Bugfixes: Compleated Metadata Drops now produce 80% less lag (by making sure that only 1 shadow per x coord can exist)
Saving worlds… I hope Honsetly, school has been removing litterally half of the day I would have used to do flatcraft, so… yeah. im also writing this at school cuz i needed to sleep. dont tell anyone lol New Features: Saving It’s quite simple actually. Just saving an object with some world data to local storage. Honestly, that’s it. Flower flower. very cool Terrain generation Terrain generation, no ore generation lol
Sprinting this will be my last ever devlog! New Features: FULL Random world generation: It works like this: Seeds: Seeds are not that important, though they do play a part for terrain generation. Terrain: The terrain is basically just a huge array with preset Y levels depending on the terrain type, ie: mountianus, hilly, flat. Ores: Ores are truly random. It dosn’t depend on the seed. Trees: Trees are also truly random Sprinting: Double press the key in the direction you want to go to sprint that’s it! plz rate it well
Fixed some issues regarding prod (wont get paied for this 😭) ALright, even though i just shipped, there were stuff that were broken, first of all i realized that if you have a expensive 4k 240 hz ahh monitor, the game would get very fast due to the fact that I didn’t introduce deltat time, so i introduced delta time. Bug fixes Fixed bug when you were very fast on a 60hz+ monitor Fixed glitch where the animation state changes between falling and breaking a block while breaking a block while falling
FIxed bug where jumping wasn’t scaled to your fps Simple really! it’s on the title Changes & Bug Fixes fixed bug where jumping wasn’t scaled to your fps that bug would have made high fps players not able to jump high, and low fps players to jump SUPER high
Ships:
FlatCraft Basic Info FlatCraft is an open source, MIT licensed 2d Minecraft inspired game. It uses LittleJS for the rendering, and vanilla HTML/CSS/JavaScript for the UI. All the rest was written by me. Challenges: One of the biggest challenge was world generation. The idea was to use simplex noise to make terrain, but there was one problem: It’s uncontrolability. I wanted real biomes, but that coudn’t happen because I didn’t know how to control simplex noise. Nor did I know how to make mountains. I solved it by realizing that this is just a silly 2d Minecraft game for a program designed to get teens to make something, not for teens to make some complex minecraft like game, so I decided to bite the bullet and to just make an array for each biome, and have that array contain the y level of the highest block, and use that array to make the terrain. It’s basically like [1,1,2,2,3,3]. Nothing complicated, and if you played this game long enough you’ll see that each biomes are litterally the same. Most Proud of: I’m actually most proud of the custom skins part of flatcraft. It’s really not that complex, but it took a mesruable amount of time to get it working. I had to learn node.js, finally had a use for a server! and used my old chromebook as my server. I made the precaution of adding a ratelimiter just in case someone tried to take it down or whatever, but yeah. That’s what I’m most proud of. What I learned: Making classes in js NodeJS LittleJS engine Stuff that didnt make it into the game: Game music Mobs Credits Art: Me, mostly me, My little brother Inspired by https://www.planetminecraft.com/texture-pack/digs-simple-pack-1-15-100-complete/ , and https://bloxd.io Programming: Me Libraries used: LittleJS...
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1793004859.6862261
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1793091259.6862261
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46405
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Poolside Cooler :D by @aayanalikhan09 | Stardance
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aayanalikhan09
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T20:27:13Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a pool cooler that floats in the water and can act as in-pool storage for your drinks! This makes it easy to access, easy to keep drinks cool, and, after all the ice and drinks are gone, a fun floating object to make as fun as you wish! Unfortunately, I couldn’t test it myself due to certain restrictions, but all files are publicly available for those who wish to test it out! If you do end up printing this - let me know! I want to see what you guys make!", "repo": "https://github.com/aayanalikhan09-hash/Pool-Cooler", "demo": ""}]...
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[{"post_id": 65017, "ts": "202 [{"post_id": 65017, "ts": "2026-09-09T20:13:05Z", "hours": 3.8981, "text": "i know its kind of abrupt - but thats it for this cooler i made this cooler in cad and printed it and didnt have the money nor time for a pool noodle so im leaving it here i have attached the makerworld link here if you want to support the model in some way or wish to print it yourself - https://makerworld.com/en/models/3281187-poolside-drinks-cooler-6-pack"}, {"post_id": 44838, "ts": "2026-08-10T21:18:25Z", "hours": 1.5169, "text": "I’m making a pool drinks cooler for a 6-pack of any canned drink! Thought this would be a cool project to make so I’m making it for Stardance"}]...
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Title: Poolside Cooler :D by @aayanalikhan09 | Sta Title: Poolside Cooler :D by @aayanalikhan09 | Stardance
Devlogs:
I’m making a pool drinks cooler for a 6-pack of any canned drink! Thought this would be a cool project to make so I’m making it for Stardance
i know its kind of abrupt - but thats it for this cooler i made this cooler in cad and printed it and didnt have the money nor time for a pool noodle so im leaving it here i have attached the makerworld link here if you want to support the model in some way or wish to print it yourself - https://makerworld.com/en/models/3281187-poolside-drinks-cooler-6-pack
Ships:
I made a pool cooler that floats in the water and can act as in-pool storage for your drinks! This makes it easy to access, easy to keep drinks cool, and, after all the ice and drinks are gone, a fun floating object to make as fun as you wish! Unfortunately, I couldn’t test it myself due to certain restrictions, but all files are publicly available for those who wish to test it out! If you do end up printing this - let me know! I want to see what you guys make!...
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1793004858.5676372
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1793091258.5676372
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33463
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My Personal site! by @GigiOP817 | Stardance
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GigiOP817
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2
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20.0
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13
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T00:33:27Z", "hours": 2.0, "multiplier": 8.54, "payout": 13, "blessing": "neutral", "text": "I coded a personal website using HTML, CSS, and a bit of JS. This website includes my hobbies, a short paragraph about me, and my interests. It also has a contacts page that leads you to my social media and my Github repository. Overall, this project was my first ever coding project and it was really fun to do. I did face obstacles throughout the entire making of this personal website, but I made sure to tackle them efficiently. Sometimes, I’d just delete the wrong code and mess up entire hours of work. It was sure a rough process fixing all the mistakes and restoring the old code back to normal. I am proud of finishing this website, so that now people can view it! When I look back on all the versions of my website from the very first in a workshop, to this final version that I am shipping, I get reminded on how much I’ve learned throughout this project. I did use help from AI because it was my first type coding, and I didn’t know how to turn my ideas into proper lines of code. All the ideas and everything else is completely original. If you do view my website, I would appreciate it if you can give me some feedback on my social media or anywhere else. Thank you! :D", "repo": "https://github.com/GigiOP817/MY-personal-Website", "demo": "https://gigiop817.github.io/MY-personal-Website/"}, {"ship_num": 2, "ts": "2026-09-19T23:52:17Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I coded a personal site that is great if you’d like to get to know me. It was a bit hard to kickstart the whole process since it was my first time coding. However, I had a lot of fun and learned so much about writing HTML and CSS along the way. It was quite a journey, and I love seeing how my website evolved from the initial workshop version to this final version that I’m shipping. I faced a lot of obstacles while creating this site. Sometimes the background wouldn’t appear on the page; other times, I’d make mistakes and change the wrong lines of code. There was even a time when I accidentally deleted a huge chunk of code and had to redo most of the pages. Even with all of these setbacks, I overcame them, and I’m happy that I can finally release this website for everyone to see. I did not use any AI to write my code, but I did use AI to fix the grammar and punctuation in this text. It would be awesome if you checked out my new website! :D", "repo": "https://github.com/GigiOP817/MY-personal-Website", "demo": "https://gigiop817.github.io/MY-personal-Website/"}]...
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[{"post_id": 71996, "ts": "202 [{"post_id": 71996, "ts": "2026-09-21T23:21:32Z", "hours": 0.2594, "text": "I fixed up the problem of my other pages not opening from the Interests page. I just had to redo the code for that specific section."}, {"post_id": 71289, "ts": "2026-09-20T16:08:28Z", "hours": 0.9828, "text": "There were still some problems present since I didn’t change the code properly after moving the files, so I fixed those problems up. I also made sure that the demo link worked, and my project is ready to ship again! :D"}, {"post_id": 71160, "ts": "2026-09-20T11:32:08Z", "hours": 0.2758, "text": "I fixed up all the errors and deleted the unused photos in my files. I also made folders for all the files to make them look neat and organized."}, {"post_id": 70822, "ts": "2026-09-19T20:32:09Z", "hours": 1.0442, "text": "I’m finally done with my personal website and I just finished up the README. It was kind of complicated, but I was able to finish things up! This is just a little snippet, but there’s more to it below."}, {"post_id": 66933, "ts": "2026-09-12T22:10:04Z", "hours": 5.9147, "text": "I basically to a long break from coding and didn’t write any dev-logs for any of the work that I did, but now I’m basically done with my website. I fixed up all the bugs that were present through out the code and website. I also finished my contacts page just now, so all I have to do is review over everything and make a new read me."}, {"post_id": 47195, "ts": "2026-08-14T22:52:47Z", "hours": 1.3186, "text": "Devlog - 6 Today and yesterday, I decided to change up my about me page because it was looking too plain. I decided that I will add a button next to my OC and when you click it, the information about me will appear. I’m also planning on adding an audio file that will play when you click on the button. The audio file will read out the words in the text box. I changed the background of the page too. I did come across a problem though, no matter what I tried; the button is there, but when click it; it just disappears and no text comes on. I will work on this problem tomorrow."}, {"post_id": 44939, "ts": "2026-08-11T01:08:26Z", "hours": 2.165, "text": "Devlog - 5 Major work completed today! I finished the Interests Page on my personal website over the course of 2 days. (I forgot to write a devlog and commit yesterday). I was able to add a “Favorites” section where I would list some of my favorite things. I also created a “Hobbies” section which has photos of 6 of my hobbies. I did come a across a problem where changing a part of my code (the div) accidentally changed the box on another page. Once it looked good on one page, it changed everything opn the other because I forgot to label which page the box was in. I was bale to solve that problem by creating some new code for my about me page. Finishing the hobbies section wasn’t that hard beause I just had to add some photos and make sure they form a grid. Overall, very productive day."}, {"post_id": 43696, "ts": "2026-08-09T03:13:55Z", "hours": 2.0939, "text": "Devlog - 4 Today was a very productive day because I finished the About Me section of my website. I was able to add an image of my OC which was created by my best friend. I also added a div which would house the information for the about me section. I was having trouble adjusting the appearance of the content inside the div, but i was able to fix it with a bit of research. Another problem that I came across was changing the background because my code space was acting up whenever I’d input the URL for the image. I was also able to fix that problem, but I don’t know how I did it. Next up, I’ll be working on my interests page and tweaking my code up a bit more."}, {"post_id": 42735, "ts": "2026-08-07T16:29:40Z", "hours": 2.0211, "text": "I forgot to post a devlog yesterday. I made huge changes to my personal site, especially with the homepage and changed a lot of things up with the about me page. My homepage background looks great as well as the title. I added a navigation bar at the top that will take you to either the about me, interests, or contacts page. I was experimenting with the second page because I wanted there to be a split screen with one side have my oc and the having the info."}, {"post_id": 37337, "ts": "2026-07-30T00:02:55Z", "hours": 1.1786, "text": "It’s been about 2 weeks since I picked up my personal site, but now I’m back into the flow. Today, I decided to change a bunch of the looks for my site because it was looking too plain. I’ve decided to make 2 different pages: 1 homepage and 1 page that will house information about me. I changed the backgrounds of both pages, but couldn’t really finish, so I’ll pick it up tomorrow. I’m trying to make the pages more space themed to match the vibe. The background images are photos of outer space (one even from NASA). I will begin working on my homepage to include directions that will lead towards the About Me page. Tomorrow’s work mostly consists of CSS and making the site look appealing. :P"}, {"post_id": 29146, "ts": "2026-07-15T20:35:30Z", "hours": 1.9319, "text": "Today, I started working on a Personal Site which I begun during a Stardance workshop. This is my first time coding and trying to create a website so it’s a bit basic. I used index.html and CSS to build it. This is the first version of my personal site. :D"}]...
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Title: My Personal site! by @GigiOP817 | Stardance Title: My Personal site! by @GigiOP817 | Stardance
Devlogs:
Today, I started working on a Personal Site which I begun during a Stardance workshop. This is my first time coding and trying to create a website so it’s a bit basic. I used index.html and CSS to build it. This is the first version of my personal site. :D
It’s been about 2 weeks since I picked up my personal site, but now I’m back into the flow. Today, I decided to change a bunch of the looks for my site because it was looking too plain. I’ve decided to make 2 different pages: 1 homepage and 1 page that will house information about me. I changed the backgrounds of both pages, but couldn’t really finish, so I’ll pick it up tomorrow. I’m trying to make the pages more space themed to match the vibe. The background images are photos of outer space (one even from NASA). I will begin working on my homepage to include directions that will lead towards the About Me page. Tomorrow’s work mostly consists of CSS and making the site look appealing. :P
I forgot to post a devlog yesterday. I made huge changes to my personal site, especially with the homepage and changed a lot of things up with the about me page. My homepage background looks great as well as the title. I added a navigation bar at the top that will take you to either the about me, interests, or contacts page. I was experimenting with the second page because I wanted there to be a split screen with one side have my oc and the having the info.
Devlog - 4 Today was a very productive day because I finished the About Me section of my website. I was able to add an image of my OC which was created by my best friend. I also added a div which would house the information for the about me section. I was having trouble adjusting the appearance of the content inside the div, but i was able to fix it with a bit of research. Another problem that I came across was changing the background because my code space was acting up whenever I’d input the URL for the image. I was also able to fix that problem, but I don’t know how I did it. Next up, I’ll be working on my interests page and tweaking my code up a bit more.
Devlog - 5 Major work completed today! I finished the Interests Page on my personal website over the course of 2 days. (I forgot to write a devlog and commit yesterday). I was able to add a “Favorites” section where I would list some of my favorite things. I also created a “Hobbies” section which has photos of 6 of my hobbies. I did come a across a problem where changing a part of my code (the div) accidentally changed the box on another page. Once it looked good on one page, it changed everything opn the other because I forgot to label which page the box was in. I was bale to solve that problem by creating some new code for my about me page. Finishing the hobbies section wasn’t that hard beause I just had to add some photos and make sure they form a grid. Overall, very productive day.
Devlog - 6 Today and yesterday, I decided to change up my about me page because it was looking too plain. I decided that I will add a button next to my OC and when you click it, the information about me will appear. I’m also planning on adding an audio file that will play when you click on the button. The audio file will read out the words in the text box. I changed the background of the page too. I did come across a problem though, no matter what I tried; the button is there, but when click it; it just disappears and no text comes on. I will work on this problem tomorrow.
I basically to a long break from coding and didn’t write any dev-logs for any of the work that I did, but now I’m basically done with my website. I fixed up all the bugs that were present through out the code and website. I also finished my contacts page just now, so all I have to do is review over everything and make a new read me.
I’m finally done with my personal website and I just finished up the README. It was kind of complicated, but I was able to finish things up! This is just a little snippet, but there’s more to it below.
I fixed up all the errors and deleted the unused photos in my files. I also made folders for all the files to make them look neat and organized.
There were still some problems present since I didn’t change the code properly after moving the files, so I fixed those problems up. I also made sure that the demo link worked, and my project is ready to ship again! :D
I fixed up the problem of my other pages not opening from the Interests page. I just had to redo the code for that specific section.
Ships:
I coded a personal site that is great if you’d like to get to know me. It was a bit hard to kickstart the whole process since it was my first time coding. However, I had a lot of fun and learned so much about writing HTML and CSS along the way. It was quite a journey, and I love seeing how my website evolved from the initial workshop version to this final version that I’m shipping. I faced a lot of obstacles while creating this site. Sometimes the background wouldn’t appear on the page; other times, I’d make mistakes and change the wrong lines of code. There was even a time when I accidentally deleted a huge chunk of code and had to redo most of the pages. Even with all of these setbacks, I overcame them, and I’m happy that I can finally release this website for everyone to see. I did not use any AI to write my code, but I did use AI to fix the grammar and punctuation in this text. It would be awesome if you checked out my new website! :D
I coded a personal website using HTML, CSS, and a bit of JS. This website includes my hobbies, a short paragraph about me, and my interests. It also has a contacts page that leads you to my social media and my Github repository. Overall, this project was my first ever coding project and it was really fun to do. I did face obstacles throughout the entire making of this personal website, but I made sure to tackle them efficiently. Sometimes, I’d just delete the wrong code and mess up entire hours of work. It was sure a rough process fixing all the mistakes and restoring the old code back to normal. I am proud of finishing this website, so that now people can view it! When I look back on all the versions of my website from the very first in a workshop, to this final version that I am shipping, I get reminded on how much I’ve learned throughout this project. I did use help from AI because it was my first type coding, and I didn’t know how to turn my ideas into proper lines of code. All the ideas and everything else is completely original. If you do view my website, I would appreciate it if you can give me some feedback on my social media or anywhere else. Thank you! :D...
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1793004857.3676822
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1793091257.3676822
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39903
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Navi by @weeewwwwwwww | Stardance
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weeewwwwwwww
|
1
|
30.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T10:59:05Z", "hours": 30.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to", "repo": "https://github.com/notwewnothing/Navi", "demo": "https://github.com/notwewnothing/Navi/releases/tag/v1.0.1"}]...
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[{"post_id": 71123, "ts": "202 [{"post_id": 71123, "ts": "2026-09-20T10:11:57Z", "hours": 4.6764, "text": "The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies"}, {"post_id": 59702, "ts": "2026-09-01T16:58:09Z", "hours": 5.3219, "text": "Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3"}, {"post_id": 52671, "ts": "2026-08-22T22:45:55Z", "hours": 2.3983, "text": "Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee"}, {"post_id": 48185, "ts": "2026-08-16T14:11:27Z", "hours": 1.3858, "text": "Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye"}, {"post_id": 46595, "ts": "2026-08-13T22:52:24Z", "hours": 1.7533, "text": "Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho"}, {"post_id": 46067, "ts": "2026-08-13T00:43:07Z", "hours": 4.7158, "text": "Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333"}, {"post_id": 43647, "ts": "2026-08-09T01:08:37Z", "hours": 4.1842, "text": "Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one"}, {"post_id": 36743, "ts": "2026-07-29T00:15:06Z", "hours": 2.2719, "text": "Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog"}, {"post_id": 36276, "ts": "2026-07-28T08:40:43Z", "hours": 1.6708, "text": "Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin"}, {"post_id": 35888, "ts": "2026-07-27T16:42:41Z", "hours": 1.1892, "text": "Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping"}]...
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Title: Navi by @weeewwwwwwww | Stardance
Devlogs: Title: Navi by @weeewwwwwwww | Stardance
Devlogs:
Devlog #0 : New Start Hiiiiiiiii, i got borrreed waiting for payout on my macondo project (it’s been 15 days under review ;( damn ) Sooo the issue was right after i submitted my project i had lots of cool ideas for it buuuutttt i couldn’t add any devlogs or stufff , soooooo the past week i’ve been thinking and ngl i’ve came up with so much it’s easily farrr more than a single update but rather i’d have to rewrite the whole thing soooooo THAT’s WHAT WE ARE DOING SOooo Sayyy hii to Naviii ( yes ik very original and deff not larping lain ) IDK how to describe it and ik this is going to sound veryyy cornnyyy buttt this app tries to be the ultimate digital handy tool , it will have a calendar giving reminders , a VERYYY ANNOYING ALARMMM for you to wake up, focus sessions , blocking apps and ofc habit tracking Ik this sounds extremely unrelistically optimitic but ngl i had the realization that most of summer is out so i need to LOCK TF IN , cuz ngl i wished i had an app like this when i was studying and I AM NOT GOING BACK TO THE WAY I WAS , I NEED THIS APP soooo enough yapping
Devlog #1 : UI Stuff Yooo twinn, started working on the UI backend ( defining color palettes , generating and creating Icons , creating variables for settings for later use) Also added simple Habits page but no backend yet just Placeholder UI idk what to say else ✌️ bye twin
Devlog #2: Started customizing the UI giving it TUI look , in the home screen and a setting screen which i have started developing backend for settings menu For now i have aded a font size feature and a session counter that logs number of times the user opens the app Ummmmm what elseeeee What’s next : Prob gonna start working on the habits page making it look the same as the other parts of the app instead of placeholder UI alongside making backend for it That’s it twinn see ya in the next devlog
Devlog #3: Ummm hii lolll :3 i may or may have not done a lot of work without documenting any of it , ooopssieeee I have been of vacation for a couple of days so i really wasn’t able to do a lot of stuff , buttt thennn for sm reason i locked in one night and completed BOTH THE JOURNAL AND HABIT TRACKER soooo basically i woke up early today for sm reason and decided to spend the full morining working on it It’s not as impressive as u think tho , since i have already laid out most of the backend since it’s a part i am very familiar with and sure of unlike the UI which for now it’s obvious that i’m going developer / terminal vibe but i might do a WHOLE redesign and change it to smt lile nothingOS or smt Next would be schedule screen and maybe screen time stats idk Ummm i lowkey watched the entirety of house MD in the days off Ye that’s ittttt seee yaaa in the next one
Devlog #4: I should devlog more fr ummm nearly 5 hours without a single devlog welll oooppppss :/ anywayyys let’s not worryyy about small old mistakes , yk forget the past embrace the moment soooo what did i do past 5 days , loooots of changes more importantly full alarm , schedule annnddddd app blocking logiccc , the schedule screen was the biggest and most time consuming feature yet it had scheduled app blocking , alarms and much more (ye that’s it i might add more later tho ) ngl this devlog might not be the most detailed since i was planning one in the 3 hours mark after i completed the schedule buttttt forgot about annd started commiting changes the next day i did change some less important stuff like adding a notification system and some android native code for the vibration system with the alarm the app does feel and look like an unorganized prototype so i am working now on just adding the features i am gonna need later and building a solid backed for them so later i can easily make a redesign and changes to make the app actually work and look clean that’s it for noww byeeeeeee <3333
Devlog #5: yyaay a real devlog I must larrrppp , there is nooo limit to the larrrpp yeee an other day locked INNNN since i did everything today i can acually document what i did which was working on the screen stats screen (which isn’t in the screenshot) and that’s for a good reason (imma change it later , i mean it worksss :/ kkinddaaaa )the biggest issue with it is with the icons i tried fixing it but gave up quicky and moved on to the 2nnddd thing i did today which was sfx which ik sounds weird for a journal app but idk i thought they would be coool and add character to the app , it was relatively easy to generate them (yess the sounds are generated through code) i also added sleep and focus timer screens , they are basically the same thing but with some different values , i also completed both the settings and home screens which were just placeholders just till now , last thing added was the glitch boot sequence it’s a simple text animation at the startup added it for fun ngl Ummmmm now ik this sounds like A LOT of progress for less than 2 hours of work which would be suspicious if my last project didn’t have timer and stats screens already in it so for the most part the backend was straight up copied and the UI was the same structure with minor changes to the font and color scheme so new stuff are only the sfx and boot sequence which i only added for fun :))) okkkk sooo see yaa in the next devlog were are getting to the endd yipppiiiie imma have to do the redesign tho
Devlog #6: PRODUCTION READYYYYYY the app backend and functions are all completed ,I made sure the permissions and all stuff was working ngl i was tempted to just build the apk and push it to github buuuttttttt that wasn’t the plan Soo noow i’ll have to change the UI , it’s not thatttt badd RN but i still do think a lot of it is a bit cornyyy so at least imma have to change the structure of some of the screens :D that’ss itt iggg bye
Devlog #7: NothingOS Sooo since the app was in a state i liked i had to restyle it so it looks how i envisioned it and nglll it’s pulling nicely I decided to go with nothingOS style cuz idk it looked clean and professional at the time I stole a font off the internet and made with it the top header text for the screens and i will be gradually replacing the old font with this one I worked first on the navbar cuz it looked the most ugly , it’s still a concept but i think i will be going with the capsule design with some changes , i also worked on the habits screen , there are sommeee issueues but overall it’s wayyy better than the old one , Ummmm i don’t think i did other stuff thooo Soooo byyyeee
Devlog #8: Redesign I’ve been exclusively redesigning the app improving on the UI and UX experience , I do think it still has a long way to go I’ve restructured the Home screen I kept trying lots of designs but the one ur looking at RN the one that stuck I’ve got heavy inspo from HabitKit app especially in the habit commitment boards , fixed some of the spacing issues in the pop ups , added upload bar to indicate uploading videos progress and video controls I do have AA LOOOTT more to work on probably sm small cool features Ummmm, that’s ittt iggg , Take care <3
The end Umm this devlog is gonna be small since i forgot A LOT of the stuff i did and it’s just to register my time School started and i wasn’t able to do much since (i had a deadline in my mind for the project but i ended up passing it and now idk what to do) I don’t really think i added important stuff they were mostly UX changes + new small features, here is a list of the commits , sorry this wasn’t a proper devlog , after this i will be releasing the project and shipping it I hope i find time to come back and complete all the ideas i had for this but for now i need to focus on my studies
Ships:
Navi is a simple open source habit tracking / journaling app with some quality of life features like screen time and focus / sleep sessions I worked on it in the summer Hope u like it :) It doesn’t need setup but to make sure all the features work please enable all permission and check settings if all stuff is working like it’s meant to...
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1793004856.2295218
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1793091256.2295218
|
|
56449
|
Portfolio Site by @Vihaan15 | Stardance
|
Vihaan15
|
1
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T05:40:20Z", "hours": 2.0, "multiplier": 1.19, "payout": 1, "blessing": "neutral", "text": "This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful", "repo": "https://github.com/Vihaan6119/Portfolio-Site", "demo": "https://vihaan6119.github.io/Portfolio-Site/"}]...
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[{"post_id": 67112, "ts": "202 [{"post_id": 67112, "ts": "2026-09-13T05:26:44Z", "hours": 1.8, "text": "Finished working on the portfolio site"}]...
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Title: Portfolio Site by @Vihaan15 | Stardance
De Title: Portfolio Site by @Vihaan15 | Stardance
Devlogs:
Finished working on the portfolio site
Ships:
This is my portfolio website, which has all the info about me and my contacts. If you have any opportunity, like free lancing or something related to that for me, please tell me about it. It will be very helpful...
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1793004855.3418946
|
1793091255.3418946
|
|
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 I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!", "repo": "https://github.com/tiydwe/jam", "demo": "https://github.com/tiydwe/jam/releases"}]...
|
[{"post_id": 74715, "ts": "202 [{"post_id": 74715, "ts": "2026-09-28T01:43:45Z", "hours": 1.7006, "text": "Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car."}, {"post_id": 73808, "ts": "2026-09-26T02:02:07Z", "hours": 2.2122, "text": "Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements."}, {"post_id": 73442, "ts": "2026-09-25T03:14:55Z", "hours": 0.9517, "text": "Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images"}, {"post_id": 72969, "ts": "2026-09-24T04:08:22Z", "hours": 1.5692, "text": "Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements."}, {"post_id": 72903, "ts": "2026-09-24T00:11:43Z", "hours": 1.9867, "text": "Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!"}, {"post_id": 72524, "ts": "2026-09-23T04:09:01Z", "hours": 0.7831, "text": "Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping."}, {"post_id": 71412, "ts": "2026-09-20T19:39:32Z", "hours": 1.2444, "text": "Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections."}, {"post_id": 70974, "ts": "2026-09-20T04:32:09Z", "hours": 3.6283, "text": "Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions."}, {"post_id": 70398, "ts": "2026-09-19T03:16:36Z", "hours": 1.6942, "text": "Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me."}, {"post_id": 69939, "ts": "2026-09-18T03:04:12Z", "hours": 2.1767, "text": "Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!"}, {"post_id": 69474, "ts": "2026-09-17T04:09:40Z", "hours": 3.6081, "text": "Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess."}, {"post_id": 68971, "ts": "2026-09-16T04:07:16Z", "hours": 3.555, "text": "Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!"}, {"post_id": 68848, "ts": "2026-09-15T21:12:46Z", "hours": 2.5681, "text": "Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!"}, {"post_id": 67846, "ts": "2026-09-14T03:37:33Z", "hours": 2.4819, "text": "Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next."}, {"post_id": 66941, "ts": "2026-09-12T22:21:13Z", "hours": 2.0508, "text": "Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code."}, {"post_id": 66333, "ts": "2026-09-12T03:20:36Z", "hours": 1.27, "text": "Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route."}, {"post_id": 65765, "ts": "2026-09-11T03:46:40Z", "hours": 2.0719, "text": "I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS."}, {"post_id": 65179, "ts": "2026-09-10T03:54:45Z", "hours": 3.1253, "text": "You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!"}, {"post_id": 63886, "ts": "2026-09-07T21:57:33Z", "hours": 3.2367, "text": "Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!"}, {"post_id": 63245, "ts": "2026-09-06T23:18:58Z", "hours": 1.535, "text": "Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections."}, {"post_id": 62688, "ts": "2026-09-06T05:31:03Z", "hours": 5.7889, "text": "I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it."}, {"post_id": 61974, "ts": "2026-09-05T05:15:06Z", "hours": 3.2656, "text": "Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues."}, {"post_id": 61269, "ts": "2026-09-04T03:47:53Z", "hours": 5.1006, "text": "More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable."}, {"post_id": 60024, "ts": "2026-09-02T03:57:47Z", "hours": 4.4422, "text": "Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!"}, {"post_id": 59324, "ts": "2026-09-01T01:34:13Z", "hours": 2.2528, "text": "Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird."}, {"post_id": 58657, "ts": "2026-08-31T04:38:04Z", "hours": 9.5722, "text": "Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!"}]...
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Title: jam by @tiydwe | Stardance
Devlogs:
Starte Title: jam by @tiydwe | Stardance
Devlogs:
Started my new video game, JAM JAM is a puzzle video game about solving traffic jams! I don’t have much experience writing video games so this will be a first for me (although I have plenty of regular c++ experience). So far I’ve just written the very very basic car driving logic and have it printed out to the debug console (I plan to add actual graphics once core logic is done). Currently I’ve got simple one-lane roads working and some really stupid intersections, but I’m working on multi-lane roads, merging, traffic light schedules, and cars actually waiting at intersections!
Finally got the cars to be a little bit intelligent and traffic lights to actually work Traffic lights The traffic lights now enforce lane rules (cars must be on a certain lane when light is green to go to the next lane). The traffic lights are also auto generated in a bit of a “dumb” way. The traffic light just gives turns to each incoming road to go wherever they want and all other roads cannot go. Later, I might allow valid right turns, but that’s a problem for later. Car pathfinding Although I haven’t implemented the BFS search for the cars, given a route cars will now look ahead to the next intersection and randomly auto merge onto the lane (the cars are more likely to merge when they are closer to the intersection). This is to make sure that cars won’t all merge at the same time, which would be weird.
Got some real visuals going! It’s a bit messy but if you look closely you can see the car follow the road (that road is supposed to be a 4 lane road but I didn’t draw it), switch onto a lane on the side, and keep accelerating. The framework has been built to easily expand to different types of roads like one way, 2 lane, 4 lane, etc. Next I’ll start working on getting the car to transition at intersections and finish the simulation portion. Then I can get started on working on the player interaction part!
More visuals (multiple roads + intersection support) and LOADING PRESETS! I had to refactor a bunch of my code to use stuff allocated on the heap because I, stupidly, decided to initialize a bunch of my objects on the stack in a loop, causing a lot of the pointers to become hanging. Oh well, now I just have to make sure to remember to delete the allocated objects. Some plain and dirty presets can be loaded and the textures look pretty bad, but it will look a lot better pretty soon. I’m going to work on adding the first player interaction: allowing the player to add a road by clicking twice. I expect this might be a bit hard and school’s starting so it will probably be a while before I post another devlog (depending on how hard it is for me to add it) I also might try to get the road offsets and intersections better so it is more playable.
Made some progress, but then decided to revert back to yesterday So now I know why smart pointers are discouraged! So my ownership model was really screwed up and super confusing and I had some crazy memory problems and segmentation faults so I reverted back to yesterdays commit and am going to refactor the code to use SMART POINTERS (wow) and have a better ownership model. I feel pretty sad that I basically made no progress with 3 hours of work but I guess I learned something? SO the new plan is that Layout class will handle all things that are static in simulation and are just there (roads and intersections, both physical/logical) and Simulation will only handle all the cars and driving around. The EditorWindow class will have a pointer to (but now own) Layout so it can modify Layout but not Simulation. The SimulationWindow class will have a smart pointer to (and own) a simulation (fresh) and PhysicalCar s. This should help clarify ownership and prevent memory management issues.
I know it doesn’t look like much, but this represents a lot or work and progress. I spent almost 6 hours to refactor my code to use a much cleaner ownership system that should completely prevent memory leaks and have much better separation of the static parts of simulation vs. parts that area ctually getting simulated. In a nutshell, what I did was make two classes, Layout and Simulation. Layout always exists and is the thing that is drawn on screen. Layout doesn’t have any cars or moving stuff and you can edit layout. When you start a simulation a NEW simulation object is created with all the cars which can simulated it. The clean split makes it a lot easier to know everything and edit/save stuff which might be usefull later. I had to do a lot of changing and if you look at the git commit basically every file was modified, but now the architecture is much cleaner. Next, I’ll work on adding the Simulate button and making a new window show up with the cars to simulate it.
Added some player controls and separated the editor window and simulation window. As you can see, the simulation now works okay and can be changed to 3 different speeds. I haven’t done too much, but next I will probally fix the roads meeting at the intersections.
Now roads can be drawn and it’s looking cool! As you can see in the recording, without drawing the roads, the cars just stop at the intersection because they cannot find any routes (gaps between roads are intersections, I’ll fix that later). By drawing a road, the cars can drive to their destination in the simulation. The biggest issue I had while coding this was mixing up physical IDs and internal IDs, which are not interchangable (I should have probally used a class or struct to represent IDs instead of a raw size_t). Next, I’ll work on making the intersections look better and maybe get some statistics on how well the cars preformed at the end of the simulation!
You can now see basic stats once the simulation is done! The video also demonstrates additional features. The UI is still a bit simple, but that isn’t really the number one priority. To do this, I reworked the game loop to use a new state variable to control if the screen would show the editor, simulator, or stats window (notice how it no longer opens a new window). I came across some bugs involving cars going the wrong way on roads and the app crashing if I added a new intersection (that was because I mixed up internal and external IDs). Next, I think I will add a scoring system or a save load system. If you have any ideas on features that you think would make this better (besides the obvious), let me know!
I was feeling pretty tired today, so I didn’t add any major features and instead focuesd on quality of life stuff. As you can see in the video, the biggest improvements are the road preview and clicking [ESC] cancels building the road. The road preview also shows whether the road is valid. I had a ton of issues with the coordinate systems (there are like 3 different ones! pixels, global, view), but I was able to figure it out. There wasn’t anything very complicated, but next time I’ll add some kind of visuals at intersections and probally work on fixing BFS.
Fixed my BFS algorithm to use Dijkstra’s now! IDK why but earlier when I first made the BFS I was lazy and just used number of roads. Well, now it uses real road length to calculate distance. I had some problems involving queues and stuff, but it was pretty straightforward to get Dijkstra’s working. The video just shows a case where the old algorithm would choose the super long route because it had less roads, but now it correctly chooses the shorter route.
Made cars move smoothly at intersections! This was an absolute nightmare to do. Mostly because my previous code was not designed at all to do this. I had to hack together a solution where below a certain threshold the car is in the intersection. This has some side effects of sometimes the car goes slow in the intersection and sometimes fast, but I think its reasonable (tighter curve = slower?). The biggest issue is that my code was designed assuming the two roads on the intersection were symmetrical (idk why i did that) so I had to basically re write the whole intersection code.
Made intersections have some visuals! As you can see in the video, intersections now are filled grey and it actually looks okay. The main issue currently is that if an intersection only has two roads or if the roads are really close together, it causes the polygon to look quite skewed. I’ll probally be working on that next.
Added road demolishing! Roads can now be demolished! Also, if you are in demolish mode and you hover over a road, it will highlight the road red. Some roads cannot be demolished, only roads that you placed can be demolished. This feature seems really simple but it was a huge pain to implement, mostly because of the crazy amount of pointers to other objects everywhere. Also, remember how I said I shouldn’t be using size_t for both physical and internal IDs, well that came back to bite me. I spent like an hour debugging that, but at least that’s fixed now!
Added game saving! Pretty self explanatory I guess? The UI is still pretty horrible, so I’m still going to have to work on that. I couldn’t figure out how to get choose a folder, so I’m just using the portable-file-dialogs library. The file saving is pretty straightforward, you just choose a folder and it saves there. The file format is pretty simple because it only saves the layout you made. Later, I’ll probably polish up the save dialogue and implement loading from the file. I might also work on the level selector screen or the stats screen to show how well you did!
Almost done core game + ui! I spend the last 4 hours working on the UI! So now when you start the game, you will see a simple title screen where you can start a new game from one of the levels (not shown in video) or load a saved game. Then you can go into the core gameplay loop: edit -> simulate -> stats screen (now shows pass/fail based on level conditions!). It was mostly tedious to write every single ui class, but at least I finished most of the UI. The remaining things that I need to do is add more road placement constraints (no overlapping), add more types of roads, and POLISH! I’ll be working on those for the next two weeks until the end of Stardance I guess.
Added road hitboxes and placement restrictions! Roads can no longer be placed overlapping other roads! Implementing this feature might seem really easy, but actually it was really, really annoying. One main problem was that SFML doesn’t have a native way to check if two sprites/rectangleShapes are intersecting so I had too implment the Separating Axis Theorem to check if two arbitray rectangles are intersecting. I also had some issues with rotating (wrong origin), but thankfully I fixed that pretty quick. Anyway, I think the only thing left is to add all the road types (I’m planning on 1-lane one way, 2-lane one way, 2 lane road, 4 lane road, and maybe 6 lane road) and polish everything up!
Added 3 new road types and updated visuals for the 4-lane road! Well, all 4 road types are now added so I can safely say that I am done with ALL the major parts of the game! Saving/Loading New game Title screen Editor window Simulation End-of-game window I also added anti-aliasing so the roads don’t look so jagged anymore. One lane roads were surprisingly easy (only like 2 easy bugs in the code) because most of the work I already did was generic enough to accept a road with 0 lanes on the left side. The rest of the time will be spent polishing everything up! Here’s my idea list so far: Add backgrounds so everything isn’t all black Change the color palette (those were supposed to be placeholder colors…) Add some more QOL features (i.e. shows if you are building the road before you click) Improve the car visuals (maybe add some random cars if its not to hard) Add audio! Do a bunch of testing to get it ready for shipping If you want to add any more to this list, just tell me.
Huge UI upgrade and fixed a few small bugs! I’ve added a background, two different car assets, and 3 different levels! I also upgraded the buttons (but I forgot to apply them to the simulation window, so you’ll see them in the next devlog). Additionally, I added dragging in the simulation window, which was in the Editor but not the Simulation for some reason. There were also two major bugs that I fixed today: Broken pathfinding on some cases: I was kind of stupid and had this weird edge case in a set where roads would not insert because the set thought they were equal because of a dumb comparison function, but that is fixed now. It took me way to long to fix this, but at least that’s done now. Cars always faced right (east): If you didn’t notice, in all my previous devlogs, the cars (which were just placeholder red squares) didn’t ever turn, which was kind of silly of me. Luckily, that was pretty easy to fix and I only had to change 3 functions.
Fixed a few problematic bugs and updated the buttons. There were two major bugs that I fixed today: Lane merging: Cars would often get stuck trying to merge when other cars also wanted to merge. This was because the merging positon was behind the actual car so they were in a deadlock. Fixed it by making sure to actualy update the new merge position if the car still has velocity. Button press: Pressing a button which switched to a new screen would press the button on the new screen directly under the press. This took me embarassly long to debug, mostly because evey time I put a breakpoint, the issue would go away. The fix was changing the initilization of a button from isPressed false to true, which was pretty funny considering I spent 30 minutes debugging this. I also updated the buttons and added a 4th level where cars are going both directions. It’s actually pretty hard to reach the target. I also changed the pathfinding to take into account the speed limit of the road and put penalties for going through routes with more intersections.
Added some more UI features and fixed misc. bugs So I showed this to some of my friends and got some very helpful feedback especially on UX. Feature improvements: In the simulate window, I added a back button to go back and cancel the simulation so you no longer have to wait for the simulation to finish. When you are building the start of the road, it shows a preview of where the road will be to help with snapping Bugfixes: My buttons were previously accepting any clicks, even when the focus was not on the application, I fixed that by checking the focus of the application before accepting mouse clicks. Road snapping stayed the same distance from intersections even though there might be cases when the user wants to create a road near another road but not directly adjacent. I fixed this by multiplying the snap distance by the zoom factor to get a new corrected version. Overall, I don’t plan to make many more changes and will probably just add another 3-5 levels, work on the title screen, and get the game ready for shipping.
Lots of new misc. features! I got some more friends to try my game and got lots of feedback. Here’s what I added: Crosswalks at intersections (makes them look so much better) Cars will show a no route icon if they can’t find a route (now players won’t get stuck wondering why cars arn’t moving) Hovering over cars will show their intended destination. Another level! I’ll keep working on more UI/UX upgrades. The game is looking a lot nicer now too!
Tried adding buildings, but didn’t work out So I tried putting SimCity style buildings and it didn’t really go very well. I think its mainly because I’m not a good artist The roads aren’t axis aligned and I’m not going to do some crazy work to get all the buildings nicely lined up and angled like City Skylines. Other than that, I also updated the stats screen to make it look better and more easily show the requirements.
Improved the title screens, fixed some more bugs Bugs fixed / features added: Added another car type For some reason cars went backward, so I fixed the sprites Added title screen images
Fixed some copyright issues (oops) and created first release So basically since the beginning of this project, I’ve been just putting ARIAL.TTF in the assets folder. It turns out that thats actually illigal and copyright infringement (oops), so I’ve switched to a different open-source font (and I included the license/attribution). I’ve also cleaned the repository history to remove any lingering font files so I’m not violating copyright or anything. Besides that, I’ve created the first release, v0.1.5 (the 4 before were all broken/tests/copyright font issues). I used AI to help me write the github actions workflow (because like literally NO ONE knows how to do that) and got builds for Linux, MacOS, and Windows. I’ve only tested it on windows so far, but I’ll try and test linux on a VM later. Anyway, I’ll be continuing to work on the game and make some UI/UX improvements.
Added cars fade out animation Cars now fade out when they despawn and when they reach a destination! So when I sent this to a friend they got confused why cars kept disappearing, so I added this. When a car reaches the destination, the car will fade out green, but if the car despawns because it has no route it will fade out red. This was actually harder than it seems because my code was just basically freeing the car class as soon as the car reached the destination, but I changed the code so it would decrement a counter before deleting itself and use the counter to change the color of the car.
Ships:
Introducing JAM, a 2D puzzle game based off of creating and modifying road networks to get cars from here to there! In JAM, you build a road network and watch simulated cars try their best to traverse it. Then, you get feedback on your road network and try to make it better! If you want to play JAM, it is incredibly easy! Just follow the quickstart instructions in the README here https://github.com/tiydwe/jam ! JAM is the most challenging, in depth, project I’ve ever done, and I’m proud of it! JAM is built from scratch using C++ and the Simple and Fast Multimedia Library, without any game engine. I’ve learned and grown throughout building this project and many ways. For example, one thing I’m proud of is the underlying abstraction and code structure. I’ve spent countless hours making, learning, and struggling with proper memory management, ownership models, and relationships. Another example is the UI. Although the UI might look a bit simplistic, it was built entirely from basic primitives, without fancy game engine features. Getting the UI functional and good looking was a major challenge for me. After spending over 70 hours on JAM, I’m proud to say that this project has exceeded all of my expectations and been an amazing learning experience!...
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1793004854.1230614
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1793091254.1230614
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51156
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Fleeting by @Cret | Stardance
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Cret
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1
|
10.48
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T15:14:18Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right.", "repo": "https://gitlab.com/IHateGitHub/fleeting-prev", "demo": "https://testflight.apple.com/join/sJhN18r4"}]...
|
[{"post_id": 78532, "ts": "202 [{"post_id": 78532, "ts": "2026-10-11T03:37:02Z", "hours": 0.4814, "text": "rewrote the readme file"}, {"post_id": 50759, "ts": "2026-08-20T03:40:40Z", "hours": 9.8222, "text": "This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight."}]...
|
Title: Fleeting by @Cret | Stardance
Devlogs:
Thi Title: Fleeting by @Cret | Stardance
Devlogs:
This project is designed specifically for individuals with ADHD. Research indicates that the ADHD population faces physiologically unique and severe cognitive challenges: First, their working memory bandwidth—responsible for holding fleeting thoughts—is extremely narrow and exceptionally prone to collapse. While a neurotypical brain typically retains working memory for 10 to 15 seconds, an ADHD brain often loses it in just a few seconds. Abnormalities in prefrontal dopamine pathways render their attention extraordinarily fragile. Any minor external stimulus—such as unlocking a screen, a 0.5-second app cold-start delay, or cumbersome “New Note” buttons and categorization workflows—acts like a disruptive sensory intrusion. It instantly shatters and dissolves newly formed neural circuits, causing brilliant sparks of inspiration to vanish forever. What is most devastating is knowing they just had a brilliant idea, yet it has been permanently erased. This “acute thought evaporation” frequently triggers deep self-blame and mental exhaustion. Second, they struggle with severe executive dysfunction and “initiation paralysis.” The vast majority of productivity and note-taking apps on the market are built around neurotypical prefrontal logic, forcing users through preliminary steps like titling, choosing folders, manual tagging, and formatting before they can even begin recording. While simple to neurotypicals, these prerequisites are instantly amplified in the ADHD brain into an overwhelming, suffocating decision-making load, inevitably leading to executive overload and abandonment of the task. Furthermore, individuals with ADHD suffer profoundly from “Object Permanence Failure” and “Retrieval Cue Failure.” Under the premise of “out of sight, out of mind,” content buried within nested folders quickly turns into a permanently forgotten “digital graveyard.” Conversely, keeping everything on the home screen triggers intense visual overload and avoidance anxiety. When attempting retrieval, they often struggle to recall exact keywords, rendering traditional keyword-dependent search completely useless. This is precisely why Fleeting abandons the conventional, counterproductive trap of feature bloat. Instead, it embraces neurodiversity through radical, physics-level reduction. By compressing the entire process into a single, intuitive “Launch-to-Record” action and silently attaching implicit spatio-temporal fingerprints (such as time and context) in the background, Fleeting shifts the burden from “active keyword recall” to “contextual reconstruction and visual recognition.” It serves as a secure, guilt-free external thought airbag for these fragile yet precious sparks of insight.
rewrote the readme file
Ships:
I make a quick note app for ADHD. By using this app, you can just forget to organize your notes. When you suddenly remember, you can directly do a vague search. When you are about to forget, it can remind you just right....
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1793004853.0122068
|
1793091253.0122068
|
|
46314
|
WayneWebOS by @wayne14 | Stardance
|
wayne14
|
1
|
23.68
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-23T06:42:22Z", "hours": 22.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]", "repo": "https://github.com/wayne-14e/WebOS", "demo": "https://wayne-14e.github.io/WebOS/"}]...
|
[{"post_id": 73099, "ts": "202 [{"post_id": 73099, "ts": "2026-09-24T11:43:25Z", "hours": 0.7064, "text": "Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor."}, {"post_id": 72660, "ts": "2026-09-23T13:12:12Z", "hours": 0.9714, "text": "I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner."}, {"post_id": 72550, "ts": "2026-09-23T05:57:17Z", "hours": 9.5225, "text": "I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]"}, {"post_id": 71353, "ts": "2026-09-20T17:56:37Z", "hours": 6.52, "text": "Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…"}, {"post_id": 66300, "ts": "2026-09-12T01:56:55Z", "hours": 6.305, "text": "I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!"}]...
|
Title: WayneWebOS by @wayne14 | Stardance
Devlogs Title: WayneWebOS by @wayne14 | Stardance
Devlogs:
I’ve started building my webOS! I wanted to make look like an actual OS, so I added a date and clock + battery and safety indicator at the top. The battery will have a lightning emoji (⚡) when it’s charging and if it’s below 40% it will change to 🪫. So far only TO DO app is working. It’s draggable, you can add as many tasks as you wish and mark them complete or delete them. Next up: browser, terminal, and so fourth!
Browser, Settings, and Notepad! my webOS is expanding with new features: browser uses Programmable Searcj Engine by Goggle, which is simple and effective and I can choose which sources it can display. Settings allows cutomization - 3 themes & colors and 2 layouts. Notepad uses Quill for formatting. also, u can now try the webOS live: https://wayne-14e.github.io/WebOS/ to be continued…
I finished my WebOS! The latest apps I added were Console, Calculator, and Gallery. Also, I had to compress the images, because they slowed down the website too much. Now it’s a fully functional webos with 8 apps, plus I added Settings for customization, there are 3 themes and u can change layout. Enjoy! ;]
I improved my WebOS: I had to improve the CSS and replace all the images since they were AI-generated. Now, the website loads much faster and the code is cleaner.
Improved performance After I ran the Lighthouse analytics, I realized that my webOS loaded too slowly, so I decided to fix it: removed the font awesome script and instead used svg tags for icons, compressed all teh big images, used defer on heavy scripts, removed teh custom cursor since the diamond sword was too heavy for a cursor.
Ships:
I build WayneWebOS! It’s a webos with 8 apps, toolbar, time & date UI, battery, and security indicators. There is a menu app where u can open all otehr apps: To Do Settings (customization) Notepad Gallery Calculator Console Clock Browser All apps are working and feature basic functionality. The most challenging part was making a Notepad and Clock app. I used Quill library for formatting in notepad and both timer and countdown took more several hours to make each. I rewrote the logic manu times, used Qwen for helping me find the right methods, then coded everything myself. I’m proud of building such a huge functionable webos myself in pure HTML/CSS/JS. I really leveled up my JavaScript skills thanks to this project. I want people to test every app and its basic functionality, click every button. Test layout. Important note: the webos is not meant to be responsive, so test it only on desktop devices! Enjoy! :]...
|
1793004851.8587308
|
1793091251.8587308
|
|
22612
|
RC car by @Sked | Stardance
|
Sked
|
1
|
58.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T21:57:08Z", "hours": 58.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own RC car in 1/10 scale because i always wanted one! When i was younger I always liked the idea of vehicles that you can control yourself So i decided to built one. I knew that this is going to be hard because this is my very first project like this and i was ready. It was really hard to start because i didnt know where and how. I used only to find good electronics and hardware for this project. I was deeply inspired by Robak 2 project. I took some ideas from it but every 3d model was made by me. I am very proud of myself because at the start i thought that i am not going to finish this project but i actually did. When i started building it i didn’t know about StarDance so i was building it for myself but now i released all 3D CAD files. It will be very hard to understand and built this car. I know that there is a lot of things that you can modify to make it better but for now i think its fine. I had a lot of fun building this RC car", "repo": "https://github.com/Sked777/RC-car-", "demo": ""}]...
|
[{"post_id": 75338, "ts": "202 [{"post_id": 75338, "ts": "2026-09-29T19:39:10Z", "hours": 10.6006, "text": "I am actually finishing this project. This is the last devlog. I finally printed the body and assembled it."}, {"post_id": 73990, "ts": "2026-09-26T14:07:47Z", "hours": 12.8336, "text": "This car needs a lot of work. one day everything broke and i spent like a week reprinting and reassembling everything. Also differentials were leaking so i took them apart, cleaned everything and reassembled"}, {"post_id": 69735, "ts": "2026-09-17T17:51:13Z", "hours": 10.0503, "text": "still working on the car. fixing a lot of things"}, {"post_id": 65335, "ts": "2026-09-10T12:41:51Z", "hours": 9.7836, "text": "I made it work but it keeps breaking, so Im constantly changing and reprinting a lot of parts. The battery is now fixed in place. I still Dont know what kind of body to give it"}, {"post_id": 59479, "ts": "2026-09-01T10:48:26Z", "hours": 11.0289, "text": "still working on my RC car! soon finishing it but i lost some parts and now im waiting for new ones and also i finally figured out suspension."}, {"post_id": 19577, "ts": "2026-06-30T22:24:11Z", "hours": 1.3336, "text": "I keep working on my car Today i did lower rear arm and it has holes for mounting shocks It will be a double wishbone suspension"}, {"post_id": 17888, "ts": "2026-06-28T20:30:44Z", "hours": 0.8167, "text": "Today i did an upper suspension arm for my RC car cant wait to complete this project and finally drive it"}, {"post_id": 17201, "ts": "2026-06-27T22:12:20Z", "hours": 1.2503, "text": "I am making my own RC car in approximately 1/10 scale i did base of the car before i found out of the Stardance challenge but now i am making rest of the car Today i started making wheel hubs and soon will be making suspension arms"}]...
|
Title: RC car by @Sked | Stardance
Devlogs:
I am Title: RC car by @Sked | Stardance
Devlogs:
I am making my own RC car in approximately 1/10 scale i did base of the car before i found out of the Stardance challenge but now i am making rest of the car Today i started making wheel hubs and soon will be making suspension arms
Today i did an upper suspension arm for my RC car cant wait to complete this project and finally drive it
I keep working on my car Today i did lower rear arm and it has holes for mounting shocks It will be a double wishbone suspension
still working on my RC car! soon finishing it but i lost some parts and now im waiting for new ones and also i finally figured out suspension.
I made it work but it keeps breaking, so Im constantly changing and reprinting a lot of parts. The battery is now fixed in place. I still Dont know what kind of body to give it
still working on the car. fixing a lot of things
This car needs a lot of work. one day everything broke and i spent like a week reprinting and reassembling everything. Also differentials were leaking so i took them apart, cleaned everything and reassembled
I am actually finishing this project. This is the last devlog. I finally printed the body and assembled it.
Ships:
I made my own RC car in 1/10 scale because i always wanted one! When i was younger I always liked the idea of vehicles that you can control yourself So i decided to built one. I knew that this is going to be hard because this is my very first project like this and i was ready. It was really hard to start because i didnt know where and how. I used only to find good electronics and hardware for this project. I was deeply inspired by Robak 2 project. I took some ideas from it but every 3d model was made by me. I am very proud of myself because at the start i thought that i am not going to finish this project but i actually did. When i started building it i didn’t know about StarDance so i was building it for myself but now i released all 3D CAD files. It will be very hard to understand and built this car. I know that there is a lot of things that you can modify to make it better but for now i think its fine. I had a lot of fun building this RC car...
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1793004850.6856081
|
1793091250.6856081
|
|
22643
|
station-siege by @Abbos | Stardance
|
Abbos
|
1
|
90.0
|
1130
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T11:46:37Z", "hours": 90.0, "multiplier": 15.55, "payout": 1130, "blessing": "neutral", "text": "I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory.", "repo": "https://github.com/Madyarov27/station-siege", "demo": "https://madyarov27.itch.io/station-siege-web"}]...
|
[{"post_id": 75174, "ts": "202 [{"post_id": 75174, "ts": "2026-09-29T11:36:11Z", "hours": 2.5928, "text": "Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS."}, {"post_id": 74902, "ts": "2026-09-28T15:52:46Z", "hours": 16.2392, "text": "#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly."}, {"post_id": 71096, "ts": "2026-09-20T09:08:46Z", "hours": 10.3072, "text": "Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol"}, {"post_id": 67979, "ts": "2026-09-14T09:40:17Z", "hours": 12.8564, "text": "**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door"}, {"post_id": 61005, "ts": "2026-09-03T18:19:05Z", "hours": 10.0069, "text": "Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot."}, {"post_id": 52856, "ts": "2026-08-23T06:59:58Z", "hours": 13.4275, "text": "Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it."}, {"post_id": 19506, "ts": "2026-06-30T20:37:05Z", "hours": 14.3875, "text": "This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned"}, {"post_id": 14666, "ts": "2026-06-23T21:04:15Z", "hours": 6.9606, "text": "Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects."}, {"post_id": 13034, "ts": "2026-06-21T09:59:49Z", "hours": 0.9778, "text": "Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/"}, {"post_id": 12664, "ts": "2026-06-20T18:06:58Z", "hours": 2.1242, "text": "Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie"}]...
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Title: station-siege by @Abbos | Stardance
Devlog Title: station-siege by @Abbos | Stardance
Devlogs:
Working on a cool zombie game :). Just made the first map, working gun and zombie (that little green cube on the screen). So far smooth, never had so much fun. Next step is to give shape to the player and the zombie
Made some progress on my zombie game! the map is a larger now with a corridor connecting 2 platforms. I also added 3 more zombies and obstacles to the map. Next step is to make them spawn continuously and give them actual body instead of green cube :/
Devlog #3 - A lot of updates on the zombie-game. Whooh, where do I even start? I made a functional barricade that repairs when pressing shift and that zombies can break to escape. I added crosshair, gold and health labels on screen. I added actual grass texture instead of grey floor I added shotgun - a second weapon - and a real shop where you can buy it using gold. I added jumping mechanics I changed the map from 2 platforms connected by a bridge to a single large platform. The biggest struggle was the grass although it sounds kinda ridiculous. I added it for the first time and it rendered either extreme green or extreme grey, nothing in between. It resembled nothing in the actual grass texture that I used. Turns out my Intel Mac can’t decode DXT-compressed textures so anything I imported rendered as weird slop. Fixed it with one setting - compress: losless. Nearly ragequit but then reimported and worked perfectly. A lot of stuff out of my to-do list in just 7 hours. Next, I will focus on adding more weapons (e.g sniper), expanding the map, adding actual buidings (e.g bunker), dedicated zombie spawning spots, and real sound effects.
This one’s huge. 14 hours logged and the game is totally not the same game anymore. Biggest news first: I pivoted the whole thing. It used to be a generic zombie shooter on Earth. Now it’s Station Siege - a dark horror-survival game set on n abandoned space station. And no, this wasn’t a random. Three reasons: Earth zombies are overdone and generic, my 2018 Intel Mac physically cannot handle realistic Earth environments without dying, and a pitch-black abandoned space station justifies the oppressive lighting and lore for free. I even did actual homework, studied why Lethal Company, R.E.P.O. and PEAK blew up (turns out: co-op survival horror, simple visuals, mood over graphics). So the direction is locked now, backed by real reasoning instead of vibes. The zombies got a massive glow-up. They now groan at you in the dark (positional audio on random timers. Honestly the single biggest horror upgrade I’ve made), they wind up an attack animation when they reach you or a barricade, and they play a death animation before crumpling and disappearing instead of just vanishing. I also generated a custom horror zombie with Tripo3D, retopologized it from 1.9 million triangles down to ~11k so my Mac doesn’t catch fire, and rigged it through Mixamo. The struggle award goes to the AnimationPlayer. Getting multiple Mixamo animations onto one model in Godot is way more painful than it sounds, name collisions everywhere (everything Mixamo exports is named “mixamo_com”), two AnimationPlayers fighting over one skeleton, and getting the death animation to actually finish before the body gets deleted. I spent hours in that menu. But it works now. Btw thanks to @sol4r_on_hackclub for suggesting using mixamo assets. Atmosphere-wise: black space void background, cold dark lighting, fog retuned to feel like a morgue. Added screen shake when you get hit and a blood overlay that gets heavier the lower your health drops. Also solved a nasty FPS hitch where the whole map stuttered the first time it rendered, fixed it with a black loading screen that spins the camera in a full circle while hidden, so all the shaders compile before the player ever sees anything. Pretty proud of that one. And of course, the Intel GPU texture curse struck again (devlog #3 readers know the grass saga). Every single model I imported rendered as a black blob until I remembered my own golden rule: compress everything Lossless or it won’t decode. Nearly lost my mind a second time before it clicked. One design decision I’m happy about: I’m keeping real gun sounds instead of sci-fi laser noises. Grounded firearms fit horror way better, and they make sense for a human station that got overrun. Next up: Finish wiring the male zombie (texture + animations) Reskin barricades into hull breaches / blast doors Build out the 4-room map (Airlock → Hangar → Reactor / Med Bay) Per-room zombie spawning (only spawn in rooms you’ve unlocked) Props to fill the empty rooms - consoles, crates, corpses - so the station feels lived-in and abandoned
Devlog #5 - The station finally looks like a station. Last time, the place was simply a box with some texture, fog and good lighting. Now it actually has real objects, and smoothher gameplay. Biggest thing: I built out a full Tripo3D asset pipeline and used it to generate a whole set of props. Window, metal junk, archways, tubes, a metal fence, vent, door, and a vending machine used for weapon purchasing, all are wired up. The place, at least the corridor, can larp as an abandoned space station and not just a box. Another small update for immersiveness: I added creepy ambient background music. Small, but does a lot of work when you are in an empty hallway and hear nothing but that song. Took me expensive 13 hours but it was all worth it.
Station siege - Devlog #6 This time I spent my hours optimizing the game, mainly because the game was borderline unplayable to work on. The map had ~90 live CSG collision shapes constantly recalculating in real time. I baked them into static geometry. Also, I swapped out the majority of 3D models in the map, which were absurdly overbuilt. Most had over a million faces, while one was sitting at ~3 million faces for a single 1x1 meter window. The editor is noticeably faster now. Another huge change was the map. Now it is a tube-like corridor connected to a polygon with 18 sides. There is also a small room connected to the ring. This ate up most of my hours. A small yet meaningful thing was the lighting overhaul. I pivoted from flat, evenly lit corridors to nearly dark chambers with higher contrast and isolated pools of light. Moreover, I added flickering animation to some of the lights so there’s some variety. Last thing is the new HUD. It’s not final yet; I will likely iterate multiple times before settling on the ideal one. However, it’s a noticeable upgrade from the previous flat white text on the screen. What I’m most happy about is still the optimization. My laptop isn’t particularly a RAM titan, so this is really important for me. I think this will ripple into other areas of the development and speed things up a lot.
**Devlog #7 ** A lot of stuff added so this time I’ll try to keep it short and concise. Gun model kickback on firing. Muzzle smoke on every shot Real travelling bullet projectile instead of yellow ray Bullet shell ejected every time you fire Fixed the weird bug with zombie not spawning at all. Fixed an unexpepcted bug where corridor lights worked facing one way but not the other. It was because of too many lights crowded into one area after duplicating the lights node to new added areas. Fixed the bug with bullets sometimes passing through the zombies without hitting Fixed the bug with the gun accidentally damaging the player Added extra damage for headshot Added head bob to player POV so it feels more natural Fixed the crosshair not being perfectly centered on screen Added a sliding door
Devlog #wa8 I’ll just keep it short Added: Sprinting Added male zombie (finally) Overhauled wave manager. Now zombies in rooms that are locked will not spawn until you unlock them yourself. Switched to open only doors so players can’t just go to empty room to heal forever Replaced wooden plank in barricades for rusty slab of metal with sound effect when fixing. Fixed a bug where zombies broke barricades unreliably. A dozen zombies took a whole minute to break 2 barricades due to a timing mismatch Built main menu screen Built pause menu Added ammo reserve system so weapons finally stop having infinite ammo except for default pistol
#9th devlog. Station Siege. Achieved: Added acid puddle as an environmental threat. Can be used to kite zombies and kill them or likewise, end up hurting yourself if you step on it. Messages in HUD when interacting with barricades, vending machine, and acid puddle. Improved zombie navigation. Now it’s completely foolproof to sharp corner turns. Added sound effect when reloading. I had the mp3 and wav files lying there doing nothing for a while but now i finally wired them in. Added like a dozen new props. Took everything from SketchFab, and used them to decorate medical bay, engineering, and cargo. Replaced almost all existing AI generated 3d models to the ones took from sketchfab. Mainly because they had like a trillion faces which was frying my CPU but also they kinda looked soulless and low effort. Added an interior wall in the spawn chamber so zombies dont look like they appear out of thin air when they spawn. Also redesigned the barricade slightly. Good for realism Changed the game map extensively. The ring part is gone. That part made sense in the beginning but the more I tested, the more I realized that shape is not ideal for my game. It’s too big and you can kite zombies forever. Now, the map looks more like spaceship themed family home interior and it’s actualyl challenging here now. You can get cornered and slimed unexpectedly.
Devlog #10 - my last devlog. Done: Removed jumping (it had no purpose) Repairing is now done via the F button. Shipped the game to itch.io. This took me a while. The export was 2.3 gigabytes, so itch.io flat-out rejected it due to size limits. I removed a pile of unused models from the export. GPU texture compression came out garbled in WebGL, so I switched the textures to WebP capped at 2048px. That got the build down to about 150 MB, well under itch’s 200 MB per-file limit. You can play it here: https://madyarov27.itch.io/station-siege-web . I also cleaned up the repo, rewrote the README, and pushed everything to GitHub, including the zombie model through Git LFS.
Ships:
I made Station Siege, a first-person zombie shooter set on an abandoned space station. You fight through 10 waves of zombies, earn gold for kills, and spend it on weapons, ammo, and unlocking doors to different rooms. It’s built in Godot 4.7 and runs in the browser. The hardest part was zombie pathfinding. Zombies kept getting stuck in their spawn rooms, and one stuck zombie was enough to stop the next wave from starting. It turned out the doors were baked into the navigation mesh as closed, so even with a door open, the zombies had no path out. I rebuilt the navmesh without doors and barricades, and added a backup that despawns any zombie that makes no progress for 20 seconds. Getting it onto the web was the other big challenge. The first export was 2.3 GB, so I cut unused models and switched textures to a web-safe format to get it under itch’s 200 MB limit. I’m proudest of the atmosphere: the dark corridors, the barricades zombies tear through, and the moment a wave starts pouring in from several directions at once. How to test: Open the itch link in Chrome or Edge on a desktop computer. It doesn’t work on phones. Click Start, then click inside the game window to lock the mouse. Controls: WASD to move, Shift to sprint, left click to shoot, R to reload, 1-3 to switch weapons, E to interact or buy, hold F to repair a barricade, Esc to pause. They’re also on the Controls screen in the main menu. The first load can take a little while because the game is about 150 MB. Read the note near the spawn. It tells you where to find the shotgun, machine gun and gives a small backstory....
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1793004849.5226796
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1793091249.5226796
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46291
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SmartBedLamp by @Stylt | Stardance
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Stylt
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T08:10:43Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder.", "repo": "https://github.com/Stylt1/bed-lamp", "demo": ""}]...
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[{"post_id": 48245, "ts": "202 [{"post_id": 48245, "ts": "2026-08-16T15:29:21Z", "hours": 0.9667, "text": "Devlog #7 -made some silkscreen Next finishing Slikscreen"}, {"post_id": 47014, "ts": "2026-08-14T16:22:25Z", "hours": 1.8333, "text": "Devlog #6 -finishing up PCB"}, {"post_id": 46222, "ts": "2026-08-13T09:31:02Z", "hours": 2.2047, "text": "Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together"}, {"post_id": 45709, "ts": "2026-08-12T11:36:47Z", "hours": 2.1, "text": "Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout"}, {"post_id": 45207, "ts": "2026-08-11T15:09:38Z", "hours": 1.2833, "text": "Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints"}, {"post_id": 45054, "ts": "2026-08-11T09:51:20Z", "hours": 2.0667, "text": "Devlog #2 -searched components -worked on schematic"}, {"post_id": 44509, "ts": "2026-08-10T09:52:33Z", "hours": 1.1, "text": "Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components"}]...
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Title: SmartBedLamp by @Stylt | Stardance
Devlogs Title: SmartBedLamp by @Stylt | Stardance
Devlogs:
Devlog #1 Starting a new project to get better quality sleep -made basic diagram -searched some components
Devlog #2 -searched components -worked on schematic
Devlog #3 -Finished schematic -Wired everything -Checked ERC -Changed Block Diagram -Added images -Added passive buzzer -Added switch for functionality Next: Assigning footprints
Devlog #4 -Changed scheamatic bit (added decoupling caps to each diode) -layed and routed buck converter DC IN to 5V Next: Working on layout
Devlog #5 -Did a lot of work on PCB -Laid MCU Leds Caps etc. -Routed them It’s coming together
Devlog #6 -finishing up PCB
Devlog #7 -made some silkscreen Next finishing Slikscreen
Ships:
This is a design only! Smart Bed Lamp Welcome to the Smart Bed Lamp project! This is a custom-designed PCB powered by the ESP32-S3 microcontroller. It serves as an intelligent bedside lamp, an alarm clock, and a customizable development platform. Hardware Features & Component Explanations Here is a breakdown of the hardware choices and why specific components were included on the board: Microcontroller: ESP32-S3 Acts as the brain of the lamp, providing Wi-Fi and Bluetooth capabilities for smart home integration (e.g., Home Assistant, MQTT, or a custom app). Lighting: WS2812B LED Ring The board features a circular array of WS2812B addressable RGB LEDs. Why the extra ceramic capacitors? Every single LED is paired with its own ceramic decoupling capacitor. This is crucial for stabilizing the power delivery and preventing any voltage drops, which ensures the LEDs never flicker, even at maximum brightness. Audio: Onboard Buzzer Why a buzzer? Since this functions as a bed lamp, the integrated buzzer serves as an alarm clock speaker. It can be programmed for morning wake-up alarms or simple audio feedback when a button is pressed. User Controls (Push Buttons): RST (Reset): A standard hardware button to reboot the MCU when needed. BOOT: Used to put the ESP32-S3 into bootloader mode for flashing new firmware via USB. FUNCTION: A dedicated, user-programmable button. Why? You can code this button to do whatever you want—snooze the alarm, turn the lamp on/off, cycle through different color modes, or trigger a smart home routine without needing your phone. Power Management: USB Type-C: Included for easy firmware programming and for providing a standard 5V power supply directly from a PC or charger. DC Barrel Jack (DC IN): Allows the lamp to be powered continuously via a standard external wall power adapter. TPS5430DDA Buck Converter: Why is it here? If you use a higher voltage external power supply via the barrel jack, this high-efficiency step-down converter safely drops the voltage down for the LEDs and logic without generating excessive heat. Expansion & Configuration: Breakout Pins (5V, 3V3, GND): Why are they scattered? Power and ground pins are strategically distributed around the perimeter of the PCB. This makes it incredibly easy to solder and connect additional external sensors (like temperature, humidity, or motion sensors) exactly where you need them without creating a mess of crossed wires. Solder Jumpers: Included to allow users to manually configure specific hardware behaviors or trace connections simply by bridging them with solder....
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1793004848.3322618
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1793091248.3322618
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