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57082
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AskPdf by @nikhil20052025 | Stardance
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nikhil20052025
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0
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0.0
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0
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[]
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[]
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Title: AskPdf by @nikhil20052025 | Stardance
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1793415118.371026
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1794019918.371026
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57079
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My awesome macropad! by @ray_8 | Stardance
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ray_8
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @ray_8 | Stardance
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1793415117.438905
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1794019917.438905
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57078
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Guerra de patos by @Jes | Stardance
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Jes
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0
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0.0
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0
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[]
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[]
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Title: Guerra de patos by @Jes | Stardance
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1793415116.5434616
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1794019916.5434616
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57077
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My own site! by @123beny | Stardance
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123beny
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @123beny | Stardance
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1793415115.629716
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1794019915.629716
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25124
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nbbb by @Sasa | Stardance
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Sasa
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0
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0.0
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0
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[]
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[]
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Title: nbbb by @Sasa | Stardance
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1793415114.7468848
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1794019914.7468848
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57076
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Astro Rider by @shamikajeewantha_dev | Stardance
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shamikajeewantha_dev
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0
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0.0
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0
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[]
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[]
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Title: Astro Rider by @shamikajeewantha_dev | Star Title: Astro Rider by @shamikajeewantha_dev | Stardance...
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1793415113.848097
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1794019913.848097
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22633
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Hovercraft by @evanssidhu | Stardance
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evanssidhu
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0
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0.0
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0
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[]
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[]
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Title: Hovercraft by @evanssidhu | Stardance
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1793415111.657084
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1794019911.657084
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57075
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My awesome macropad! by @gunsandroses | Stardance
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @gunsandroses | Sta Title: My awesome macropad! by @gunsandroses | Stardance...
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1793415110.7340815
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1794019910.7340815
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57074
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let's go gambling by @pentaberry | Stardance
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pentaberry
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0
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0.0
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0
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[]
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[]
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Title: let's go gambling by @pentaberry | Star Title: let's go gambling by @pentaberry | Stardance...
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1793415109.7699363
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1794019909.7699363
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57073
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My awesome macropad! by @pranav_singh | Stardance
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pranav_singh
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @pranav_singh | Sta Title: My awesome macropad! by @pranav_singh | Stardance...
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1793415107.7343013
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1794019907.7343013
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57072
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TypeWriter by @FurkanHasanusta | Stardance
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FurkanHasanusta
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0
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0.0
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0
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[]
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[]
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Title: TypeWriter by @FurkanHasanusta | Stardance
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1793415106.844626
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1794019906.844626
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30589
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My first slack bot! by @anjo | Stardance
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anjo
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @anjo | Stardance
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1793415105.9092793
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1794019905.9092793
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14315
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testeur d'ip by @imgroot_2012 | Stardance
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imgroot_2012
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0
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0.0
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0
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[]
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[]
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Title: testeur d'ip by @imgroot_2012 | Stardan Title: testeur d'ip by @imgroot_2012 | Stardance...
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1793415102.2197416
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1794019902.2197416
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1602
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My awesome macropad! by @efayeliu | Stardance
|
efayeliu
|
0
|
3.02
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0
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[]
|
[{"post_id": 70318, "ts": "202 [{"post_id": 70318, "ts": "2026-09-18T22:43:06Z", "hours": 3.0167, "text": "hackpadd!!! finished the case i really couldnt figure out autocad :,) I guessed the dimensions of the usb since it wasn’t mentioned on the tutorial i hope it works!!!"}]...
|
Title: My awesome macropad! by @efayeliu | Stardan Title: My awesome macropad! by @efayeliu | Stardance
Devlogs:
hackpadd!!! finished the case i really couldnt figure out autocad :,) I guessed the dimensions of the usb since it wasn’t mentioned on the tutorial i hope it works!!!...
|
1793415101.2828627
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1794019901.2828627
|
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57070
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webos by @Adit_yakumar | Stardance
|
Adit_yakumar
|
0
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0.0
|
0
|
[]
|
[]
|
Title: webos by @Adit_yakumar | Stardance
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1793415100.348681
|
1794019900.348681
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10366
|
Untitled project by @dubious02 | Stardance
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dubious02
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0
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0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @dubious02 | Stardance
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1793415099.448159
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1794019899.448159
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57067
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Simulating Rocket by @abdulhai1 | Stardance
|
abdulhai1
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0
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0.0
|
0
|
[]
|
[]
|
Title: Simulating Rocket by @abdulhai1 | Stardance
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1793415097.309757
|
1794019897.309757
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57066
|
My first slack bot! by @maedehyousufi | Stardance
|
maedehyousufi
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0
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0.0
|
0
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[]
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[]
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Title: My first slack bot! by @maedehyousufi | Sta Title: My first slack bot! by @maedehyousufi | Stardance...
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1793415096.417372
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1794019896.417372
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57065
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flag badge by @Kacafly | Stardance
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Kacafly
|
0
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0.0
|
0
|
[]
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[]
|
Title: flag badge by @Kacafly | Stardance
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1793415095.5378537
|
1794019895.5378537
|
|
2012
|
My awesome macropad! by @kylie__ | Stardance
|
kylie__
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @kylie__ | Stardanc Title: My awesome macropad! by @kylie__ | Stardance...
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1793415094.6652317
|
1794019894.6652317
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14156
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pew pew 3000 by @Jade | Stardance
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Jade
|
0
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0.0
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0
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[]
|
[]
|
Title: pew pew 3000 by @Jade | Stardance
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1793415093.7951365
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1794019893.7951365
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57063
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Untitled project by @ansonchung | Stardance
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ansonchung
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @ansonchung | Stardance
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1793415091.7319913
|
1794019891.7319913
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61493
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My awesome macropad! by @al_s | Stardance
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al_s
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @al_s | Stardance
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1793415090.8964348
|
1794279090.8964348
|
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57062
|
My awesome macropad! by @muqeet | Stardance
|
muqeet
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0
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0.0
|
0
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[]
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[]
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Title: My awesome macropad! by @muqeet | Stardance
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1793415089.9810667
|
1794019889.9810667
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57060
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kinesis by @harikuttan | Stardance
|
harikuttan
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0
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0.0
|
0
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[]
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[]
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Title: kinesis by @harikuttan | Stardance
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1793415089.0644333
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1794019889.0644333
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57058
|
My very own WebOS by @krishnamanojkumar031208 | St My very own WebOS by @krishnamanojkumar031208 | Stardance...
|
krishnamanojkumar031208
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0
|
1.46
|
0
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[]
|
[{"post_id": 59541, "ts": "202 [{"post_id": 59541, "ts": "2026-09-01T12:51:31Z", "hours": 1.0619, "text": "Done a few test and audits"}, {"post_id": 59507, "ts": "2026-09-01T11:43:55Z", "hours": 0.3947, "text": "Today I started building my very own WebOS — a personal operating system that runs directly in the browser! I wanted to create something more interesting than a normal portfolio website, so I decided to make the website feel like an actual desktop operating system."}]...
|
Title: My very own WebOS by @krishnamanojkumar0312 Title: My very own WebOS by @krishnamanojkumar031208 | Stardance
Devlogs:
Today I started building my very own WebOS — a personal operating system that runs directly in the browser! I wanted to create something more interesting than a normal portfolio website, so I decided to make the website feel like an actual desktop operating system.
Done a few test and audits...
|
1793415088.1246583
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1794019888.1246583
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|
37537
|
Untitled by @popdoop | Stardance
|
popdoop
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0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @popdoop | Stardance
|
1793415083.7143629
|
1794019883.7143629
|
|
57057
|
BLARE by @amenam | Stardance
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amenam
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0
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0.0
|
0
|
[]
|
[]
|
Title: BLARE by @amenam | Stardance
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1793415082.788005
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1794019882.788005
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4139
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Simple Website by @Adi | Stardance
|
Adi
|
0
|
0.95
|
0
|
[]
|
[{"post_id": 649, "ts": "2026- [{"post_id": 649, "ts": "2026-06-02T05:09:18Z", "hours": 0.4075, "text": "finished the about section"}, {"post_id": 632, "ts": "2026-06-02T04:38:12Z", "hours": 0.5464, "text": "finished with the navbar and the hero section"}]...
|
Title: Simple Website by @Adi | Stardance
Devlogs Title: Simple Website by @Adi | Stardance
Devlogs:
finished with the navbar and the hero section
finished the about section...
|
1793415081.8010027
|
1794019881.8010027
|
|
57056
|
My own site! by @spandandahal555 | Stardance
|
spandandahal555
|
0
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0.0
|
0
|
[]
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[]
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Title: My own site! by @spandandahal555 | Stardanc Title: My own site! by @spandandahal555 | Stardance...
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1793415079.9564803
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1794019879.9564803
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7410
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SKITR by @Smartinez | Stardance
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Smartinez
|
0
|
0.0
|
0
|
[]
|
[]
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Title: SKITR by @Smartinez | Stardance
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1793415079.0754485
|
1794019879.0754485
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57055
|
GeoSim by @AbdurRehman | Stardance
|
AbdurRehman
|
0
|
29.28
|
0
|
[]
|
[{"post_id": 63547, "ts": "202 [{"post_id": 63547, "ts": "2026-09-07T13:52:27Z", "hours": 8.4125, "text": "Since the last dev log, I’ve mostly been working on improving the appearance and detail of the buildings in GeoSim. I started by working on procedural textures for the building materials. Instead of having buildings use mostly flat colors, I added procedural textures for things like brick, concrete, plaster, metal, and glass. I also added stuff like roughness maps so the different materials react to lighting differently. I did this to make the buildings feel more varied without having to rely on a huge collection of texture files. I worked extra on glass to make it look more like an actual glass facade rather than just a blue colored shiny wall. After that, I moved on to windows. I added procedural windows that are generated based on the building itself, so I don’t have to manually model them or something. I also added different window styles for different types of buildings, so residential buildings can look different from offices and industrial buildings. There were a few problems with the windows. For example, windows were being generated on surfaces where they shouldn’t be, including horizontal faces and things like roof structures or antennas. I added logic to make sure windows are only placed on vertical surfaces and improved the checks used to determine the parts that should receive windows. I also tuned the settings for quite a while till I was satisfied. Once the windows were looking better, I started focusing more on performance. The procedural textures were lagging stuff, so I made some changes to improve performance. I also added chunks to the building batching system. This will make it simple to add tiling later since the performance right now is not really the best and treating the whole map as one big area is the cause of it I think. Next I want to continue adding architectural details, starting with enterances and then balconies. After that I’ll move on to things like roofs, roads, and terrain, before eventually getting into environmental details like trees and the actual disaster simulations."}, {"post_id": 62019, "ts": "2026-09-05T07:11:35Z", "hours": 5.4933, "text": "Since the last dev log, I’ve mostly been working on the visual side of GeoSim and trying to make the environment feel less like a bunch of basic geometry. I started by adding a proper sky to the scene. I spent quite a bit of time tweaking the sky settings until I got something I was happy with. It makes a pretty big difference compared to having a plain black background. After that I moved on to clouds. I wanted something more interesting than just putting a few transparent cloud textures in the sky, so I ended up implementing procedural volumetric clouds using a 3D noise texture and ray marching using GLSL. The clouds have multiple layers of procedural noise to control their shape and detail, along with a separate procedural mask to give them a more natural form. I also added some basic volumetric lighting so they react to the sun and ambient light instead of just looking like white blobs. The clouds are also animated, so the volume slowly moves through the sky rather than staying completely static. Getting them to actually look good took quite a bit of experimenting with the different settings like density, coverage, etc. Once I had the clouds looking good, I ran into a problem I was pretty much expecting which was reduced performance. Well the performance wasn’t really good to begin with and the clouds made it worse. So I spent some time optimizing the clouds and managed to get a pretty significant performance improvement without sacrificing the looks too much. After that, I decided to optimize the buildings too while I was at it. Before, the way I was generating building geometry was doing a lot more work than necessary, so I implemented geometry batching. This ended up making the performance a whole lot better. At this point the project has a good looking sky, clouds and is pretty performant. So next I want improve the appearance of the buildings. Right now they still look like like blocks so I want to start using the data I am pulling to generate things like windows, entrances, balconies, and other architectural details when the information is available. For buildings where that information isn’t available, I want to procedurally generate the details based on the building’s shape, type, etc. I also want to improve the building materials and add textures so that different buildings feel less alike and then I’ll move to roofs, roads, and terrain and also stuff like trees and then simulating stuff like floods."}, {"post_id": 61307, "ts": "2026-09-04T05:00:27Z", "hours": 5.4931, "text": "Since the last dev log, I’ve been working on actually making more use of the building data I’m pulling from OSM and improving how the buildings look in the scene. I added a basic building feature extraction system that takes things like entrances, windows, balconies, parking areas, and garages from the data and then associates them with the buildings they belong to, using things like proximity and address information to make the matching more reliable. I have to do this because features and buildings are given as separate objects but this gives me a good foundation for eventually generating these details onto the 3D buildings instead of keeping buildings as mundane blocks. I also started building a material system for the buildings. Buildings can now use different materials based on their building type and material information, while explicit colors are used when available. I also added some procedural variation to buildings using the same material so they don’t look completely identical. The system right now is really basic and doesn’t look too good but it makes everything look a little bit better. While working on the materials, I ran into a pretty annoying z fighting issue between overlapping building parts. It took a really long time to figure it out but I eventually fixed it by introducing a tiny vertical offset between building parts, preventing those surfaces from fighting with each other. At this point I’m shifting more toward the visuals of the project. I mean the building data is becoming pretty detailed, so I think the best next step is figuring out how to turn that data into neat visuals. I want to start generating windows, balconies, entrances, and other architectural details either procedurally or from the data when that information is available. Other than that I also want to work on things like roofs to really make the city realistic. After that I’ll work on adding stuff like terrain and infrastructure like roads before moving on to implementing the disasters like floods, etc."}, {"post_id": 60696, "ts": "2026-09-03T07:43:42Z", "hours": 2.9478, "text": "Since the last dev log, I’ve been working on making the buildings a lot more accurate and improving how the map data is handled. The biggest change was improving the building data coming from OpenStreetMap. Buildings can now use their actual height when it’s available, with building levels and other information being used when it isn’t. I also added Wikidata as a fallback for buildings where OSM doesn’t have enough information. This makes the buildings look much closer to the real world. I also improved the geometry handling including better support for outer geometry and multipolygon buildings, which makes the overall city representation more accurate especially for more complicated buildings. Along the way I cleaned up some of the Three.js setup, improved the error screen with a retry button, and increased the test areato better test all of the changes. There’s still a lot to improve, especially with performance since larger areas with a lot of buildings can now lag. Stuff like caching and tiling will be important later so I don’t have to load everything at once. For now, though, the basic city data is starting to feel much more like an actual 3D representation of a real place rather than just a collection of blocks. Next I want to make the buildings look even better by making use use of as much of the available building data as possible, including roofs, windows, entrances, balconies, building type, colors, materials, and other details that can be used in the 3D representation. This also means improving the data side of things. I’ve already started pulling a lot more information from OSM than I was at the beginning but I’ll need to pull more stuff."}, {"post_id": 60333, "ts": "2026-09-02T16:47:00Z", "hours": 4.4903, "text": "I made a pretty big step forward with GeoSim. Instead of just displaying the raw data, I can now take it data and turn it into actual 3D buildings in the scene. I first got the basic Three.js setup working by setting up the camera, controls, lighting and renderer before implementing the building creation logic. I also added a simple loading and error screen instead of leaving the page empty while the data is being loaded and also improved the old UI a little and also added a section that displays the coordinates of the current area. The buildings themselves are still very basic for now. They’re mostly just simple blocks and some of their heights aren’t completely accurate yet. So now I want to work on fixing that and also making them look better using as much data provided by OSM as I can to make everything more accurate."}, {"post_id": 59705, "ts": "2026-09-01T17:02:49Z", "hours": 2.4408, "text": "I established GeoSim’s initial foundation and built the very basic data pipeline. I set up the project structure, defined types I will use in the future such as bounding boxes and OSM related stuff, and integrated the OpenStreetMap Overpass API to fetch building related data such as geometry for a predefined test area for now. I also added a simple interface to display the raw data before I actually start converting it into actual 3D buildings. I also ran into something called CORS issue when calling Overpass directly from the browser, so I added a Vercel serverless API route to request Overpass and that fixed it. Along the way I also came through many other weird API related issues so I eventually switched from the overpass-api.de endpoint to another public Overpass instance hosted by Mail.ru and now stuff seems to be working. Next, I’ll move from only displaying the raw OSM building data to turning it into actual 3D geometry using Three.js."}]...
|
Title: GeoSim by @AbdurRehman | Stardance
Devlogs Title: GeoSim by @AbdurRehman | Stardance
Devlogs:
I established GeoSim’s initial foundation and built the very basic data pipeline. I set up the project structure, defined types I will use in the future such as bounding boxes and OSM related stuff, and integrated the OpenStreetMap Overpass API to fetch building related data such as geometry for a predefined test area for now. I also added a simple interface to display the raw data before I actually start converting it into actual 3D buildings. I also ran into something called CORS issue when calling Overpass directly from the browser, so I added a Vercel serverless API route to request Overpass and that fixed it. Along the way I also came through many other weird API related issues so I eventually switched from the overpass-api.de endpoint to another public Overpass instance hosted by Mail.ru and now stuff seems to be working. Next, I’ll move from only displaying the raw OSM building data to turning it into actual 3D geometry using Three.js.
I made a pretty big step forward with GeoSim. Instead of just displaying the raw data, I can now take it data and turn it into actual 3D buildings in the scene. I first got the basic Three.js setup working by setting up the camera, controls, lighting and renderer before implementing the building creation logic. I also added a simple loading and error screen instead of leaving the page empty while the data is being loaded and also improved the old UI a little and also added a section that displays the coordinates of the current area. The buildings themselves are still very basic for now. They’re mostly just simple blocks and some of their heights aren’t completely accurate yet. So now I want to work on fixing that and also making them look better using as much data provided by OSM as I can to make everything more accurate.
Since the last dev log, I’ve been working on making the buildings a lot more accurate and improving how the map data is handled. The biggest change was improving the building data coming from OpenStreetMap. Buildings can now use their actual height when it’s available, with building levels and other information being used when it isn’t. I also added Wikidata as a fallback for buildings where OSM doesn’t have enough information. This makes the buildings look much closer to the real world. I also improved the geometry handling including better support for outer geometry and multipolygon buildings, which makes the overall city representation more accurate especially for more complicated buildings. Along the way I cleaned up some of the Three.js setup, improved the error screen with a retry button, and increased the test areato better test all of the changes. There’s still a lot to improve, especially with performance since larger areas with a lot of buildings can now lag. Stuff like caching and tiling will be important later so I don’t have to load everything at once. For now, though, the basic city data is starting to feel much more like an actual 3D representation of a real place rather than just a collection of blocks. Next I want to make the buildings look even better by making use use of as much of the available building data as possible, including roofs, windows, entrances, balconies, building type, colors, materials, and other details that can be used in the 3D representation. This also means improving the data side of things. I’ve already started pulling a lot more information from OSM than I was at the beginning but I’ll need to pull more stuff.
Since the last dev log, I’ve been working on actually making more use of the building data I’m pulling from OSM and improving how the buildings look in the scene. I added a basic building feature extraction system that takes things like entrances, windows, balconies, parking areas, and garages from the data and then associates them with the buildings they belong to, using things like proximity and address information to make the matching more reliable. I have to do this because features and buildings are given as separate objects but this gives me a good foundation for eventually generating these details onto the 3D buildings instead of keeping buildings as mundane blocks. I also started building a material system for the buildings. Buildings can now use different materials based on their building type and material information, while explicit colors are used when available. I also added some procedural variation to buildings using the same material so they don’t look completely identical. The system right now is really basic and doesn’t look too good but it makes everything look a little bit better. While working on the materials, I ran into a pretty annoying z fighting issue between overlapping building parts. It took a really long time to figure it out but I eventually fixed it by introducing a tiny vertical offset between building parts, preventing those surfaces from fighting with each other. At this point I’m shifting more toward the visuals of the project. I mean the building data is becoming pretty detailed, so I think the best next step is figuring out how to turn that data into neat visuals. I want to start generating windows, balconies, entrances, and other architectural details either procedurally or from the data when that information is available. Other than that I also want to work on things like roofs to really make the city realistic. After that I’ll work on adding stuff like terrain and infrastructure like roads before moving on to implementing the disasters like floods, etc.
Since the last dev log, I’ve mostly been working on the visual side of GeoSim and trying to make the environment feel less like a bunch of basic geometry. I started by adding a proper sky to the scene. I spent quite a bit of time tweaking the sky settings until I got something I was happy with. It makes a pretty big difference compared to having a plain black background. After that I moved on to clouds. I wanted something more interesting than just putting a few transparent cloud textures in the sky, so I ended up implementing procedural volumetric clouds using a 3D noise texture and ray marching using GLSL. The clouds have multiple layers of procedural noise to control their shape and detail, along with a separate procedural mask to give them a more natural form. I also added some basic volumetric lighting so they react to the sun and ambient light instead of just looking like white blobs. The clouds are also animated, so the volume slowly moves through the sky rather than staying completely static. Getting them to actually look good took quite a bit of experimenting with the different settings like density, coverage, etc. Once I had the clouds looking good, I ran into a problem I was pretty much expecting which was reduced performance. Well the performance wasn’t really good to begin with and the clouds made it worse. So I spent some time optimizing the clouds and managed to get a pretty significant performance improvement without sacrificing the looks too much. After that, I decided to optimize the buildings too while I was at it. Before, the way I was generating building geometry was doing a lot more work than necessary, so I implemented geometry batching. This ended up making the performance a whole lot better. At this point the project has a good looking sky, clouds and is pretty performant. So next I want improve the appearance of the buildings. Right now they still look like like blocks so I want to start using the data I am pulling to generate things like windows, entrances, balconies, and other architectural details when the information is available. For buildings where that information isn’t available, I want to procedurally generate the details based on the building’s shape, type, etc. I also want to improve the building materials and add textures so that different buildings feel less alike and then I’ll move to roofs, roads, and terrain and also stuff like trees and then simulating stuff like floods.
Since the last dev log, I’ve mostly been working on improving the appearance and detail of the buildings in GeoSim. I started by working on procedural textures for the building materials. Instead of having buildings use mostly flat colors, I added procedural textures for things like brick, concrete, plaster, metal, and glass. I also added stuff like roughness maps so the different materials react to lighting differently. I did this to make the buildings feel more varied without having to rely on a huge collection of texture files. I worked extra on glass to make it look more like an actual glass facade rather than just a blue colored shiny wall. After that, I moved on to windows. I added procedural windows that are generated based on the building itself, so I don’t have to manually model them or something. I also added different window styles for different types of buildings, so residential buildings can look different from offices and industrial buildings. There were a few problems with the windows. For example, windows were being generated on surfaces where they shouldn’t be, including horizontal faces and things like roof structures or antennas. I added logic to make sure windows are only placed on vertical surfaces and improved the checks used to determine the parts that should receive windows. I also tuned the settings for quite a while till I was satisfied. Once the windows were looking better, I started focusing more on performance. The procedural textures were lagging stuff, so I made some changes to improve performance. I also added chunks to the building batching system. This will make it simple to add tiling later since the performance right now is not really the best and treating the whole map as one big area is the cause of it I think. Next I want to continue adding architectural details, starting with enterances and then balconies. After that I’ll move on to things like roofs, roads, and terrain, before eventually getting into environmental details like trees and the actual disaster simulations....
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1793415077.9143848
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1794019877.9143848
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24410
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My awesome macropad! by @Hongboi1 | Stardance
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Hongboi1
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Hongboi1 | Stardan Title: My awesome macropad! by @Hongboi1 | Stardance...
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1793415075.8056233
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1794019875.8056233
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39996
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Untitled project by @Techie_in_cricket | Stardance
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Techie_in_cricket
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Techie_in_cricket | St Title: Untitled project by @Techie_in_cricket | Stardance...
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1793415074.9296925
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1794019874.9296925
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57054
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Drift car by @Ashiro | Stardance
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Ashiro
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0
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0.0
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0
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[]
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[]
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Title: Drift car by @Ashiro | Stardance
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1793415073.9828541
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1794019873.9828541
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15194
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My awesome macropad! by @rias | Stardance
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rias
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0
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5.22
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0
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[]
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[{"post_id": 7481, "ts": "2026 [{"post_id": 7481, "ts": "2026-06-12T14:12:13Z", "hours": 3.0667, "text": "ok i somehow got hackatime to categorize my time correctly, so these are the hours from the schematic and pcb designing"}, {"post_id": 7202, "ts": "2026-06-12T00:54:11Z", "hours": 1.6203, "text": "attempt to create a case so i couldnt get fusion cuz my mac is too outdated, so i used onshape instead. also ive never done cad before.. so im kinda buns. i still cant figure out to make it snap perfectly with 10mm walls… ill come back later 😔"}, {"post_id": 7151, "ts": "2026-06-11T22:50:01Z", "hours": 0.5319, "text": "schem and pcb done idk whats going on with my hackatime its not using my time from kicad, ts took more like 4 hours…"}]...
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Title: My awesome macropad! by @rias | Stardance
Title: My awesome macropad! by @rias | Stardance
Devlogs:
schem and pcb done idk whats going on with my hackatime its not using my time from kicad, ts took more like 4 hours…
attempt to create a case so i couldnt get fusion cuz my mac is too outdated, so i used onshape instead. also ive never done cad before.. so im kinda buns. i still cant figure out to make it snap perfectly with 10mm walls… ill come back later 😔
ok i somehow got hackatime to categorize my time correctly, so these are the hours from the schematic and pcb designing...
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1793415073.043546
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1794019873.043546
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31670
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DIY Holographic deskbuddy using ESP32 by @JAMBOY | DIY Holographic deskbuddy using ESP32 by @JAMBOY | Stardance...
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JAMBOY
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0
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0.0
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0
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[]
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[]
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Title: DIY Holographic deskbuddy using ESP32 by @J Title: DIY Holographic deskbuddy using ESP32 by @JAMBOY | Stardance...
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1793415068.8611693
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1794019868.8611693
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57053
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My own site! by @monga08 | Stardance
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monga08
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @monga08 | Stardance
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1793415067.3003328
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1794019867.3003328
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2418
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Objection your Honour Remake by @Hridyansh | Stard Objection your Honour Remake by @Hridyansh | Stardance...
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Hridyansh
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0
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0.0
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0
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[]
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[]
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Title: Objection your Honour Remake by @Hridyansh Title: Objection your Honour Remake by @Hridyansh | Stardance...
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1793415066.3792913
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1794019866.3792913
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57052
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WEB-DOS by @bernardq | Stardance
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bernardq
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0
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6.49
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0
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[]
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[{"post_id": 63133, "ts": "202 [{"post_id": 63133, "ts": "2026-09-06T19:25:38Z", "hours": 0.9378, "text": "Devlog #04 Starting to make a calculator app. and adding more icons."}, {"post_id": 61537, "ts": "2026-09-04T14:34:03Z", "hours": 0.9911, "text": "Devlog #03 Today I added the incons and the about the os app."}, {"post_id": 61090, "ts": "2026-09-03T20:11:51Z", "hours": 1.9356, "text": "Devlog #02 Today I added a start menu and other things in the back. The next step is add apps to the web os"}, {"post_id": 60268, "ts": "2026-09-02T15:14:20Z", "hours": 2.6269, "text": "DevLog #01 Today, I started developing WEB-DOS with Interface 85. The system is still very raw, and it is heavily inspired by Microsoft’s Windows 95 interface."}]...
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Title: WEB-DOS by @bernardq | Stardance
Devlogs:
Title: WEB-DOS by @bernardq | Stardance
Devlogs:
DevLog #01 Today, I started developing WEB-DOS with Interface 85. The system is still very raw, and it is heavily inspired by Microsoft’s Windows 95 interface.
Devlog #02 Today I added a start menu and other things in the back. The next step is add apps to the web os
Devlog #03 Today I added the incons and the about the os app.
Devlog #04 Starting to make a calculator app. and adding more icons....
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1793415065.3988342
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1794019865.3988342
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39299
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My own site! by @Payru_5105 | Stardance
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Payru_5105
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @Payru_5105 | Stardance
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1793415064.4633923
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1794019864.4633923
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57051
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website that promotes ways to improve biodiversity website that promotes ways to improve biodiversity by @echoHelloWorld | Stardance...
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echoHelloWorld
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0
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0.0
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0
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[]
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[]
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Title: website that promotes ways to improve biodi Title: website that promotes ways to improve biodiversity by @echoHelloWorld | Stardance...
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1793415063.5651371
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1794019863.5651371
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34435
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Untitled project by @MananMogha | Stardance
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MananMogha
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @MananMogha | Stardance
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1793415062.6635323
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1794019862.6635323
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15034
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RonaldoOS by @to_aarav_g | Stardance
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to_aarav_g
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0
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0.0
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0
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[]
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[]
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Title: RonaldoOS by @to_aarav_g | Stardance
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1793415061.7740798
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1794019861.7740798
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13503
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irl kahoot controller by @kyra | Stardance
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kyra
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0
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0.53
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0
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[]
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[{"post_id": 5222, "ts": "2026 [{"post_id": 5222, "ts": "2026-06-08T22:38:13Z", "hours": 0.5303, "text": "onshape my beloved moved this project over from blueprint!! this is just a little project for my elementary scioly students who LOVE kahoot but don’t have access to devices after school so far: i’ve written code for the arduino (uses basic bluetooth low energy to send out color button presses) i’ve written code so that the arduino works with my laptop and a python script i’m like 90% done with very scuffed 3d model (gotta add button holders and fix tolerances) next: need to create a kahoot client when an arduino connects to my laptop need to make a web interface so i dont have to go to terminal every time i wanna use this i have about a week to leave this project at a good stopping point before camp!"}]...
|
Title: irl kahoot controller by @kyra | Stardance
Title: irl kahoot controller by @kyra | Stardance
Devlogs:
onshape my beloved moved this project over from blueprint!! this is just a little project for my elementary scioly students who LOVE kahoot but don’t have access to devices after school so far: i’ve written code for the arduino (uses basic bluetooth low energy to send out color button presses) i’ve written code so that the arduino works with my laptop and a python script i’m like 90% done with very scuffed 3d model (gotta add button holders and fix tolerances) next: need to create a kahoot client when an arduino connects to my laptop need to make a web interface so i dont have to go to terminal every time i wanna use this i have about a week to leave this project at a good stopping point before camp!...
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1793415059.673565
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1794019859.673565
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22860
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3 staged mini plastic rocket by @bilguunt | Starda 3 staged mini plastic rocket by @bilguunt | Stardance...
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bilguunt
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0
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0.0
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0
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[]
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Title: 3 staged mini plastic rocket by @bilguunt | Title: 3 staged mini plastic rocket by @bilguunt | Stardance...
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1793415058.7631106
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1794019858.7631106
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32492
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My own site! by @nelithma_abeydeera | Stardance
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nelithma_abeydeera
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @nelithma_abeydeera | Stard Title: My own site! by @nelithma_abeydeera | Stardance...
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1793415057.843116
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1794019857.843116
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24900
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Free Bird by @Nathan_C | Stardance
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Nathan_C
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0
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0.0
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0
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[]
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[]
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Title: Free Bird by @Nathan_C | Stardance
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1793415056.9563165
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1794019856.9563165
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27090
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HomeBOT by @koljaendter45 | Stardance
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koljaendter45
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0
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1.87
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0
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[]
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[{"post_id": 17621, "ts": "202 [{"post_id": 17621, "ts": "2026-06-28T14:28:20Z", "hours": 1.8672, "text": "Currently learning object detection with Python and OpenCV. I will youse this in my robot to see different objects or follow people in the house."}]...
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Title: HomeBOT by @koljaendter45 | Stardance
Devl Title: HomeBOT by @koljaendter45 | Stardance
Devlogs:
Currently learning object detection with Python and OpenCV. I will youse this in my robot to see different objects or follow people in the house....
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1793415056.0806465
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1794019856.0806465
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2219
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My awesome macropad! by @Joeryon2011 | Stardance
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Joeryon2011
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Joeryon2011 | Star Title: My awesome macropad! by @Joeryon2011 | Stardance...
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1793415053.8918536
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1794019853.8918536
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