|
7400
|
Untitled by @twnarx | Stardance
|
twnarx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @twnarx | Stardance
|
1792939918.0179377
|
1793803918.0179377
|
|
18264
|
My very own WebOS by @SpencerR | Stardance
|
SpencerR
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @SpencerR | Stardance
|
1792939917.210784
|
1793803917.210784
|
|
12199
|
NULL
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NULL
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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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|
1792939916.350026
|
1793803916.350026
|
|
29369
|
my APOD site by @Faridat | Stardance
|
Faridat
|
0
|
1.03
|
0
|
[]
|
[{"post_id": 20228, "ts": "202 [{"post_id": 20228, "ts": "2026-07-01T19:34:24Z", "hours": 0.7053, "text": "started with the css"}, {"post_id": 20118, "ts": "2026-07-01T17:20:33Z", "hours": 0.325, "text": "I started by ensuring a clean header, a container for the dynamic image, and a description area. is done"}]...
|
Title: my APOD site by @Faridat | Stardance
Devlo Title: my APOD site by @Faridat | Stardance
Devlogs:
I started by ensuring a clean header, a container for the dynamic image, and a description area. is done
started with the css...
|
1792939915.3743527
|
1793803915.3743527
|
|
12634
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NULL
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NULL
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0
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0.0
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[]
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1792939914.4077165
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1793803914.4077165
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13162
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NULL
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NULL
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1792939913.5985384
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1793803913.5985384
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1792939912.777295
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1793803912.777295
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38716
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NULL
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0.0
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1792939911.9617503
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1793803911.9617503
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11327
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NULL
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NULL
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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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|
1792939911.129294
|
1793803911.129294
|
|
25024
|
Dark Fantasy Video Game by @blueheart | Stardance
|
blueheart
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Dark Fantasy Video Game by @blueheart | Sta Title: Dark Fantasy Video Game by @blueheart | Stardance...
|
1792939910.2921925
|
1793803910.2921925
|
|
11459
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
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1792939909.4607077
|
1793803909.4607077
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|
10655
|
NULL
|
NULL
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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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|
1792939908.6383657
|
1793803908.6383657
|
|
6989
|
My first slack bot! by @JishnuDutta | Stardance
|
JishnuDutta
|
0
|
0.5
|
0
|
[]
|
[{"post_id": 1945, "ts": "2026 [{"post_id": 1945, "ts": "2026-06-04T06:05:24Z", "hours": 0.5011, "text": "I added jso-hello command which says Hello!"}]...
|
Title: My first slack bot! by @JishnuDutta | Stard Title: My first slack bot! by @JishnuDutta | Stardance
Devlogs:
I added jso-hello command which says Hello!...
|
1792939907.8175933
|
1793803907.8175933
|
|
59586
|
Frictionless by @gabriela_reche09 | Stardance
|
gabriela_reche09
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @gabriela_reche09 | Stardan Title: Frictionless by @gabriela_reche09 | Stardance...
|
1792939907.0027683
|
1793803907.0027683
|
|
59575
|
my APOD site by @rotab85674 | Stardance
|
rotab85674
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my APOD site by @rotab85674 | Stardance
|
1792939906.167966
|
1793803906.167966
|
|
59558
|
first project by @Luciferr | Stardance
|
Luciferr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: first project by @Luciferr | Stardance
|
1792939905.3430924
|
1793803905.3430924
|
|
44449
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939904.4880219
|
1793803904.4880219
|
|
44444
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
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|
1792939903.6623874
|
1793803903.6623874
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|
44440
|
NULL
|
NULL
|
0
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0.0
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0
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[]
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[]
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|
1792939902.8584476
|
1793803902.8584476
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|
44438
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
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|
1792939902.0419474
|
1793803902.0419474
|
|
44434
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
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[]
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|
1792939901.209474
|
1793803901.209474
|
|
44404
|
NULL
|
NULL
|
0
|
0.0
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0
|
[]
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[]
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|
1792939900.3905478
|
1793803900.3905478
|
|
6851
|
UE4 Shooter by @Luckmuc | Stardance
|
Luckmuc
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 6361, "ts": "2026 [{"post_id": 6361, "ts": "2026-06-10T18:22:08Z", "hours": 0.0, "text": "I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add"}, {"post_id": 5803, "ts": "2026-06-09T18:44:22Z", "hours": 0.0, "text": "I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog"}]...
|
Title: UE4 Shooter by @Luckmuc | Stardance
Devlog Title: UE4 Shooter by @Luckmuc | Stardance
Devlogs:
I created the basic structure of the project (installing Unreal Engine + Extension, setting up world, adding .gitignore & README.md) and I added a starting platform where people spawn when playing the game. I need to research how I can create a Home/Lobby-screen where settings, play game, etc. are located… (does UE even support that lol). I used the first person template for starting, so there’s already a gun but almost nothing is like how i want it. I also got extremely frustrated because I forgot how to change the sizes of tiles and much other Unreal Engine stuff :|. I’ll make a git commit right after this devlog
I added a kind of ‘fence’ to the map, struggled again with those materials (didn’t solve it this time :c ), I researched and noticed it IS indeed possible to create an UI in Unreal Engine 4, only bad side is: It’s probably harder than Blueprints and I dont even understand those yet. And I also added some pallets, just as starting decoration because Idk what else to add...
|
1792939899.549457
|
1793803899.549457
|
|
51284
|
My first slack bot! by @Imaadh | Stardance
|
Imaadh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Imaadh | Stardance
|
1792939898.706558
|
1793803898.706558
|
|
33548
|
Lightning McQueen Fan Blog by @Kachow | Stardance
|
Kachow
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Lightning McQueen Fan Blog by @Kachow | Sta Title: Lightning McQueen Fan Blog by @Kachow | Stardance...
|
1792939896.174711
|
1793803896.174711
|
|
33824
|
AstroViz by @Hertty10 | Stardance
|
Hertty10
|
0
|
1.0
|
0
|
[]
|
[{"post_id": 27745, "ts": "202 [{"post_id": 27745, "ts": "2026-07-13T16:00:35Z", "hours": 1.0, "text": "changed stuff but stuff still not showing"}, {"post_id": 26750, "ts": "2026-07-11T18:37:03Z", "hours": 0.0, "text": "started"}]...
|
Title: AstroViz by @Hertty10 | Stardance
Devlogs: Title: AstroViz by @Hertty10 | Stardance
Devlogs:
started
changed stuff but stuff still not showing...
|
1792939895.271399
|
1793803895.271399
|
|
54765
|
Glyphs by @DeltaVortex | Stardance
|
DeltaVortex
|
0
|
18.13
|
0
|
[]
|
[{"post_id": 60647, "ts": "202 [{"post_id": 60647, "ts": "2026-09-03T04:31:07Z", "hours": 8.9333, "text": "Glyphs devlog #3 —Hello again proggers— Not a build day, a thinking day. Spent it all on planning — connectivity options, shipping headaches, and the actual hard problem of fitting a full steno layout inside the Hackpad’s constraints. no code today, just a lot of staring at ideas Cat or dog? 2.4GHz Okay let’s get into it~ —Yap— After devlog #2’s layout cuts, this round was less “build” and more “figure out what’s even possible.” Turns out connectivity and shipping logistics matter just as much as board space when you’re actually planning to ship this thing. —The Great Suffering— 1 — Connectivity: 2.4GHz Dongle Planning Spent real time on how Glyphs should actually connect to a computer. Landed on planning around a 2.4GHz dongle rather than going straight to something like Bluetooth, and worked through what that means for the board and firmware side. 2 — Shipping Is Its Own Problem Turns out getting parts shipped isn’t a given — some items for this project have to come by sea specifically because of where I’m located, which changes timelines in a way that pure design work doesn’t account for. Something to actually plan around, not just an afterthought. 3 — Full Steno Layout vs. Hackpad Constraints The core design problem of the day: fitting a genuinely full steno layout onto a board that’s still fundamentally built off Hackpad’s constraints from devlog #1. Not a solved problem yet, but the shape of it is a lot clearer after today. steno layouts want space, Hackpad’s constraints don’t care what steno layouts want —FAQ (no one asked these but they are here)— Q: What is a “progger”? A: A human programmer. You. Except today was mostly planning, so no code got progged. Q: Why a 2.4GHz dongle instead of Bluetooth? A: Still early planning, but it’s the direction being worked through for now over other wireless options. Q: Why does shipping matter this much? A: Because sea shipping for certain parts means real lead time that has to get factored into planning now, not discovered late. Q: Is the full steno layout figured out yet? A: Not solved, but better understood after today’s planning session. Q: Any actual hardware work today? A: No, pure planning day. Building resumes once the shape of these decisions is clearer. —This is the end*— *end for now, sea freight permitting POKE!!!"}, {"post_id": 59953, "ts": "2026-09-02T00:50:47Z", "hours": 3.9667, "text": "too lazy to write a full devlog but here was my idea for th board two halfs supplied by the kit the vowels outta my pocket"}, {"post_id": 59436, "ts": "2026-09-01T09:02:44Z", "hours": 3.8775, "text": "Glyphs devlog #2 —Hello again proggers— Layout work started for real this round, and with it came the first honest round of feature cuts. Turns out “cool idea” and “fits on the board” are different questions, and the board answered one of them pretty definitively: no room for two OLED screens. ambition met physical PCB real estate, physical PCB real estate won Cat or dog? KiCad Okay let’s get into it~ —Yap— Following up on devlog #1’s refresher, this round was about actually laying things out and finding out which parts of the original vision survive contact with a real board. Some didn’t. —The Great Suffering— 1 — Working Out The Layout Started actually placing components and working through the physical layout instead of just sketching ideas. This is where “sounds good” ideas either hold up or don’t. 2 — Cutting The Second OLED The board simply does not have space for two OLED screens. One of the earlier plans assumed room that just isn’t there once real component footprints get accounted for. Cut it rather than force a layout that doesn’t actually work. two screens sounded great until the board said otherwise 3 — Cutting Other Features That Didn’t Need To Exist Beyond the OLED, went through and trimmed other planned features that were adding complexity without adding real value to what Glyphs is actually supposed to be — a multi-purpose steno keyboard, not a kitchen-sink board. —FAQ (no one asked these but they are here)— Q: What is a “progger”? A: A human programmer. You. Except this is hardware, so feel free to mentally substitute “engineer” if that fits better. Q: Why cut the second OLED specifically? A: Straightforward space constraint — the board layout doesn’t have room for two once real footprints are placed. Q: Is this a major scope reduction for Glyphs? A: More a right-sizing than a gutting — cutting stuff that didn’t need to be there, keeping what the project’s actually about. Q: Is one OLED still in? A: Yes, just not two. Q: What’s next? A: Presumably continuing the layout work now that the scope’s trimmed down to something that actually fits. —This is the end*— *end for now, footprint clearances permitting PREBBLE!!!"}, {"post_id": 56204, "ts": "2026-08-27T21:07:46Z", "hours": 1.3508, "text": "Glyphs devlog #1 —Hello again proggers— New project, new devlog series. Glyphs is a multi-purpose steno keyboard, built off the Hackpad project. Just wrapped the refresher on it, and it was genuinely peak. Forgot how much I loved PCB design until this exact moment. turns out the love was never gone, just dormant Cat or dog? KiCad Okay let’s get into it~ —Yap— Starting point for Glyphs: take Hackpad as the base and build a real multi-purpose steno keyboard out of it. First step was refreshing on the fundamentals before touching the actual board, and that refresher alone was enough to remember why PCB work is fun in the first place. —The Great Suffering— 1 — The Hackpad Refresher Went back through Hackpad to get reoriented before diving into Glyphs proper. Not glamorous, but necessary — steno layouts and multi-purpose input aren’t things you want to wing without a solid base understanding first. 2 — Remembering Why PCB Design Rules Somewhere in the refresher it clicked again — the actual process of laying out a board, routing traces, all of it. Easy to forget how satisfying that is when you’ve been heads-down in software for a while. software’s fine but there’s nothing quite like watching traces route —FAQ (no one asked these but they are here)— Q: What is a “progger”? A: A human programmer. You. Except this devlog series is mostly hardware, so maybe “progger” needs a hardware cousin term. Q: What is Glyphs? A: A multi-purpose steno keyboard, building on the Hackpad project as its base. Q: What’s a steno keyboard? A: A keyboard designed around chorded input for stenography-style typing rather than one key per character. Q: Is this replacing any of the software projects (Spectralis, Command, EDITH)? A: No, separate track entirely. This is hardware. Q: What’s next for Glyphs? A: Presumably moving from refresher territory into actual board design for the real project. Ask devlog #2. —This is the end*— *end for now, trace routing permitting PINEAPPLE!!!"}]...
|
Title: Glyphs by @DeltaVortex | Stardance
Devlogs Title: Glyphs by @DeltaVortex | Stardance
Devlogs:
Glyphs devlog #1 —Hello again proggers— New project, new devlog series. Glyphs is a multi-purpose steno keyboard, built off the Hackpad project. Just wrapped the refresher on it, and it was genuinely peak. Forgot how much I loved PCB design until this exact moment. turns out the love was never gone, just dormant Cat or dog? KiCad Okay let’s get into it~ —Yap— Starting point for Glyphs: take Hackpad as the base and build a real multi-purpose steno keyboard out of it. First step was refreshing on the fundamentals before touching the actual board, and that refresher alone was enough to remember why PCB work is fun in the first place. —The Great Suffering— 1 — The Hackpad Refresher Went back through Hackpad to get reoriented before diving into Glyphs proper. Not glamorous, but necessary — steno layouts and multi-purpose input aren’t things you want to wing without a solid base understanding first. 2 — Remembering Why PCB Design Rules Somewhere in the refresher it clicked again — the actual process of laying out a board, routing traces, all of it. Easy to forget how satisfying that is when you’ve been heads-down in software for a while. software’s fine but there’s nothing quite like watching traces route —FAQ (no one asked these but they are here)— Q: What is a “progger”? A: A human programmer. You. Except this devlog series is mostly hardware, so maybe “progger” needs a hardware cousin term. Q: What is Glyphs? A: A multi-purpose steno keyboard, building on the Hackpad project as its base. Q: What’s a steno keyboard? A: A keyboard designed around chorded input for stenography-style typing rather than one key per character. Q: Is this replacing any of the software projects (Spectralis, Command, EDITH)? A: No, separate track entirely. This is hardware. Q: What’s next for Glyphs? A: Presumably moving from refresher territory into actual board design for the real project. Ask devlog #2. —This is the end*— *end for now, trace routing permitting PINEAPPLE!!!
Glyphs devlog #2 —Hello again proggers— Layout work started for real this round, and with it came the first honest round of feature cuts. Turns out “cool idea” and “fits on the board” are different questions, and the board answered one of them pretty definitively: no room for two OLED screens. ambition met physical PCB real estate, physical PCB real estate won Cat or dog? KiCad Okay let’s get into it~ —Yap— Following up on devlog #1’s refresher, this round was about actually laying things out and finding out which parts of the original vision survive contact with a real board. Some didn’t. —The Great Suffering— 1 — Working Out The Layout Started actually placing components and working through the physical layout instead of just sketching ideas. This is where “sounds good” ideas either hold up or don’t. 2 — Cutting The Second OLED The board simply does not have space for two OLED screens. One of the earlier plans assumed room that just isn’t there once real component footprints get accounted for. Cut it rather than force a layout that doesn’t actually work. two screens sounded great until the board said otherwise 3 — Cutting Other Features That Didn’t Need To Exist Beyond the OLED, went through and trimmed other planned features that were adding complexity without adding real value to what Glyphs is actually supposed to be — a multi-purpose steno keyboard, not a kitchen-sink board. —FAQ (no one asked these but they are here)— Q: What is a “progger”? A: A human programmer. You. Except this is hardware, so feel free to mentally substitute “engineer” if that fits better. Q: Why cut the second OLED specifically? A: Straightforward space constraint — the board layout doesn’t have room for two once real footprints are placed. Q: Is this a major scope reduction for Glyphs? A: More a right-sizing than a gutting — cutting stuff that didn’t need to be there, keeping what the project’s actually about. Q: Is one OLED still in? A: Yes, just not two. Q: What’s next? A: Presumably continuing the layout work now that the scope’s trimmed down to something that actually fits. —This is the end*— *end for now, footprint clearances permitting PREBBLE!!!
too lazy to write a full devlog but here was my idea for th board two halfs supplied by the kit the vowels outta my pocket
Glyphs devlog #3 —Hello again proggers— Not a build day, a thinking day. Spent it all on planning — connectivity options, shipping headaches, and the actual hard problem of fitting a full steno layout inside the Hackpad’s constraints. no code today, just a lot of staring at ideas Cat or dog? 2.4GHz Okay let’s get into it~ —Yap— After devlog #2’s layout cuts, this round was less “build” and more “figure out what’s even possible.” Turns out connectivity and shipping logistics matter just as much as board space when you’re actually planning to ship this thing. —The Great Suffering— 1 — Connectivity: 2.4GHz Dongle Planning Spent real time on how Glyphs should actually connect to a computer. Landed on planning around a 2.4GHz dongle rather than going straight to something like Bluetooth, and worked through what that means for the board and firmware side. 2 — Shipping Is Its Own Problem Turns out getting parts shipped isn’t a given — some items for this project have to come by sea specifically because of where I’m located, which changes timelines in a way that pure design work doesn’t account for. Something to actually plan around, not just an afterthought. 3 — Full Steno Layout vs. Hackpad Constraints The core design problem of the day: fitting a genuinely full steno layout onto a board that’s still fundamentally built off Hackpad’s constraints from devlog #1. Not a solved problem yet, but the shape of it is a lot clearer after today. steno layouts want space, Hackpad’s constraints don’t care what steno layouts want —FAQ (no one asked these but they are here)— Q: What is a “progger”? A: A human programmer. You. Except today was mostly planning, so no code got progged. Q: Why a 2.4GHz dongle instead of Bluetooth? A: Still early planning, but it’s the direction being worked through for now over other wireless options. Q: Why does shipping matter this much? A: Because sea shipping for certain parts means real lead time that has to get factored into planning now, not discovered late. Q: Is the full steno layout figured out yet? A: Not solved, but better understood after today’s planning session. Q: Any actual hardware work today? A: No, pure planning day. Building resumes once the shape of these decisions is clearer. —This is the end*— *end for now, sea freight permitting POKE!!!...
|
1792939894.457326
|
1793803894.457326
|
|
35513
|
WindowsGX by @GamerBolt03 | Stardance
|
GamerBolt03
|
0
|
13.0
|
0
|
[]
|
[{"post_id": 31079, "ts": "202 [{"post_id": 31079, "ts": "2026-07-19T05:45:52Z", "hours": 5.0, "text": "WindowsGX Devlog #2 Working on fixing the UI since there are many small issues like scrolling and the covers being cut out as well as the meta data just being bad Working on a full UI upgrade Adding controller support Adding overlay to switch between games quickly"}, {"post_id": 28841, "ts": "2026-07-15T11:16:11Z", "hours": 8.0, "text": "WindowsGX Devlog #1 Working on creating a program to turn windows into a console like experience, the original reason I’m creating this program is because other programs like Steam Big Picture and Playnite were always difficult to navigate, had bad performance and themes or just weren’t seamless. I wanted to create this program for small old PC’s that can be turned int a gaming console without Linux to still have the full windows application support. With the start of this new event I decided to finally start working on it and ship it for some rewards. Currently I’ve partly designed the UI (User Interface) and have created functions to search the computer for games and apps and sort them allowing access to games downloaded from any provider."}]...
|
Title: WindowsGX by @GamerBolt03 | Stardance
Devl Title: WindowsGX by @GamerBolt03 | Stardance
Devlogs:
WindowsGX Devlog #1 Working on creating a program to turn windows into a console like experience, the original reason I’m creating this program is because other programs like Steam Big Picture and Playnite were always difficult to navigate, had bad performance and themes or just weren’t seamless. I wanted to create this program for small old PC’s that can be turned int a gaming console without Linux to still have the full windows application support. With the start of this new event I decided to finally start working on it and ship it for some rewards. Currently I’ve partly designed the UI (User Interface) and have created functions to search the computer for games and apps and sort them allowing access to games downloaded from any provider.
WindowsGX Devlog #2 Working on fixing the UI since there are many small issues like scrolling and the covers being cut out as well as the meta data just being bad Working on a full UI upgrade Adding controller support Adding overlay to switch between games quickly...
|
1792939893.6274564
|
1793803893.6274564
|
|
54751
|
HTML, CSS, JS website by @filiprudzinskipolish | S HTML, CSS, JS website by @filiprudzinskipolish | Stardance...
|
filiprudzinskipolish
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: HTML, CSS, JS website by @filiprudzinskipol Title: HTML, CSS, JS website by @filiprudzinskipolish | Stardance...
|
1792939892.7426214
|
1793803892.7426214
|
|
14713
|
My awesome macropad! by @fsh | Stardance
|
fsh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @fsh | Stardance
|
1792939891.9200578
|
1793803891.9200578
|
|
41435
|
dSecOS by @shan | Stardance
|
shan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: dSecOS by @shan | Stardance
|
1792939891.1000175
|
1793803891.1000175
|
|
13729
|
Untitled project by @Torbet | Stardance
|
Torbet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Torbet | Stardance
|
1792939890.279087
|
1793803890.279087
|
|
11023
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
|
|
1792939889.4732475
|
1793803889.4732475
|
|
18664
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939888.3395786
|
1793803888.3395786
|
|
37936
|
PR Skimmer CLI by @satr14 | Stardance
|
satr14
|
0
|
0.0
|
0
|
[]
|
[{"post_id": 33963, "ts": "202 [{"post_id": 33963, "ts": "2026-07-24T10:12:58Z", "hours": 0.0, "text": "init project installed opentui and octokit made a basic title screen keypress handler"}]...
|
Title: PR Skimmer CLI by @satr14 | Stardance
Devl Title: PR Skimmer CLI by @satr14 | Stardance
Devlogs:
init project installed opentui and octokit made a basic title screen keypress handler...
|
1792939887.5261457
|
1793803887.5261457
|
|
11872
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939886.7068756
|
1793803886.7068756
|
|
7430
|
Untitled by @project516 | Stardance
|
project516
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @project516 | Stardance
|
1792939885.8753927
|
1793803885.8753927
|
|
9472
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939885.0527241
|
1793803885.0527241
|
|
11422
|
NULL
|
NULL
|
0
|
0.0
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0
|
[]
|
[]
|
|
1792939884.2325642
|
1793803884.2325642
|
|
37234
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939883.4157338
|
1793803883.4157338
|
|
20177
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939882.5868688
|
1793803882.5868688
|
|
11525
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939881.4929845
|
1793803881.4929845
|
|
33143
|
My very own WebOS by @kavinz0 | Stardance
|
kavinz0
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @kavinz0 | Stardance
|
1792939880.4414003
|
1793803880.4414003
|
|
59537
|
Evolution Simulator by @unknown_lizzard | Stardanc Evolution Simulator by @unknown_lizzard | Stardance...
|
unknown_lizzard
|
0
|
21.7
|
0
|
[]
|
[{"post_id": 66198, "ts": "202 [{"post_id": 66198, "ts": "2026-09-11T21:22:39Z", "hours": 4.1592, "text": "DevLog #3 predators and the paint * Predators are in. Aggression is now a spectrum instead of a simple on or off: every hungry creature makes a little gamble so they hunt weaker neighbours with probability equal to its aggression, or keep grazing plants. a pure herbivore never hunts, a full carnivore almost always does, and everything in between is an opportunist that does a bit of both. the fun part is the catch. you can only eat prey you can actually outrun while the prey sprints away, so it is a real speed race. prey evolve to run faster to escape, predators evolve to keep up, and you can watch both drift up in the sparklines over time. that is the arms race and it finally gives the speed trait a reason to exist instead of just taxing your metabolism. it took way longer than the food system. my first version was a hard cutoff and it collapsed the whole population into hyper-carnivores in under two minutes every single time, no matter how i balanced it. making aggression a continuum with real costs and gating the catch on outrunning prey is what finally made it work. there was also a sneaky bug where the creatures were starving to death on a plate completely covered in food, because the hunting logic was stomping the food-scan timer - one fixed line and it became a real ecosystem. and everything glows now. the old flat dots are gone, replaced by soft antialiased cells that go green to amber to red as they get dangerous, so you can literally watch predators appear as the plate changes colour."}, {"post_id": 66044, "ts": "2026-09-11T16:33:51Z", "hours": 13.6631, "text": "DevLog #2 Food and reproduction The ecosystem now has a full food loop: creatures sense food chase it, eat it, and they breed. food spawns continuously but it is capped, because the world is finite and the plate should run out when a population gets too big. Creatures sense food with their vision trait range 30 to 150 px on the wrapped world, and they only rescan when they are hungry and their target is stale, so a starving population cant waste cycles scanning every tick. Hungry ones steer toward the nearest food and the turn rate drops with size, so big creatures are clumsy hunters. The first version had a problem I only noticed after watching it run: nothing looked like it was happening. Every creature spawned full, so the first 40 seconds were pure wandering while food just piled up, and the food was the same green as the creatures, so the eating was invisible. The fix: the world now starts pre-seeded with food, creatures spawn partially hungry so the hunting begins at t=0, and the food is amber so you can actually watch it get eaten. reproduction Mating is local: a ready creature only breeds with a ready neighbor inside a small mating radius, so the gene pool picks up spatial structure instead of any-two-random mixing. Both parents pay an energy cost and the baby spawns at their midpoint with a genome that is a per-trait crossover of the two parents, followed by a gaussian nudge on each trait with the probability set by the new mutation slider in the header (0.1% to 20%). The fertility trait controls how fast readiness builds up, so lazy genomes breed slower, and generations are tracked per creature with the highest one alive shown in the header. Finding a partner is a neighbor query, so I added a spatial hash grid: rebuilt every tick, and a query only touches the cells a circle overlaps, so it stays cheap no matter how big the population gets. Predators will run on the same grid. There is also a little sparkline panel in the bottom right now (population and average speed over time) the first step toward the real stats milestone. NEXT next im gonna make predators! the aggression trait finally gets used so hunters that chase the slow, and prey that learn to run. and i want to tune the world until the evolution is obvious in the sparklines, speed and size drifting on their own!"}, {"post_id": 64771, "ts": "2026-09-09T12:53:21Z", "hours": 3.8747, "text": "DevLog #1 The ecosystem EvoLab is an interactive artificial-life simulator: virtual organisms fight for resources, they reproduce, they mutate, and evolve, and the user watches natural selection happen in real time. framework I first scaffolded the project in React + TypeScript + Vite, then decided to move the whole thing to Python. One language for the whole project, pygame gives me a full-screen canvas and click/mouse handling for the UI, and Python keeps the door open for proper numeric tooling when I start analyzing population statistics NEXT next im gonna make the Food system! So creatures can eat them and reproduce and evolve! aswell as mutations so we get diversity!"}]...
|
Title: Evolution Simulator by @unknown_lizzard | S Title: Evolution Simulator by @unknown_lizzard | Stardance
Devlogs:
DevLog #1 The ecosystem EvoLab is an interactive artificial-life simulator: virtual organisms fight for resources, they reproduce, they mutate, and evolve, and the user watches natural selection happen in real time. framework I first scaffolded the project in React + TypeScript + Vite, then decided to move the whole thing to Python. One language for the whole project, pygame gives me a full-screen canvas and click/mouse handling for the UI, and Python keeps the door open for proper numeric tooling when I start analyzing population statistics NEXT next im gonna make the Food system! So creatures can eat them and reproduce and evolve! aswell as mutations so we get diversity!
DevLog #2 Food and reproduction The ecosystem now has a full food loop: creatures sense food chase it, eat it, and they breed. food spawns continuously but it is capped, because the world is finite and the plate should run out when a population gets too big. Creatures sense food with their vision trait range 30 to 150 px on the wrapped world, and they only rescan when they are hungry and their target is stale, so a starving population cant waste cycles scanning every tick. Hungry ones steer toward the nearest food and the turn rate drops with size, so big creatures are clumsy hunters. The first version had a problem I only noticed after watching it run: nothing looked like it was happening. Every creature spawned full, so the first 40 seconds were pure wandering while food just piled up, and the food was the same green as the creatures, so the eating was invisible. The fix: the world now starts pre-seeded with food, creatures spawn partially hungry so the hunting begins at t=0, and the food is amber so you can actually watch it get eaten. reproduction Mating is local: a ready creature only breeds with a ready neighbor inside a small mating radius, so the gene pool picks up spatial structure instead of any-two-random mixing. Both parents pay an energy cost and the baby spawns at their midpoint with a genome that is a per-trait crossover of the two parents, followed by a gaussian nudge on each trait with the probability set by the new mutation slider in the header (0.1% to 20%). The fertility trait controls how fast readiness builds up, so lazy genomes breed slower, and generations are tracked per creature with the highest one alive shown in the header. Finding a partner is a neighbor query, so I added a spatial hash grid: rebuilt every tick, and a query only touches the cells a circle overlaps, so it stays cheap no matter how big the population gets. Predators will run on the same grid. There is also a little sparkline panel in the bottom right now (population and average speed over time) the first step toward the real stats milestone. NEXT next im gonna make predators! the aggression trait finally gets used so hunters that chase the slow, and prey that learn to run. and i want to tune the world until the evolution is obvious in the sparklines, speed and size drifting on their own!
DevLog #3 predators and the paint * Predators are in. Aggression is now a spectrum instead of a simple on or off: every hungry creature makes a little gamble so they hunt weaker neighbours with probability equal to its aggression, or keep grazing plants. a pure herbivore never hunts, a full carnivore almost always does, and everything in between is an opportunist that does a bit of both. the fun part is the catch. you can only eat prey you can actually outrun while the prey sprints away, so it is a real speed race. prey evolve to run faster to escape, predators evolve to keep up, and you can watch both drift up in the sparklines over time. that is the arms race and it finally gives the speed trait a reason to exist instead of just taxing your metabolism. it took way longer than the food system. my first version was a hard cutoff and it collapsed the whole population into hyper-carnivores in under two minutes every single time, no matter how i balanced it. making aggression a continuum with real costs and gating the catch on outrunning prey is what finally made it work. there was also a sneaky bug where the creatures were starving to death on a plate completely covered in food, because the hunting logic was stomping the food-scan timer - one fixed line and it became a real ecosystem. and everything glows now. the old flat dots are gone, replaced by soft antialiased cells that go green to amber to red as they get dangerous, so you can literally watch predators appear as the plate changes colour....
|
1792939879.5347345
|
1793803879.5347345
|
|
59536
|
in the cosmos by @IcedThrower_95 | Stardance
|
IcedThrower_95
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: in the cosmos by @IcedThrower_95 | Stardanc Title: in the cosmos by @IcedThrower_95 | Stardance...
|
1792939878.6620853
|
1793803878.6620853
|
|
39825
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939877.849313
|
1793803877.849313
|
|
11671
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939877.0069947
|
1793803877.0069947
|
|
59526
|
My awesome macropad! by @ravoci6125 | Stardance
|
ravoci6125
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ravoci6125 | Stard Title: My awesome macropad! by @ravoci6125 | Stardance...
|
1792939876.1871614
|
1793803876.1871614
|
|
59521
|
LatencyPad! by @No1Michael | Stardance
|
No1Michael
|
0
|
6.97
|
0
|
[]
|
[{"post_id": 64559, "ts": "202 [{"post_id": 64559, "ts": "2026-09-09T02:04:47Z", "hours": 3.15, "text": "Why did no one tell me copper wiring can go on both sides of the of the board ;-; I thought I was doomed, trying to route everything across the Front Copper of the board lol"}, {"post_id": 64493, "ts": "2026-09-08T22:35:51Z", "hours": 3.8153, "text": "For my First time working on hardware this is pretty fun! Designing the schematics and pcd looked like a daunting task at first, but soon it became pretty fun! I really liked the 3d render which allowed me to find many mistakes I originally had on my pcb which were much harder to see when I only had the 2d view!"}]...
|
Title: LatencyPad! by @No1Michael | Stardance
Dev Title: LatencyPad! by @No1Michael | Stardance
Devlogs:
For my First time working on hardware this is pretty fun! Designing the schematics and pcd looked like a daunting task at first, but soon it became pretty fun! I really liked the 3d render which allowed me to find many mistakes I originally had on my pcb which were much harder to see when I only had the 2d view!
Why did no one tell me copper wiring can go on both sides of the of the board ;-; I thought I was doomed, trying to route everything across the Front Copper of the board lol...
|
1792939875.3774817
|
1793803875.3774817
|
|
11957
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792939874.5670276
|
1793803874.5670276
|