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8870
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Compiler Toolchain by @Thibault | Stardance
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Thibault
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0
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0.0
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0
|
[]
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[]
|
Title: Compiler Toolchain by @Thibault | Stardance
|
1793346924.0241134
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1793951724.0241134
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24885
|
Minepad by @vrplays | Stardance
|
vrplays
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0
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3.48
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0
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[]
|
[{"post_id": 20334, "ts": "202 [{"post_id": 20334, "ts": "2026-07-01T22:14:05Z", "hours": 0.3006, "text": "Minepad - Devlog #3 I realized that you needed three or more devlogs to ship a project, and I only had two devlogs because I combined my firmware and CAD logs into one. So, I decided to spend some time looking at my firmware to make sure everything’s alright! It seems good to me, so I’ll make this devlog and ship. …or not. I guess you can’t ship hardware projects?? Whatever, I’ll still log this time!"}, {"post_id": 19303, "ts": "2026-06-30T15:57:01Z", "hours": 2.4306, "text": "Minepad - Devlog #2 The second devlog of this project. Yeah, it’s a hackpad, however I have already made a hackpad so this will technically be a hardware project since I can make multiple of those. Anyway, I finished with the CAD project and also made the firmware for the macropad. Time to ship this! (Well, I have to make a BOM first lol)"}, {"post_id": 18737, "ts": "2026-06-29T22:29:18Z", "hours": 0.7528, "text": "Minepad - Devlog #1 First devlog of this hardware project. I wanted to create this for my hackpad but I was already done with my original hackpad when I got the idea for this. Minepad is going to have a couple buttons that’ll let the user interact with the game. Here’s what I have in mind. WASD keys for movement Esc and F3 menus E, Q, T for inventory, drop an item, and text respectively Space and tab keys So far, I’ve finished designing my PCB. What do you guys think?"}]...
|
Title: Minepad by @vrplays | Stardance
Devlogs:
M Title: Minepad by @vrplays | Stardance
Devlogs:
Minepad - Devlog #1 First devlog of this hardware project. I wanted to create this for my hackpad but I was already done with my original hackpad when I got the idea for this. Minepad is going to have a couple buttons that’ll let the user interact with the game. Here’s what I have in mind. WASD keys for movement Esc and F3 menus E, Q, T for inventory, drop an item, and text respectively Space and tab keys So far, I’ve finished designing my PCB. What do you guys think?
Minepad - Devlog #2 The second devlog of this project. Yeah, it’s a hackpad, however I have already made a hackpad so this will technically be a hardware project since I can make multiple of those. Anyway, I finished with the CAD project and also made the firmware for the macropad. Time to ship this! (Well, I have to make a BOM first lol)
Minepad - Devlog #3 I realized that you needed three or more devlogs to ship a project, and I only had two devlogs because I combined my firmware and CAD logs into one. So, I decided to spend some time looking at my firmware to make sure everything’s alright! It seems good to me, so I’ll make this devlog and ship. …or not. I guess you can’t ship hardware projects?? Whatever, I’ll still log this time!...
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1793346922.8548331
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1793951722.8548331
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|
51635
|
What's YOUR flight path? by @Sandhana | Starda What's YOUR flight path? by @Sandhana | Stardance...
|
Sandhana
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T20:34:47Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an educational game that consists of 5 space-themed minigames to help further the mission of the Global Student Aerospace Initiative, which I am the co-founder of. Each minigame is preceded by an informational screen discussing a different career path within the aerospace field. The game starts with a Title Scene that allows the game to proceed. Every minigame starts with a short Level Scene that informs the user about how many lives they have and what level they are about to start. Minigame 1: Planetary Scientist The user must navigate and jump onto levels to collect scattered planets that they have discovered to deploy spacecraft for further studying. Minigame 2: Exoplanet Researcher The user must click 4 exoplanets that they have previously discovered that they now deem unsuitable for life to remove it from their dataset. Minigame 3: Space Journalist The user must determine if a news article is reliable based on its use of data. Minigame 4: Astronomer The user must click the 8 main stars of the constellation Orion/ Minigame 5: Flight Surgeon The user must determine if an astronaut’s health level have deviated after spaceflight. I have created a death scene if you lose all 5 lives and a winner scene if you survive all 5 minigames.", "repo": "https://github.com/SandhanaRajesh/aerospacegame", "demo": "https://sandhanarajesh.itch.io/global-student-aerospace-initiative-aerospace-career-education-game"}]...
|
[{"post_id": 74153, "ts": "202 [{"post_id": 74153, "ts": "2026-09-26T19:45:07Z", "hours": 1.5694, "text": "This is probably the last devlog before I ship this project. I finished the last minigame today, which is about Flight Surgeons. The user has to compare pre-spaceflight and post-spaceflight reports of an astronaut and determine if ALL of their health levels are normal or not."}, {"post_id": 73795, "ts": "2026-09-26T00:47:35Z", "hours": 4.3981, "text": "Since the previous devlog, I’ve done quite a lot. I debugged and rewired the game flow to include my info screens about the different aerospace field jobs. One issue I had with this was using the wrong name while coding (ex. using screen instead of scene or vice versa). I coded the 3rd Minigame. It’s based on the career of Space Journalism, and essentially the user has to read an article and determine its reliability based on their own notes based on direct sources. I coded the 4th Minigame. It’s based on the career of Astronomy, and the user has to click the 8 main stars of the constellation Orion within 6 seconds to not lose a life. A problem I faced with coding this game was that I didn’t connect the signals to the right nodes, so clicking the stars didn’t do anything. A lot of this time was spent debugging, not actually working lol."}, {"post_id": 67695, "ts": "2026-09-13T21:37:42Z", "hours": 1.9178, "text": "Up to this point, I’ve completed a lot since the previous devlog. I completed the second minigame, which was a clicker game. The user needs to click 4 exoplanets in a certain amount of time to win the game. I also decided that I would lean into the educational aspect of the project (the whole point of making it space themed) and start creating information scenes that the user should read before each game. The first minigame (see previous devlog)’s information scene is all about being a planetary scientist, and the second minigame is about being an exoplanet researcher. The information scenes outline the mission objective (how to win the game; I noticed when rating in Stardance that many of the games didn’t explain what was going on so I found myself highly confused and wanted to fix that in my own game). Importantly, the scene includes a brief overview of each career that each minigame is meant to highlight. My next steps will be to attach a signal to the “got it” button, fix the flow in the code to include the information scene, and code more minigames."}, {"post_id": 62602, "ts": "2026-09-06T02:15:59Z", "hours": 3.1656, "text": "Here’s what I’ve completed today! I created my first minigame, which involves a character (which I designed using squares on Canva) who jumps onto platforms to collect Saturns within a specific time frame. A challenge I faced was getting the Saturns to send out and receive signals correctly. I also had trouble with animating the Saturns to float, but it worked once I restarted that segment."}, {"post_id": 61215, "ts": "2026-09-04T01:20:34Z", "hours": 0.3583, "text": "I’ve actually worked on this for over 2 hours, but I forgot to refresh GoDot so it never even tracked my time…. I actually almost cried but it’s ok, life goes on I guess. Anyways, today I created the first scene that users will see when the game opens. I want this game to be a way for students to learn about unconventional careers in aerospace so they can learn where they can thrive with their specific interests and skills (ex. aerospace x biology -> research space medicine/astrobiology, flight surgeon, etc.) I also created three buttons on the Start Menu today: START, SETTINGS, and QUIT, and I coded the functionality behind each one (tomorrow I need to create the scene for all of these (besides the quit button because that just quits the game) buttons to open) On the beginning scene I designed a black background with stars everywhere, a text box saying “Created by Sandhana Rajesh” and my student initiative’s logo (GSAI aka the Global Student Aerospace Initiative). This game will also serve as a way to let more people learn about my organization that I’ve founded and let them get involved to learn more about aerospace careers and space in general by becoming general members."}]...
|
Title: What's YOUR flight path? by @Sandhana | Title: What's YOUR flight path? by @Sandhana | Stardance
Devlogs:
I’ve actually worked on this for over 2 hours, but I forgot to refresh GoDot so it never even tracked my time…. I actually almost cried but it’s ok, life goes on I guess. Anyways, today I created the first scene that users will see when the game opens. I want this game to be a way for students to learn about unconventional careers in aerospace so they can learn where they can thrive with their specific interests and skills (ex. aerospace x biology -> research space medicine/astrobiology, flight surgeon, etc.) I also created three buttons on the Start Menu today: START, SETTINGS, and QUIT, and I coded the functionality behind each one (tomorrow I need to create the scene for all of these (besides the quit button because that just quits the game) buttons to open) On the beginning scene I designed a black background with stars everywhere, a text box saying “Created by Sandhana Rajesh” and my student initiative’s logo (GSAI aka the Global Student Aerospace Initiative). This game will also serve as a way to let more people learn about my organization that I’ve founded and let them get involved to learn more about aerospace careers and space in general by becoming general members.
Here’s what I’ve completed today! I created my first minigame, which involves a character (which I designed using squares on Canva) who jumps onto platforms to collect Saturns within a specific time frame. A challenge I faced was getting the Saturns to send out and receive signals correctly. I also had trouble with animating the Saturns to float, but it worked once I restarted that segment.
Up to this point, I’ve completed a lot since the previous devlog. I completed the second minigame, which was a clicker game. The user needs to click 4 exoplanets in a certain amount of time to win the game. I also decided that I would lean into the educational aspect of the project (the whole point of making it space themed) and start creating information scenes that the user should read before each game. The first minigame (see previous devlog)’s information scene is all about being a planetary scientist, and the second minigame is about being an exoplanet researcher. The information scenes outline the mission objective (how to win the game; I noticed when rating in Stardance that many of the games didn’t explain what was going on so I found myself highly confused and wanted to fix that in my own game). Importantly, the scene includes a brief overview of each career that each minigame is meant to highlight. My next steps will be to attach a signal to the “got it” button, fix the flow in the code to include the information scene, and code more minigames.
Since the previous devlog, I’ve done quite a lot. I debugged and rewired the game flow to include my info screens about the different aerospace field jobs. One issue I had with this was using the wrong name while coding (ex. using screen instead of scene or vice versa). I coded the 3rd Minigame. It’s based on the career of Space Journalism, and essentially the user has to read an article and determine its reliability based on their own notes based on direct sources. I coded the 4th Minigame. It’s based on the career of Astronomy, and the user has to click the 8 main stars of the constellation Orion within 6 seconds to not lose a life. A problem I faced with coding this game was that I didn’t connect the signals to the right nodes, so clicking the stars didn’t do anything. A lot of this time was spent debugging, not actually working lol.
This is probably the last devlog before I ship this project. I finished the last minigame today, which is about Flight Surgeons. The user has to compare pre-spaceflight and post-spaceflight reports of an astronaut and determine if ALL of their health levels are normal or not.
Ships:
I made an educational game that consists of 5 space-themed minigames to help further the mission of the Global Student Aerospace Initiative, which I am the co-founder of. Each minigame is preceded by an informational screen discussing a different career path within the aerospace field. The game starts with a Title Scene that allows the game to proceed. Every minigame starts with a short Level Scene that informs the user about how many lives they have and what level they are about to start. Minigame 1: Planetary Scientist The user must navigate and jump onto levels to collect scattered planets that they have discovered to deploy spacecraft for further studying. Minigame 2: Exoplanet Researcher The user must click 4 exoplanets that they have previously discovered that they now deem unsuitable for life to remove it from their dataset. Minigame 3: Space Journalist The user must determine if a news article is reliable based on its use of data. Minigame 4: Astronomer The user must click the 8 main stars of the constellation Orion/ Minigame 5: Flight Surgeon The user must determine if an astronaut’s health level have deviated after spaceflight. I have created a death scene if you lose all 5 lives and a winner scene if you survive all 5 minigames....
|
1793346921.5605156
|
1793433321.5605156
|
|
34384
|
Custom thread caching memory allocator by @K1Y0T4K Custom thread caching memory allocator by @K1Y0T4K4 | Stardance...
|
K1Y0T4K4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Custom thread caching memory allocator by @ Title: Custom thread caching memory allocator by @K1Y0T4K4 | Stardance...
|
1793346920.6497328
|
1793951720.6497328
|
|
35733
|
100 hour challenge by @citunek22 | Stardance
|
citunek22
|
0
|
3.63
|
0
|
[]
|
[{"post_id": 29097, "ts": "202 [{"post_id": 29097, "ts": "2026-07-15T19:10:35Z", "hours": 3.635, "text": "Day number 2 - Password Toolkit Complete! Today i finished my password toolkit with: Random password generator Batch generator Strength checker (0-8 score) Fixed bugs with max_score and git push. Time: 2h 40min Total: ~5h 30min Next: Git auto-sync script"}]...
|
Title: 100 hour challenge by @citunek22 | Stardanc Title: 100 hour challenge by @citunek22 | Stardance
Devlogs:
Day number 2 - Password Toolkit Complete! Today i finished my password toolkit with: Random password generator Batch generator Strength checker (0-8 score) Fixed bugs with max_score and git push. Time: 2h 40min Total: ~5h 30min Next: Git auto-sync script...
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1793346919.6709077
|
1793951719.6709077
|
|
17326
|
Desktop Car by @sulavbartaula | Stardance
|
sulavbartaula
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Desktop Car by @sulavbartaula | Stardance
|
1793346918.732348
|
1793951718.732348
|
|
51600
|
My own site! by @Mahmoud_Mohamed | Stardance
|
Mahmoud_Mohamed
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T08:12:57Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts).", "repo": "https://github.com/MahmoudMohamed99-AI/My-website", "demo": "https://mahmoudmohamed99-ai.github.io/My-website/"}]...
|
[{"post_id": 77240, "ts": "202 [{"post_id": 77240, "ts": "2026-10-06T07:53:41Z", "hours": 0.5925, "text": "My presonal web-site"}, {"post_id": 51109, "ts": "2026-08-20T16:36:00Z", "hours": 0.3628, "text": "This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️"}]...
|
Title: My own site! by @Mahmoud_Mohamed | Stardanc Title: My own site! by @Mahmoud_Mohamed | Stardance
Devlogs:
This my personal website . I hope to like it! if you have any tips to improve it , please write them in the comments ☺️
My presonal web-site
Ships:
I’ve made a personal web-site for me . it has 3 sections ,first section is a small brief about me second section has my previous projects and the third has my contact data. The most Challenging part of this project was css specially flex (some thing in css used to align the web-site) , anyone wants to test this project should know basic HTML , and some advenced CSS Concepts)....
|
1793346917.5023673
|
1793433317.5023673
|
|
25951
|
My awesome macropad! by @yashkunkur | Stardance
|
yashkunkur
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @yashkunkur | Stard Title: My awesome macropad! by @yashkunkur | Stardance...
|
1793346916.5109863
|
1793951716.5109863
|
|
29349
|
My own site! by @cloverpass | Stardance
|
cloverpass
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @cloverpass | Stardance
|
1793346915.6238954
|
1793951715.6238954
|
|
51584
|
Prompt Injection: 101 by @parth_ida13 | Stardance
|
parth_ida13
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T05:39:21Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a cybersecurity based game, It was really frustrating to lose all my good work so things might be scuffed or corrupted, (but still works) all the systems and functions are saved and foolproof, (check devlogs)", "repo": "https://github.com/parthida13/promptinjection101", "demo": "https://github.com/parthida13/promptinjection101/blob/main/README.md"}]...
|
[{"post_id": 74138, "ts": "202 [{"post_id": 74138, "ts": "2026-09-26T19:03:19Z", "hours": 0.9375, "text": "Lost all my work from OS issues, dont feel much motivated only on track to get 30 hours"}, {"post_id": 60758, "ts": "2026-09-03T10:22:13Z", "hours": 1.2622, "text": "Decided on uploading to pypi library as that would be easier for everyone. Coding left libraries for efficient token usage"}, {"post_id": 56390, "ts": "2026-08-28T04:29:14Z", "hours": 1.1939, "text": "Deciding wheter or not to integrate flask or keep it simple. Creating frontend and deciding if my workload would be excessive or not. Checking back in a few minutes"}, {"post_id": 51778, "ts": "2026-08-21T16:49:53Z", "hours": 0.6269, "text": "Added dual-api crosschecking + reframed blocked_words list. Added stricter XML tags to take user inputs as questions and not commands. I’d be surprised if someone completed the 5th level."}, {"post_id": 51729, "ts": "2026-08-21T15:43:27Z", "hours": 1.1086, "text": "Created all the levels in python. Researched for an hour or so and discovered methods used to protect AI systems from prompt injections. Added base64 scanners and pattern recognizers for making levels 3-5 from hard to near impossible. Next steps are to add dual api verification and a timing system to make sure you can play the entire game without burning out all your api credits. When I get a better pc I’ll recreate this project when the next hackclub event starts but I’ll use ollama so I can make more better systems."}, {"post_id": 51541, "ts": "2026-08-21T09:33:34Z", "hours": 1.0642, "text": "Shifted over to gemini-3.5 flash as it gives you more tokens/more requests per day. The AI finally has perception but since this AI model has built in features for prompt injection I might have to dumb it down to still make the game engaging. I will also be making it much harder in the next levels surpassing the already existing safety filters/features in gemini 3.5 flash"}, {"post_id": 51062, "ts": "2026-08-20T15:23:05Z", "hours": 0.5325, "text": "Created the base/structure of level 1. I am using a framework called OpenAI in python to handle API requests from grok. The first level is supposed to be easy so I didn’t code anything crazy to prevent the user in logging in. To not spoil the upcoming level this is all the code I can show right now"}, {"post_id": 50864, "ts": "2026-08-20T09:53:41Z", "hours": 1.5253, "text": "Created prompt injection:101 as an interactive game from which you try to manipulate the AI into giving you unrestricted access to private information given to the AI by the system. There will be 5 levels initially and then I will ship my project. I tried to use ollama but my system can’t download it :( thats why i’m going to use an API key sadly. Haven’t written much spent the first 20 minutes gathering nessecary libraries and researching about the openAI framework"}]...
|
Title: Prompt Injection: 101 by @parth_ida13 | Sta Title: Prompt Injection: 101 by @parth_ida13 | Stardance
Devlogs:
Created prompt injection:101 as an interactive game from which you try to manipulate the AI into giving you unrestricted access to private information given to the AI by the system. There will be 5 levels initially and then I will ship my project. I tried to use ollama but my system can’t download it :( thats why i’m going to use an API key sadly. Haven’t written much spent the first 20 minutes gathering nessecary libraries and researching about the openAI framework
Created the base/structure of level 1. I am using a framework called OpenAI in python to handle API requests from grok. The first level is supposed to be easy so I didn’t code anything crazy to prevent the user in logging in. To not spoil the upcoming level this is all the code I can show right now
Shifted over to gemini-3.5 flash as it gives you more tokens/more requests per day. The AI finally has perception but since this AI model has built in features for prompt injection I might have to dumb it down to still make the game engaging. I will also be making it much harder in the next levels surpassing the already existing safety filters/features in gemini 3.5 flash
Created all the levels in python. Researched for an hour or so and discovered methods used to protect AI systems from prompt injections. Added base64 scanners and pattern recognizers for making levels 3-5 from hard to near impossible. Next steps are to add dual api verification and a timing system to make sure you can play the entire game without burning out all your api credits. When I get a better pc I’ll recreate this project when the next hackclub event starts but I’ll use ollama so I can make more better systems.
Added dual-api crosschecking + reframed blocked_words list. Added stricter XML tags to take user inputs as questions and not commands. I’d be surprised if someone completed the 5th level.
Deciding wheter or not to integrate flask or keep it simple. Creating frontend and deciding if my workload would be excessive or not. Checking back in a few minutes
Decided on uploading to pypi library as that would be easier for everyone. Coding left libraries for efficient token usage
Lost all my work from OS issues, dont feel much motivated only on track to get 30 hours
Ships:
I made a cybersecurity based game, It was really frustrating to lose all my good work so things might be scuffed or corrupted, (but still works) all the systems and functions are saved and foolproof, (check devlogs)...
|
1793346914.3848593
|
1793433314.3848593
|
|
38506
|
Meow or Never by @asherm | Stardance
|
asherm
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T02:29:10Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Meow or Never is a cute retro driving game where you play as a kitty trying to deliver a letter to his cat friend before he leaves. Deliver the letter in time while driving a fragile cardboard car! Challenges HOLY the car mechanics were SUPER difficult to get right, especially the suspension and drifting. Additionally, my ENTIRE map got wiped and corrupted somehow (It wouldn’t even let me retrieve from github, it was corrupted there too) which meant I had to redo it entirely. I am really proud of the product I was able to make in such a short amount of time! Story Two cats named Cloud and Bean are close friends that live in log houses deep in the forest. One day when Bean arrives to their usual hangout spot, Cloud is nowhere to be found. After searching, Bean finds a mysterious sticky note from Cloud: “I’m sorry I couldn’t say goodbye. I’m leaving today at 8am” Bean realizes that Cloud is moving away with his human and plans to deliver a letter to say goodbye. He writes a letter, makes his own car out of cardboard and sets out to give Cloud his letter and say goodbye! As the time counts down towards Cloud’s flight, Bean has to hurry to make it in time while being careful with his fragile cardboard car.", "repo": "https://github.com/ashermemon/meow-or-never", "demo": "https://ashergamedev.itch.io/meow-or-never"}]...
|
[{"post_id": 35618, "ts": "202 [{"post_id": 35618, "ts": "2026-07-27T05:00:28Z", "hours": 17.0269, "text": "MEOW OR NEVER! Devlog 2! – A WHOLE lot of changes… Update: I have since submitted to the jam! Check it out here: https://itch.io/jam/gmtk-jam-2026/rate/4822820 I m making a game where a cat delivers a goodbye letter to his longtime cat friend who is moving away with his human. I decided to make the cat drive a makeshift cardboard car that he made at home and that breaks over time as the stakes get higher and the time runs out. What I did since last devlog… Created the entire terrain world to drive on (including a huge cliff near the center!) AND THEN RECREATED THE WHOLE THING AFTER IT GOT DELETED AND CORRUPTED BY GITHUB SOMEHOW Added Fog and the sky Got drifting working with tire trails Added log cabins (you spawn at one and try to make it to the other where you cat friend is!) Modeled the cats, location icon and navigation arrow Implemented navigation arrow that directs you to the destination Tweaked Driving Created the main menu, win and lose screens Make the name title thing (logo) Added music and a buncha other things"}, {"post_id": 34324, "ts": "2026-07-24T22:37:34Z", "hours": 10.1814, "text": "MEOW OR NEVER Devlog 1! I have not touched game dev for like a year, but for some reason I decided to make this I m making a game where a cat delivers a goodbye letter to his longtime cat friend who is moving away with his human. I decided to make the cat drive a makeshift cardboard car that he made at home and that breaks over time as the stakes get higher and the time runs out. So far, I have gotten a suspension car working to drive, steer and drift! I also added a arcade timer to the UI! Most of my time was spent bugfixing the suspension car as I have never done any 3d physics stuff before. I also modeled a makeshift cardboard car for the cat and some tires. Finally I added a cool pixelated effect that makes the game super arcadey! Check out some drifting!"}]...
|
Title: Meow or Never by @asherm | Stardance
Devlo Title: Meow or Never by @asherm | Stardance
Devlogs:
MEOW OR NEVER Devlog 1! I have not touched game dev for like a year, but for some reason I decided to make this I m making a game where a cat delivers a goodbye letter to his longtime cat friend who is moving away with his human. I decided to make the cat drive a makeshift cardboard car that he made at home and that breaks over time as the stakes get higher and the time runs out. So far, I have gotten a suspension car working to drive, steer and drift! I also added a arcade timer to the UI! Most of my time was spent bugfixing the suspension car as I have never done any 3d physics stuff before. I also modeled a makeshift cardboard car for the cat and some tires. Finally I added a cool pixelated effect that makes the game super arcadey! Check out some drifting!
MEOW OR NEVER! Devlog 2! – A WHOLE lot of changes… Update: I have since submitted to the jam! Check it out here: https://itch.io/jam/gmtk-jam-2026/rate/4822820 I m making a game where a cat delivers a goodbye letter to his longtime cat friend who is moving away with his human. I decided to make the cat drive a makeshift cardboard car that he made at home and that breaks over time as the stakes get higher and the time runs out. What I did since last devlog… Created the entire terrain world to drive on (including a huge cliff near the center!) AND THEN RECREATED THE WHOLE THING AFTER IT GOT DELETED AND CORRUPTED BY GITHUB SOMEHOW Added Fog and the sky Got drifting working with tire trails Added log cabins (you spawn at one and try to make it to the other where you cat friend is!) Modeled the cats, location icon and navigation arrow Implemented navigation arrow that directs you to the destination Tweaked Driving Created the main menu, win and lose screens Make the name title thing (logo) Added music and a buncha other things
Ships:
Meow or Never is a cute retro driving game where you play as a kitty trying to deliver a letter to his cat friend before he leaves. Deliver the letter in time while driving a fragile cardboard car! Challenges HOLY the car mechanics were SUPER difficult to get right, especially the suspension and drifting. Additionally, my ENTIRE map got wiped and corrupted somehow (It wouldn’t even let me retrieve from github, it was corrupted there too) which meant I had to redo it entirely. I am really proud of the product I was able to make in such a short amount of time! Story Two cats named Cloud and Bean are close friends that live in log houses deep in the forest. One day when Bean arrives to their usual hangout spot, Cloud is nowhere to be found. After searching, Bean finds a mysterious sticky note from Cloud: “I’m sorry I couldn’t say goodbye. I’m leaving today at 8am” Bean realizes that Cloud is moving away with his human and plans to deliver a letter to say goodbye. He writes a letter, makes his own car out of cardboard and sets out to give Cloud his letter and say goodbye! As the time counts down towards Cloud’s flight, Bean has to hurry to make it in time while being careful with his fragile cardboard car....
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1793346913.1772814
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1793433313.1772814
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19112
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Mechanica Natura by @echarpentierb | Stardance
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echarpentierb
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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: Mechanica Natura by @echarpentierb | Starda Title: Mechanica Natura by @echarpentierb | Stardance...
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1793346912.2258308
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1793951712.2258308
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56718
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emma's site by @emma | Stardance
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emma
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T23:37:08Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D", "repo": "https://github.com/prplwtf/prpl.wtf", "demo": "https://prpl.wtf"}]...
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[{"post_id": 74672, "ts": "202 [{"post_id": 74672, "ts": "2026-09-27T23:34:40Z", "hours": 3.9367, "text": "i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components"}, {"post_id": 60788, "ts": "2026-09-03T11:48:26Z", "hours": 1.7458, "text": "I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post."}, {"post_id": 60141, "ts": "2026-09-02T10:07:04Z", "hours": 0.535, "text": "Working on the blog post view and styling markdown components so everything looks nice and tidy!"}, {"post_id": 59884, "ts": "2026-09-01T21:30:27Z", "hours": 1.72, "text": "I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much."}, {"post_id": 59612, "ts": "2026-09-01T15:05:26Z", "hours": 2.6161, "text": "Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog."}, {"post_id": 58862, "ts": "2026-08-31T13:16:53Z", "hours": 0.5347, "text": "Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️"}, {"post_id": 58820, "ts": "2026-08-31T12:25:59Z", "hours": 5.1419, "text": "I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)"}]...
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Title: emma's site by @emma | Stardance
Devlo Title: emma's site by @emma | Stardance
Devlogs:
I’ve been working on my personal website for the past few days and I think the homepage is pretty much done, take a peek :)
Been working on the works page! I’m considering either linking everything to their GitHub repositories or creating dedicated pages for them 🤷♀️
Finally, I finished the works page. I wanted to create some project-specific pages but I convinced myself not to. Next up, I might add a blog.
I did some work on the blog page. The blog side of things should be fairly minimal, as effects shouldn’t be distracting people from reading a post, but also not too minimal for it not to fit the design language I’m going for. I settled for something simple with nice, snappy, hover animations. Oh right, I also worked on a fancy animation that followed your mouse on the homepage but I ended up throwing it away as it was a bit too much.
Working on the blog post view and styling markdown components so everything looks nice and tidy!
I took some time to make this nice micro-interaction. This copies the link to the heading you have hovered to your clipboard, in the context of a blog post.
i may or may not have done a lot of stuff and kinda forgot to devlog - anyhow, it’s publicly available now and i finished making markdown components
Ships:
I finished everything up and figured out GitHub Pages again! This is my favorite iteration of the emma personal website so far, let’s see if I’ll make another next year :D...
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1793346910.2833958
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1793433310.2833958
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23072
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StarSign by @Serh | Stardance
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Serh
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0
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0.42
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0
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[]
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[{"post_id": 13229, "ts": "202 [{"post_id": 13229, "ts": "2026-06-21T17:42:06Z", "hours": 0.4206, "text": "Premise of my project - First a user will be prompted to either use our canvas to identify stars or browse through the “explore function” allowing them to see our data base of information without having to jot down the approximate location and spacing of a starsign which would be useful in the day time. If they do decide to use the canvas to find out more information about a star they see that canvas placement of dots will be sent through our machine learning model which was originally going to be written by me but I’ve since outsourced it to a really nice tool called Google teachable mind which allows me to train the machine learning model itself through a GUI rather than the tedious task of working with something like c for machine learning. Anyways after a star is correctly identified the output is comprised of a page which gives the user 3D models to look at the stars which accurately depict distance, more information on how we historically used the starsign to navigate and even a composition section (this is where the API’s will come in use) to find out what each star is physically made of."}]...
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Title: StarSign by @Serh | Stardance
Devlogs:
Pre Title: StarSign by @Serh | Stardance
Devlogs:
Premise of my project - First a user will be prompted to either use our canvas to identify stars or browse through the “explore function” allowing them to see our data base of information without having to jot down the approximate location and spacing of a starsign which would be useful in the day time. If they do decide to use the canvas to find out more information about a star they see that canvas placement of dots will be sent through our machine learning model which was originally going to be written by me but I’ve since outsourced it to a really nice tool called Google teachable mind which allows me to train the machine learning model itself through a GUI rather than the tedious task of working with something like c for machine learning. Anyways after a star is correctly identified the output is comprised of a page which gives the user 3D models to look at the stars which accurately depict distance, more information on how we historically used the starsign to navigate and even a composition section (this is where the API’s will come in use) to find out what each star is physically made of....
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1793346909.2964447
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1793951709.2964447
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45698
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keybored+electric guitar by @zhowie_ | Stardance
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zhowie_
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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: keybored+electric guitar by @zhowie_ | Star Title: keybored+electric guitar by @zhowie_ | Stardance...
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1793346908.3731754
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1793951708.3731754
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56694
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[MOVED] Discord User Apps Bot by @stefdp | Stardan [MOVED] Discord User Apps Bot by @stefdp | Stardance...
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stefdp
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1
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85.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T13:33:42Z", "hours": 85.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it", "repo": "https://git.stefdp.com/Stef/userApps", "demo": "https://discord.com/oauth2/authorize?client_id=1223221223685886032"}]...
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[{"post_id": 72794, "ts": "202 [{"post_id": 72794, "ts": "2026-09-23T19:06:22Z", "hours": 0.3492, "text": "Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only"}, {"post_id": 72707, "ts": "2026-09-23T15:29:45Z", "hours": 3.7897, "text": "Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose"}, {"post_id": 70873, "ts": "2026-09-19T22:10:42Z", "hours": 5.3797, "text": "Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard"}, {"post_id": 70257, "ts": "2026-09-18T20:20:48Z", "hours": 5.9111, "text": "Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)"}, {"post_id": 69649, "ts": "2026-09-17T14:30:09Z", "hours": 4.295, "text": "Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class"}, {"post_id": 68211, "ts": "2026-09-14T18:17:54Z", "hours": 2.95, "text": "Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }"}, {"post_id": 67479, "ts": "2026-09-13T16:26:49Z", "hours": 7.7817, "text": "Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string"}, {"post_id": 66516, "ts": "2026-09-12T11:06:55Z", "hours": 6.5256, "text": "Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs"}, {"post_id": 65657, "ts": "2026-09-10T22:56:19Z", "hours": 4.5164, "text": "Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig"}, {"post_id": 65422, "ts": "2026-09-10T15:31:24Z", "hours": 5.8289, "text": "Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars"}, {"post_id": 64121, "ts": "2026-09-08T10:02:03Z", "hours": 7.1333, "text": "Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction"}, {"post_id": 62806, "ts": "2026-09-06T10:14:43Z", "hours": 5.5831, "text": "Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable"}, {"post_id": 61179, "ts": "2026-09-03T23:53:05Z", "hours": 6.5219, "text": "Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler"}, {"post_id": 60524, "ts": "2026-09-02T22:26:55Z", "hours": 3.5928, "text": "Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)"}, {"post_id": 60238, "ts": "2026-09-02T14:13:38Z", "hours": 5.9553, "text": "Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format"}, {"post_id": 59784, "ts": "2026-09-01T18:32:38Z", "hours": 3.5347, "text": "Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )"}, {"post_id": 59212, "ts": "2026-08-31T21:38:20Z", "hours": 4.8561, "text": "Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best"}]...
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Title: [MOVED] Discord User Apps Bot by @stefdp | Title: [MOVED] Discord User Apps Bot by @stefdp | Stardance
Devlogs:
Created the base skeleton with the bot (w/ events), web dashboard (rn just shows “WIP” text) and database with the schemes & some helper functions For the Discord bot i’m using the Kord library For the web dashboard i’m using the Ktor library This is the first time i use either of those 2 libs so my usage may not be the best
Created the /eval command Added the registration & handling of the commands (also checks if the user can run the command and if the command is enabled, by checking the enabled status and allowedUsers list in the command_permissions table) Installed some libs to run code at runtime (JavaScript, Python and Kotlin (used in /eval )
Added /http command: get a HTTP status with the picture of an animal like cat, dog, goat, duck etc. Added /perms command: add/remove/list the users allowed to use a specific command Added /status command: enable/disable specific commands Added /dig : perform a dig query on a domain Added /whois : perform a WHOIS query on a domain/IP/ASN Fixed database upsert function erroring because no column was being passed as keys (primary) Moved command registration to the onReady event Installed a lib for DNS queries and a lib to check other libs updates Added a utility Domain object that contains the function to perform dig and whois queries Added utility functions to convert a ISO string, epoch seconds or Instant to discord time format
Added the /8ball command: ask a question and get a random answer Added topic command: get a random topic to start a conversation Added /qalc command: execute calculation using libqalculate Added /console command: run any shell command Added /animal command: get a random animal (cat, dog, fox, duck) Added /ip command: get info about an IPv4 or IPv6 address Installed the retrofit libs required to make HTTP requests Added a regex to check if a IPv4 or IPv6 is valid (took from networkingtoolbox.net ) Created util function to get the country flag & name from its code (took from my Hackatime android app)
Created the /minecraft command: allows to fetch Java and Bedrock edition server data (with mcstatus.io API ) Player info (with Starlight API by lunareclipse.studio ) Player skin rendered as a 3D model in different poses (with Starlight API) Created the /embed command: send anything as an embed Created the /qr command: encode some text into a QR Code (output can be an image or an ASCII text) Updated the dashboard to add a static resource /skinModels which is used for the /minecraft skin sub command to fetch custom made models Added a regex for HEX colors (matches #ffffff , #fff , ffffff and fff ) created a Minecraft object to collect all minecraft related functions Created the starlight and mcstatus.io API services & added them in the API client Update main handleRequest function to add an optional error handler
Created the /gary command: get random images of 4 cats: Gary, Goober, Gulliber (Gully) and Garfield Created the /ping command: get the bot’s ping (pic has high ping cuz it’s running on my laptop, in Italy) Created the /botavatar command: change the bot avatar, either from a file, URL, copy from an user or copy from the bot owner Created the /colorpicker command: give an HEX, RGB or HSL color and it displays it as well as showing its HEX, RGB and HSL variants Added the /reminders command: set a reminder and the bot will send you a DM, reminder can either be single-run, multi-run and inifinitely run (the user defines an interval such as 30m , 2d15h etc., then the bot will send a DM with the reminder after this interval and will repeat it how many times the user defined it to, so if an user defines a reminder with 2h interval and 3 repeats, it will send the same reminder in 2h, 4h and 6h) (hope i explained well ) Switched database initialization from SchemaUtils to MigrationUtils this way if i edit a scheme, it’s also applied at startup instead of just creating new tables and never modifying them Made the dashboard disableable
Added the /tag command: save preset messages that you can then send later (they can also contain embeds) it has the following subcommands: content : set or remove the content of a tag embed : add or remove an embed from a tag delete : delete a tag export : export all your tags as a JSON file import : import the JSON file obtained from the export subcommand (in case of conflicts, the old and new tag will be previeable in the bot dashboard if enabled) list : Display all your subcommands get : Get the content & embeds of a specific subcommand Fixed/Impoved the /embed command button & modal handlers & added an ID to buttons & modals to avoid 2 diff commands handling the same interaction
Created the /export command (slash): send the file path and export it (as well as give the file’s github url (owner only) Created the Save as Tag command (message): save a message as tag, both embeds & content Created the Convert to QR Code command (message): convert a message’s content to a QR code (either as image or text) Created the Download Voice Message command (message): as the name says, download as MP3 a user’s voice message Created the Set as Reminder command (message): set a user’s message (either content or URL) as a reminder Created the Get Message JSON command (message): get the JSON object of the message Created the Get Member Avatar command (user): get the server specific avatar of the user Created the Get User Avatar command (user): get the global avatar of the user Created the Get User Avatar Decoration command (user): get the avatar decoration of the user Created the Get Member JSON command (user): get the JSON object of the member Created the Get User JSON command (user): get the JSON object of the user Environment variables are now loaded at startup via a gradle task Added a LOG_LEVEL env to choose the level of the console output to show Created a util function for plurals Set tag name limit to 255 chars
Running a command now increases its uses value is the anonymous analytics table Added new env variables and improved the system used to throw errors so it always kills all the processes when calling require Created the dashboard ratelimits, sessions, auth middlewares/systems Created the Discord OAuth2 login Moved kord into a Bot object so it can be used in the dashboard too if needed Created a listener for the discord webhook (stuff like bot authorized, bot deauthorized etc.) [UNTESTED] Created a util function to get the bot’s invite url Created API services for the discord OAuth2 token requesting and apprise API There’s not much frontend / UI change so ima show a pic of the dash module code ig
Created the /steam command (slash): get info about a Steam game (optional detailed mode) or user Created the /translate command (slash): convert any text from a language to another (about 131 languages available) Installed the MS Azure SDK for the /translate (slash) & Translate Message (message) commands Updated file layout for the dashboard so it looks better Updated API services file layout too Updated Kotlin from 2.4.10 to 2.4.20 and other libs
Created the Get User Banner command (user): …what the name says Created the /github command (slash): get info about a GH user, repo or issue/PR Created the /weather command (slash): get the current weather of a specific place /steam game now uses buildString {} instead of adding to a array, then joining and merging it with another string
Created the /define command: get the definition of a word Updated the /steam game command to use components v2, and also a button to show the full game description if the detailed mode is too long to fit Switched some places from if (xxx) { ... } else { null } to xxx?.let { ... }
Created the /ubdict command: get the definition of a term from the urban dictionary Created the /wikipedia command: get an article from wikipedia Created the /fact command: get a random fact Created the /joke command: get a random joke Added a util function to split strings in group of approximately X character, but instead of cutting the text at exactly X characters, it cuts at the next end of a sentence after X characters, this way a sentence is never cut in half during pagination (currently only place where it’s used, aka /wikipedia command) Added the User-Agent header to all the HTTP requests Updated HttpLoggingInterceptor to use the correct logger class
Created the /uptime command: display how long the bot has been online for Created the /lyrics command: get the lyrics of a song (uses lrclib.net, lrcmux and lyricsOVH as sources) Fixed /define command failing when there were too many definitions (was going over the 40 components limit) Created the main README file Added ownerOnly property to commands, so when they’re first added to the db, it sets the list of owners in the OWNERS env as allowed users Added attachment options to the /embed command (for some reasons they’re added correctly but image and thumbnail don’t display while footer and author do)
Created the /help command: list all the commands of get info about a specific one Temporarily took the old dashboard and adapted it to the new framework (the html side is gonna get remade by a friend, orangc) Removed some unused envs Added TailwindCSS compiling at startup soit can be used in the dashboard
Rewrote the web dashboard to look better (by orangc) Added the API endpoints to manage commands on the dash side Added support for docker compose
Added environment check in the API endpoint like /status enable command Emoji envs are now correctly formatted in the error message Marked /status command as owner only
Ships:
I rewrote my userApps Discord bot from TypeScript to Kotlin just because I prefer kotlin now that i’ve been using it for about a while, and in the meanwhile i also added new commands to it...
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1793346905.1389945
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1793433305.1389945
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45697
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mini keyboard+ ellectric guitar pedals by @zhowie_ mini keyboard+ ellectric guitar pedals by @zhowie_ | Stardance...
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zhowie_
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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: mini keyboard+ ellectric guitar pedals by @ Title: mini keyboard+ ellectric guitar pedals by @zhowie_ | Stardance...
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1793346904.194912
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1793951704.194912
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45696
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My first slack bot! by @Maurya | Stardance
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Maurya
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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 @Maurya | Stardance
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1793346903.2340312
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1793951703.2340312
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51505
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Simon_pocket by @joris | Stardance
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joris
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1
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15.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T10:19:34Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits.", "repo": "https://github.com/JorisBar/Simon_pocket", "demo": ""}]...
|
[{"post_id": 71325, "ts": "202 [{"post_id": 71325, "ts": "2026-09-20T17:06:37Z", "hours": 0.7, "text": "I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem."}, {"post_id": 62788, "ts": "2026-09-06T09:38:25Z", "hours": 3.2003, "text": "I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing."}, {"post_id": 56440, "ts": "2026-08-28T06:33:06Z", "hours": 5.6667, "text": "I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results."}, {"post_id": 51524, "ts": "2026-08-21T09:05:24Z", "hours": 2.0833, "text": "Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good"}, {"post_id": 50940, "ts": "2026-08-20T12:31:58Z", "hours": 1.1833, "text": "I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams."}, {"post_id": 50846, "ts": "2026-08-20T09:10:28Z", "hours": 2.2167, "text": "I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly."}]...
|
Title: Simon_pocket by @joris | Stardance
Devlogs Title: Simon_pocket by @joris | Stardance
Devlogs:
I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly.
I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams.
Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good
I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results.
I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing.
I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem.
Ships:
I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits....
|
1793346901.9794877
|
1793433301.9794877
|
|
45694
|
My own site! by @thierrydaoud98 | Stardance
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thierrydaoud98
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0
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0.0
|
0
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[]
|
[]
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Title: My own site! by @thierrydaoud98 | Stardance
|
1793346901.0549881
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1793951701.0549881
|
|
45693
|
Desk Stroller by @ZordonV7 | Stardance
|
ZordonV7
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0
|
0.0
|
0
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[]
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[]
|
Title: Desk Stroller by @ZordonV7 | Stardance
|
1793346900.1219003
|
1793951700.1219003
|
|
45692
|
STM-32 Rocket Flight Controller by @CJ | Stardance
|
CJ
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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: STM-32 Rocket Flight Controller by @CJ | St Title: STM-32 Rocket Flight Controller by @CJ | Stardance...
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1793346899.2198792
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1793951699.2198792
|
|
29670
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Eiffel tower by @B754a | Stardance
|
B754a
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T03:27:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result.", "repo": "https://github.com/B754a-Dev/Eiffel-Tower", "demo": "https://makerworld.com/en/models/3421357-eiffel-tower"}]...
|
[{"post_id": 78458, "ts": "202 [{"post_id": 78458, "ts": "2026-10-10T20:48:30Z", "hours": 0.6908, "text": "Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this."}, {"post_id": 74598, "ts": "2026-09-27T18:38:23Z", "hours": 3.3272, "text": "Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!"}, {"post_id": 41696, "ts": "2026-08-06T02:39:22Z", "hours": 3.3167, "text": "Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out."}, {"post_id": 36802, "ts": "2026-07-29T02:59:40Z", "hours": 1.7331, "text": "I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!"}]...
|
Title: Eiffel tower by @B754a | Stardance
Devlogs Title: Eiffel tower by @B754a | Stardance
Devlogs:
I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!
Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out.
Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!
Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this.
Ships:
This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result....
|
1793346897.9591382
|
1793433297.9591382
|
|
45691
|
JetKVM-Remote by @TheDoctor19 | Stardance
|
TheDoctor19
|
0
|
2.0
|
0
|
[]
|
[{"post_id": 46644, "ts": "202 [{"post_id": 46644, "ts": "2026-08-14T01:34:27Z", "hours": 1.9953, "text": "The Ui is ready for IOS mobile, tho it is not optimized for IpadOS. The app is also not working at the moment and just a concept"}]...
|
Title: JetKVM-Remote by @TheDoctor19 | Stardance
Title: JetKVM-Remote by @TheDoctor19 | Stardance
Devlogs:
The Ui is ready for IOS mobile, tho it is not optimized for IpadOS. The app is also not working at the moment and just a concept...
|
1793346896.9967058
|
1793951696.9967058
|
|
46587
|
DayFlow-Pro by @Julian | Stardance
|
Julian
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T05:20:47Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)", "repo": "https://github.com/GhostlyJunior/DayFlow-Pro", "demo": "https://ghostlyjunior.github.io/DayFlow-Pro/"}]...
|
[{"post_id": 66370, "ts": "202 [{"post_id": 66370, "ts": "2026-09-12T05:12:58Z", "hours": 1.0111, "text": "I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity"}, {"post_id": 63348, "ts": "2026-09-07T03:48:23Z", "hours": 2.6561, "text": "I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)"}, {"post_id": 58319, "ts": "2026-08-30T18:14:10Z", "hours": 12.6053, "text": "hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea."}]...
|
Title: DayFlow-Pro by @Julian | Stardance
Devlogs Title: DayFlow-Pro by @Julian | Stardance
Devlogs:
hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea.
I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)
I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity
Ships:
Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)...
|
1793346893.6349947
|
1793433293.6349947
|
|
45688
|
Self balancing robot by @ramarajuvittal | Stardanc Self balancing robot by @ramarajuvittal | Stardance...
|
ramarajuvittal
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Self balancing robot by @ramarajuvittal | S Title: Self balancing robot by @ramarajuvittal | Stardance...
|
1793346892.7070792
|
1793951692.7070792
|
|
36706
|
hariharan ( portfolio ) by @hariharann | Stardance
|
hariharann
|
2
|
90.0
|
1637
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T07:24:44Z", "hours": 40.0, "multiplier": 18.75, "payout": 742, "blessing": "neutral", "text": "pretty much like last ship few new additions and tweaks check it out and tell me anything which breaks", "repo": "https://github.com/nothariharan/portfolio_v1", "demo": "https://hariharann.me/"}, {"ship_num": 2, "ts": "2026-09-26T13:57:49Z", "hours": 50.0, "multiplier": 19.0, "payout": 895, "blessing": "neutral", "text": "this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !", "repo": "https://github.com/nothariharan/portfolio_v1", "demo": "https://hariharann.me/"}]...
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[{"post_id": 83598, "ts": "202 [{"post_id": 83598, "ts": "2026-10-28T07:11:51Z", "hours": 6.0606, "text": "final additions and also to log the left over hrs a red lever .. u wudnt pull it wud u ? few icon updates update on the info of mine all around the profile"}, {"post_id": 83124, "ts": "2026-10-26T23:43:59Z", "hours": 8.8361, "text": "few additions and tuning from the review of previous ship updated info about me on hte website a bit more made the sections of FOCUS area a seperate card each which is immersive as well updated logo of the website / projects and stuff to clean proper logos tweaked mobile view a bit more to be perfect making sure there is no dead space anywheere"}, {"post_id": 82222, "ts": "2026-10-24T10:00:18Z", "hours": 5.305, "text": "again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good"}, {"post_id": 81551, "ts": "2026-10-21T17:42:30Z", "hours": 0.9397, "text": "again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit"}, {"post_id": 81447, "ts": "2026-10-21T09:53:29Z", "hours": 6.765, "text": "redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO"}, {"post_id": 80309, "ts": "2026-10-17T07:18:24Z", "hours": 2.6703, "text": "rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time"}, {"post_id": 78283, "ts": "2026-10-10T08:36:17Z", "hours": 8.9992, "text": "spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old"}, {"post_id": 72060, "ts": "2026-09-22T03:05:17Z", "hours": 7.5725, "text": "MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop"}, {"post_id": 58594, "ts": "2026-08-31T02:12:38Z", "hours": 3.7481, "text": "TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack"}, {"post_id": 45841, "ts": "2026-08-12T15:51:31Z", "hours": 6.8419, "text": "📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD"}, {"post_id": 43272, "ts": "2026-08-08T13:10:53Z", "hours": 6.6503, "text": "HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD"}, {"post_id": 40500, "ts": "2026-08-04T02:27:07Z", "hours": 9.3564, "text": "more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers"}, {"post_id": 36850, "ts": "2026-07-29T05:14:46Z", "hours": 2.9336, "text": "CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]"}, {"post_id": 30530, "ts": "2026-07-18T05:44:39Z", "hours": 12.5261, "text": "from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come"}]...
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Title: hariharan ( portfolio ) by @hariharann | St Title: hariharan ( portfolio ) by @hariharann | Stardance
Devlogs:
from planning gym on fire red to building a pokemon card portfolio lol Where We At Now this was originally started in macondo now in stardance for age related issues ( yes i am old 🥀) and now some version of it is working ig The Front Face recreated the fire red gba trainer card layout. looks super clean. gba trainer card header flanked by white pokeballs stats capsules: name (hariharan), money (role: ai & web dev), pokedex (projects: 24/150), time (exp: 1+ year), started date (oct 2024) trainer sprite: custom mascot sprite in a rounded box badges row: slot 1 holds a custom pixel-art yc logo badge, other slots are empty placeholders Interactive Card Mechanics 3d tilt: card rotates on hover tracking mouse coordinates zoom controls: plus/minus snap scale buttons with spring physics float animation: slow sine-wave bobbing that pauses on hover so buttons are stable targets The Back Face flips over to show a custom data file. 4 slanting columns: projects, experience, honors, skills columns expand on hover and show custom retro backgrounds dynamic details block at the bottom updates based on hovered column buttons to enter the main portfolio The Wild Transition & Main Page white flash transition: entering the portfolio flashes screen white like a wild pokemon fight entry minimal portfolio: dark theme, hero, about, experience, projects, skills, honors reverse easter egg: back to trainer card button in footer triggers reverse flash transition deep links: coming from a card back tab scrolls smoothly straight to that section on layout mount and the minimal main portfolio: few things which still needs to be done includes: proper sprites for my character , icons , wallpapers, etc proper minimal version of my website with proper routing sectiosn and a file based storage on sqlite or something like that ( mainly to save blogs and shi ) autmoated script fetching from my github projects and linkedin posts ANDDD MOST IMPORTANTLY : NEED TO BUILD MYSELF AN PERSONAL AI ASSISTANT in front page whihc has access to my knowledge vault and answers all questions about me directly as a portfolio sub assistant the sprites are work in progress soon to come
CARD IS COMPLETE ( for now ig ) whats done so farr 🗣️🗣️ last time the trainer card was basically the whole show and the /portfolio page was just a dark shell with sections stacked under it now the whole thing got ripped apart and rebuilt properly which is where most of the hours went into MAINNN PORTFOLIO REVAMP ( basically the professional section of portfolio ) /portfolio is not one long dump anymore it is a summary home and then dedicated routes for projects experience skills achievements blog and stuff so ppl can deep link into the part they care about without scrolling forever content is real now too not placeholder vibes project cards with screenshots experience filled in skills with proper brand icons honors and achievements actually listed so thats there also shipped a file based blog under /portfolio/blog which is mainly just markdown posts for now but eh its the first step toward that whole knowledge vault thing i was talking about earlier ( no db here coz i write and redeploy directly :))) ) THE ‘SPRITEEEEE’ the card front finally has a proper custom mascot sprite instead of whatever placeholder energy was sitting there before spent a decent chunk of time on standing and sitting frames and idle loops and lining the feet up so it doesnt float weird in the box [ inspired from pokemon sprites hopefully wudnt get sued or sm 🥀🥀] still cooking more frames and cleaner loops but the main card already feels way more alive with it on there few other changes as well focus badges on the card revamped ( honestly i wanna change this section but no idea what to do give me some ideas people 👀 ) project icons and skill tiles card polish spacing layout CURRENTLY panel and stuff basically just making the whole fire red trainer card feel finished instead of half done cooking rn 🍽️ few things which still needs to be done includes more sprites icons wallpapers personal AI assistant on the front page with access to my knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio ]
more data file yipeee!!! follow up to the last card post becoz the back face was still half vibes and half unfinished morph energy 🗣️🗣️ last time the trainer card front felt finished and /portfolio got ripped into proper routes now most of the hours went into the DATA FILE back — honors experience polish tokens furnace and making that whole sticker row actually mean something instead of placeholder energy HONORSSSS ( the spicy part of the card ) last time honors was basically morphing diorama worlds stacked on top of each other and it got heavy farr too fast now the whole thing is one clean mock layout left tile + rank bar title / tag / short sub middle content (text or shots or furnace flow) OPEN PROOF as a real top right button same height metrics footer on every honor so nothing jumps around so thats there also revamped all of the sub sections under HONORS as well do check em out EXPERIENCE ON THE CARD experience order got inverted too work and internships first education last so stealth → rinexis → freelancing show before the college rows which is where that whole professional read should start under anyway SMALLER CARD POLISH ( still counts ) card tilt and front chrome got hardened earlier landing zoom opened more so the DATA FILE can actually breathe mobile nav + denser /portfolio home summary noun pixel icons vendored locally so the free trial dying doesnt blank the metrics row later basically just making the whole fire red trainer card + DATA FILE feel like one finished product instead of two half done faces COOKING RN 🍽️ few things which still needs to be done includes more sprites cleaner idle loops wallpapers personal AI assistant on the front with access to the - knowledge vault so it can answer questions about me directly automated scripts fetching github projects and linkedin posts maybe sqlite later if the file based blog starts feeling too small sprites are work in progress soon to come again lol [ my pokemon partner is soon to come on the portfolio 🥀🥀asw ( might do that after the first ship ) ] MOST IMPORTANT THING I AM GONNA BE LOOKING FORWARD TO IS - trying to reduce the lag coz of lots of images in the card ( if yall have any recommendations do let me know ) live at the trainer card on the site · flip with A · HONORS tab · ← → through the stickers
HONORs revamp and hari.md for AI 🥞🥞 last time the trainer card DATA FILE was cool but something did not sit right with me so did a revamp and oh boy now the whole honors strip got another pass and then i finally shipped something ive been talking about for a while which is hari.md MAINNN CHANGE the red MAIN PORTFOLIO button is gone. its a black hari.md now and it dumps u into /portfolio/hari which is basically just a huge markdown context dump on me · school · internship · wins · DNFs · projects · stack · how i actually work. like 800+ lines . agents and ppl can read the whole thing without guessing from random cards. so thats there also nav has hari.md on the main portfolio now so its not only a card footer secret THE 1B+ TOKENS SAGA (this took way too many attempts lol) honestly the tokens honor was the whole pain point first it was html pieces and overlays and conveyors and then it looked fake then we tried splitting the stage and putting brand logos in the flow and that also fought the layout then the whole idea flipped — stop reconstructing pixel art in react and just ship ONE card image ( avif → webp → png ) inside the honor chrome and that finally worked. furnace on top HOW IT FLOWS under it with the real tool marks: Claude Code · Cursor · Codex · ChatGPT · OpenCode · Hermes Agent · DeepSeek had to regenerate a few times becoz the first versions had cute fake mascots instead of actual logos and then the aspect ratio was wrong so the panel was clipping top and bottom. now it sits in the same rounded accent border the other honors use so it doesnt look like a raw screenshot floating in the cream CARD IS COOKING AGAIN whats done so farr honors feel more finished footer is smaller and sits lower across every tab tokens art is framed proper hari.md is live on prod too cooking rn 🍽️ theres a shit ton of images on my card now so i need to optimze it optimizing the card load becoz theres a LOT of images on there and first open still feels heavy. next pass is probably: avif / webp for the front tiles + stickers stop shipping dead 1–2mb pngs preload only first paint lazy the back face until u flip still needs to be done includes asset compression across the card maybe defer honor / project sprites until flip kill unused diorama / blast pngs from the deploy more sprite polish later ig [ inspired from pokemon cards and also my second brain vault hopefully the 1B furnace doesnt melt the vercel bill 🥀🥀 ] give me some ideas people 👀 if u want the card to load snappier without killing the pixel look thx for readin :DDDDD
📱 view is here last time phones were just getting a shrunk desktop trainer card and everything was breaking all over the place now the whole thing flips into a real portrait layout worked on this for past few days had to redo few assets , shift around the components and stuff as well basically the card used to pretend it was mobile by scaling the gba shell down and that never worked coz the chrome spacing flip hit targets and honors art were all sized for landscape 🥀 so on a phone it felt like looking through a tiny window at a desk site lol what 🚢🚢 REAL MOBILE SHELL ( not a zoom hack ) front face got its own phone composition each main section has proper new made assets DATA FILE back also got a real narrow pass tabs go PROJ / EXP / HONORS / SKILLS so they dont wrap into mush honors stickers sit in a 2×2 instead of a crushed 4-up skills become a bigger stacked grid experience stops overlapping itself on tall thin viewports shell size morphs soft when u rotate or cross the breakpoint so it doesnt hard-cut mid flip so thats there also buttons on the back were flipping the card with them 🥀 OPEN PROOF · tabs · stickers · hari.md · project links all used to bubble into the flip handler so u tap proof and the whole card yeets around now controls + a little near-miss margin dont flip and empty chrome / honor copy / description panels still do which is what u actually want on mobile when ur thumb is hunting for free space tokens furnace had a full-bleed invisible github link over the whole painted art so tapping the logos took u to github for no reason — killed that. furnace art is view only now HONORS ON A PHONE ( redid all assets ) YC banner was cropping the building crown so shifted object-position a bit lower in the same frame ( no bigger no smaller just move the art ) hackathon highlights used to jam two tiny win chips into a crushed grid and the bottom row was getting clipped so that became one clean VIEW ALL PROJECTS HERE button that dumps into /portfolio?tab=projects LITTLE SIDE QUESTS ( still counts ) added OG image to the website , made the website title dynamic according to how u are using it ( jus try it tbh hard to explain ) whats next unless i get distracted🍽️ image weight is still the villain theres a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the layout finally makes sense next pass is probably avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome still needs to be done includes need to compress the shit out of everything basically lol until we meet again :DD
TRANSITION Animation btwn card <-> portfolio last time was the whole phone layout existing for real ( not a shrunk desk card ) now the trainer card actually feels like a physical thing and then it walks itself into /portfolio which is where most of the hours went into basically MAIN PORTFOLIO used to just be a button that dumped u onto a dark page with a white flash or a camera zoom or this nasty navy wipe and none of that felt like the card doing anything it just felt like a website changing pages lol what 🚢🚢 IT TILTS LIKE A REAL CARD ( only the corners tho ) used to track the whole surface so hovering name / stack / sprite would wobble the gba shell for no reason 🥀 now the inner band stays dead flat and only the outer corners actually slant so it feels like ur pressing a sticker not stirring a tray of water back face freezes the tilt too becoz DATA FILE tabs sliding off ur cursor mid click is a special kind of rage also it makes noise now 8-bit menu ticks off the web audio api ( no mp3s sitting in public/ being dramatic ) hover / flip / select all do that tiny gba chirp SOUND: ON in the corner if u want it · MUTED if u dont · it remembers so thats there THE CARD ITSELF EXTENDS ( not a zoom not a clone ) LITTLE SIDE QUESTS ( still counts ) local compiles were crawling becoz turbopack decided my entire home folder was the project lol pinned it to this repo so it stops watching my whole machine also slapped vercel analytics on the layout so i can actually see if ppl flip the card or bounce ( mainly just the dashboard for now but eh ) whats next unless i get distracted🍽️ image weight is STILL the villain like last time i said this and then i went and built a wipe instead theres still a lot of honor heroes stickers logos sprites on that card and first open on mobile still feels heavy even after the card finally behaves next pass is probably ( for real this time ig ) avif / webp everywhere the front still cheats with fat pngs lazy the back face until u actually flip stop shipping dead 1–2mb honor experiments in public/ preload only first paint chrome compress the shit out of everything basically lol until we meet again :DD give me some ideas people 👀 if u want that first paint to stop feeling like a backpack
MUSIC ON THE CARD ( and /portfolio too ) last time the whole post was just the card walking itself into /portfolio now the thing actually has loops on it which is where most of the new hours went into last time card was silent besides menu beeps and /portfolio was just a dark page u dumped into with no way to switch anything now chiptune loops sitting under the whole site and u can actually change / mute / skip without it feeling like a website widget slapped on TRAINERR CARD HUD spherical change music button ( pixel / SNES ) mute next to zoom plaque says MUSIC PLAYING when a loop is actually running not MUSIC: OFF while audio is screaming in the back lol MUSIC: MUTED if u just dropped the volume MAINNN PORTFOLIO PLAYER /portfolio got its own player not the card sprites play / pause prev / next mute scrubber u can drag eq cover so it feels like a now-playing island not a text strip mute does not pause it just goes quiet so the loop keeps walking WIPE SOUND those short theme clips on the card → /portfolio wipe are gone now its just a whoosh ( air rush ) both ways so the transition doesnt start playing a whole song for 4 seconds lol THE POOL theme 2 · 3 · 5 · 6 · 7 · 8 loopin aand these musics are totally not nintendo proprietary music 👀👀👀👀👀👀 short ones stayed out of the pool becoz they were stings not BGM track ends → next one. prev past 3s restarts the same loop
spent past few weeks re writing code making it clean and proper for shipping it re wrote main auth libs and stuff and proper documentation as well re wrote docs as well throughout the codebase everywhere on how everything works and added lots of small tiny easter eggs for yall to find as well lol ANDD THE MOST IMPORTANTLY people are claiming the assets in my portfolio to be AI made and i am not declining but its not like its fully AI i am an artist myself ( deviant artist for 2 years now ) I use AI to make the flow of making assets faster and simpler these are proof as to how every single asset in my portfolio was originaly drew by me AND THEN only enhanced by AI i hope this clarifies it u can see the number of iterations i did for every asset u see in my portfolio lol its not like i just prompted and got it and u can also verify the date all these are months old
rewriteee !!! last time the whole src was pretty much slop stacked on slop with like almost 1000 loc lmao ai writes straight shi so i refacotered and have it as modules now what did i actually change pages and layouts. / and the portfolio routes so the structure is something i can follow again. the main card. front, back, boot, the whole data file. portfolio sections under that. projects, experience, skills, honors. the site itself. nav, player, contact note, the rest of the pages ppl actually land on. hooks and lib as well. sound, boot, the transition. routing got a bit of the same treatment so it isnt a maze later css ? hahahahha i never touch that i aint wriitngg 7 lines of tailwind vro 😭🥀 why ? i wasnt chasing a new feature here. i wanted code i can open 10 years and still understand and update as this is not a side project its a portfolio and that lives with us cleaned the spots where the same idea was written three different ways. optimized the messy bits so it isnt doing extra work for no reason. left self notes in the files so future me doesnt hav to reverse engineer a tuesday night. basically just making the whole codebase feel like mine instead of generated slop which agents even cant write on as times go on and to make up for stardance criteria :« MOST IMPORTANTLY 🥀🥀🥀 wrote the whole thing in zed ( wanted to try it out as my friend was hyping it and how i wud love it coz i use vim and stuff a lot ) but then realized i did not config it to calculate the hacktime there goes around 12 hrs of coding ’, / but the code is still there and i actually liked zed asw so a win - win hope review goes well atleast this time
redrew the art nothing more ai ml logo is just bunch of tools i commonly used pout together and made into a pixel art devops is literally first image i found when i typed ’ mario cloud pipes ’ and thenn ’ fine-tuned’ (lol) a bit exploring logo is straight outta undertale webapp is bunch of pixel logos i found in google put togehter and edited the alignment and added applicaitons into them ( this took almost 3 days and i think the time logged here is also being addiitive from my previous devlog for some reason the code refactoring) hopefully this is my final AND PLEASE DONT ACCUSE ME OF USING AI FOR MY ART ANYMORE BRO
again few re-design ( not redrawing ) on few of em changed hacktober fest -> my oss journey includes all the different orgs i have worked in or contributed towards and the art i changed from github mascot to a VERY popular meme lol YC indian icon swapped for hackathon wins i realised i cant keep updating the logo to tell the latest number of wins too lazy so now its an oscar award ALL THESE RE DESIGNS ARE MADE ON CANVA SO PLEASE DONT TELL THEM THEY ARE AI AGAIN also the 1B tokens part of my card now is a cron job yay ! after every week ends ( a week before ) sends api request to all the various sources i use to get an estimate on tokens used and displays it the graph was simple UI library - ReCharts just had to tweak teh typography and background a bit
again .. u guessed it A REDRAWWWW !! and this time it was a ai generated image i did not notice which i generated a whole 2 months ago 😭🥀🥀 it was the claude background i had but now i redrew it and its much better now as well honestly earlier it was a normal art slop now i redrew on classic pixel art set and now its much better few other addiitons : added few new musics try finding them all hehe started working on new set of mascot for my main portfolio section as of now its few of the retro-classic gifs which i found from interent archive lol also the buttons are now proper pixel UI as well earlier it was images and it was adding load to website now it loads in <1 second so tahts good
few additions and tuning from the review of previous ship updated info about me on hte website a bit more made the sections of FOCUS area a seperate card each which is immersive as well updated logo of the website / projects and stuff to clean proper logos tweaked mobile view a bit more to be perfect making sure there is no dead space anywheere
final additions and also to log the left over hrs a red lever .. u wudnt pull it wud u ? few icon updates update on the info of mine all around the profile
Ships:
this is my portfolio have been building for months now honestly lost count then and there i pop in and build every asset u saw was hand drawn by me and enhanced using AI just explore and have fun i have lots of easter eggs which my close friends wud understand but try out !
pretty much like last ship few new additions and tweaks check it out and tell me anything which breaks...
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Vex Bot discord Bot by @avprojects | Stardance
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Title: Vex Bot discord Bot by @avprojects | Starda Title: Vex Bot discord Bot by @avprojects | Stardance...
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[{"post_id": 43461, "ts": "202 [{"post_id": 43461, "ts": "2026-08-08T18:44:54Z", "hours": 0.2697, "text": "This is my project to attach a motor to my sailboat. What I have done is attach a mount to my boat foil and I have been doing some intil testing."}]...
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Title: Foil-Drive by @java | Stardance
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T Title: Foil-Drive by @java | Stardance
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This is my project to attach a motor to my sailboat. What I have done is attach a mount to my boat foil and I have been doing some intil testing....
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My awesome macropad! by @myemail3_141592 | Stardan My awesome macropad! by @myemail3_141592 | Stardance...
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Title: My awesome macropad! by @myemail3_141592 | Title: My awesome macropad! by @myemail3_141592 | Stardance...
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Tempname: Engine by @pkncoder | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T12:06:16Z", "hours": 165.0, "multiplier": 19.97, "payout": 2930, "blessing": "neutral", "text": "—————– Ship #1 —————– - - Welcome - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💚 The current state 💫 There is still no UI, all render control is based in a JSON file. The current only renderer is a custom Deferred Renderer. Note: As this is built for 3d rendering, a modern computer, with a GPU is recommended. Modern Macbooks will run it, however it will be slower as it is basically magic that it works on them. Thank you so much! I’ve spent a lot of time on this. It may not seem like that, however when building this, I decided to do it right (as this is my 3rd attempt). I split the development into phases: Get a window Get something rendering + a camera Get object/material/texture loaders + basic scene managers + basic concept of working Create full scale (professional) renderers/scene managers/resource managers/etc. Get a UI Currently, I’m in getting everything polished in the backend. I didn’t want to move on to the UI, as I didn’t want to rush that. Rushing a UI meant missing other things. So thank you, and I really hope you enjoy. If there are any issues, please report them to the issues page on the github, and message me on slack ( @pkncoder ). Github releases: https://github.com/pkncoder/Engine/releases Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine", "repo": "https://github.com/pkncoder/Engine/", "demo": "https://pkncoder.github.io/Engine/index.html"}]...
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[{"post_id": 72971, "ts": "202 [{"post_id": 72971, "ts": "2026-09-24T04:20:28Z", "hours": 2.5239, "text": "—————– Devlog XXVII —————– - - Release is out testing time – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not too much has happened, mostly: Updated README (resources, gallery, installation & use) Updated the landing page (added a tech-stack) Created my first release under the 1.3.x alpha title That big 1.3.x “alpha” release is the big one, as I need some help. If you could just take a bit of time, and you aren’t on linux-arm or apple-intel, could you check out the github releases and try it out, that would be great! I plan to ship tmwr, but I want some testing done first. Thank You for Reading So close!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 72516, "ts": "2026-09-23T03:30:31Z", "hours": 9.9433, "text": "—————– Devlog XXVI —————– - - Almost… there – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In order to show the capabilites, I’ve been setting up scenes for my engine to show off, and here are some of the results! It would be great to get your favorite render of these! For the full 9 renders , check out the scrapbook in the slack , as they will be there w/ a thread. Thank You for Reading Hopefully will actually ship tmwr! I’m actually getting kind of sad, I won’t be stopping development by any means, but this has been my summer (although I might not be able to get any stardance tokens, but that’s ok ig…). If you have any questions, feel free to DM me either here, or at @pkncoder on discord if that’s easier for you! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 71565, "ts": "2026-09-21T02:05:45Z", "hours": 2.1433, "text": "—————– Devlog XXV —————– – New JSON scene file 📁 - SHIP TIMEEEEE – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not that much has happened tbh. All that has really happened… Updated the README a bit more Added a new json parser to spawn the scene from that Added hot reloading of the scene So yea, next should be the ship. When updating the README on the github, I was going through the Usage section, and added a new promise for how people could add their own meshes. In this I created the idea of activeScene.json , a JSON file that listed the scene data (crazy, right?). And so, after I updated the README , I added the new loader, and made the scene reload by pressing the “ r ” key. That’s kinda it… Thank You for Reading Before shipping, I need to… Do another update of the README Create the base Releases for Mac, Windows, and Linux And test these Do a pass through TODO.md Update the landing page Shouldn’t take too long Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 69952, "ts": "2026-09-18T03:52:09Z", "hours": 8.6456, "text": "—————– Devlog XXIV —————– – i HATE shadow maps!!! - Renderer? I hardly know her? – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ WOAH A lot has happened. Previously, I had just implemented a new entity system & a new camera system. So what’s new? I present: The Deferred Renderer !!! Basically, it’s just another way of rendering. HOWEVER , it has some funzies: Mostly together render graph, just a little smthin Shadow Pass G-Buffer Pass Lighting Pass New point lights (replacing the emmissive texture searching before) Looking to add SSAO (hemisphere sampling) in the future!! Now, along with this, I just tested creating a build for windows and testing it on a friends machine, and it worked (his laptop is crap, so it ran slow, but surprisingly fast) . Along with that, I also tried the current build on mac, and it also worked, so that’s also great (I’m supprised)!! However, the real prize, is the trypophobia horrors made along the way!! That’s right! When trying to get textures to work, I ran into a ton of problems (mostly related to the alpha map & image formats) that caused major headaches. Images and videos, where they are a bit compressed, can be found below. Thank You for Reading Almost there, I still need to change up the landing page, rewrite the readme, and merge the main branch, plus try to get a way to change the 3d models for users, but I’m getting there. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 67656, "ts": "2026-09-13T20:09:19Z", "hours": 7.9958, "text": "—————– Devlog XXIII —————– – I NEED TO HURRY UP AAAA - EnTT - Table – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In my previous devlog, I stated how I was working on the new RenderGraph . I’ve now realized, that I have like until the end of the week for when I need to ship. So instead , my goal is to get this looking impressive . To start, here is what I’ve done so far : Cleaned up system inits Changed how the UUID service works (now you just access it and call generate ) Implemented a new library, EnTT Did some cleanning up Added a PointLightComponent for future use (no dev. yet) Added and implemented the CameraComponent Here are the big things: EnTT EnTT is an open-source library that handles objects within games, editors, etc. It’s creator is: Michele Caini (skypjack on github) . EnTT is a library that exposes something called an Entity Component System (ECS). Basically, instead of saving a bunch of data directly inside of one struct or class, you define an entity (a unique id) and assign that entity components. The components are what actually gives the entity meaning. New Camera If you have ever ued Blender for a bit, you would know that your camera is on the same list as your meshes. This is since, to Blender, they are inherantly the same thing (don’t quote me on that) . Previously, my camera was seperate to all of the rest of the objects. This caused the data to be split, and handling the differences made my architecture a bit weird. Now that I’ve implemented EnTT , I’ve added a CameraComponent that defines things like rotation, FoV, etc - completely erasing the need for a separate camera, and opening the doors to more flexibility. Thank You for Reading New book is great! I won’t get to use too much of it for stardance, but I’m checking out this snowglobe thing that seems like it would be the next area!! Wish me luck on the ship. I want to get it out by the end of the week so I can hopefully still cache in some stardust. Probally won’t get the computer though (high hopes for a living or smthin idk) Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Change my Rasterizer to be a Defered Renderer & implement multiple point lights UI??"}, {"post_id": 61084, "ts": "2026-09-03T20:05:33Z", "hours": 3.7325, "text": "—————– Devlog XXII —————– – BrEaKiNg ChaNGeS - 📖 NEW BOOOKKKK – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I’ve done much coding Base list This is what I have done since the last devlog: Planned out a bit more on the inner workings from no Renderer->Rendered Image Created the new Shader & Program classes Updated the workings on RendererManager Started work on the new Renderer / IRenderer class Current commit is now broken (compiles, doesn’t run Overview In my new obsidian vault , I’ve been working on creating the new database on how it all works. Through this, I’ve been using excalidraw (Obsidian) to plan out pipelines & create visuals. Currently, I have 2 main drawings: Shader & Program pipeline Renderer Pipeline The Shader & Program pipeline explains the lifetime and usage of both the Shader and Program (OpenGL program) classes. A program gets created, has shaders attached to it (deleting the shader in the process) , and then the program gets linked & binded. The Renderer Pipeline explains the lifetime and usage of a renderer. Starting from the RendererManager, go through normal rendering stuff, and will end at shutting down the RendererManager. For the inner workings of the new renderer setup, I’ll leave that for (hopefully next devlog) when I get everything working start to finish of the RendererPipeline . Thank You for Reading As for the “ New Book I got, I have just purchased “ Game Engine Architecture Vol. I ” (Jason Gregory) to specialize the program more (most likely after Stardance ends). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Plan out the RenderGraph Create the base RenderGraph class Create the BlitList Create the INodeInput & INodeOutput"}, {"post_id": 58866, "ts": "2026-08-31T13:21:49Z", "hours": 3.4211, "text": "—————– Devlog XXI —————– – My brain hurts 🧠 - Sharp like glass – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I haven’t done much coding Instead, I’ve been trying to figure out how I want my Render Graph to work. To start, what is a render graph? What I am interpreting the render graph as, issss: An API meant to simplify and provide structure to a final renderer. In the final application, the render graph will be an option for a more advanced final render editor. What I am working on now, is how it will be put together so I don’t have a mess in the future. Recently, I’ve been using Obsidian to mark everything down. This also starts a little docs. Using a mix of Obsidian and the excalidraw plugin, I’m able to write everything down and create visuals. Currently, I have a mix of nodes that are the main important ones. These nodes are just the interfaces , so they aren’t specified. They act as a blueprint for any of the full nodes. IRenderOutput - Add textures to a list of blitables IShaderInput - Base input interface IShaderOutput - Base output interface IShaderNode - Node representation of shaders IShaderPassNode - Base shader interface Thank You for Reading I haven’t been home enough to create the “big brain wall” which is sad, but at least my stuff is digital. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Setup current program for Render Graph implementation Implement IShader, IGPUTexture, etc. Create IRenderGraph for the renderers"}, {"post_id": 53552, "ts": "2026-08-24T04:42:42Z", "hours": 3.7022, "text": "—————– Devlog XX —————– – 🌟I have the best one liners 🗿– 🥀 Now I have to be smart ??? 🧠 – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ For the quick overview: Fixed the shadow map issue ( so angry about this, see below ) Fixed an issue with textures not caching Got the very base implementation of Uniform Buffers To start off, in the previous devlog I mentioned I was re-writing the shadow mapping . Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is not in shadow, everything else is. quick explanation I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the model matrix , the renderPackets being in a bad order , the far plane ). IT TURNS OUT It was none of these. Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code. Turns out I forgot to swap some variables, and I was putting code in places it should NOT be at. No idea why it didn’t crash, but it fixed my shadow issues very quick . As for UBOs, I’ll talk about them in a future devlog, when I have everything planned out. Thank You for Reading As I said with “Planning out” everything, I’m going to set up a whiteboard - I’ll have to move my 🏳️🌈 pride flags 🏳️⚧️ :( - Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Refactor Build the big brain wall Do some thinking 🥀 Git Commits🗿 Weird position issue Saving now, I am so angry about this. I was compiling and overwrigting the wrong code :( Made the testing for shadows a bit better, and changed the rendering a bit Fixed issue with textures and full models not actually caching Removed anoying debug line for shadow transform matricies Working on getting the ubos working’ Got it to push First test ubos"}, {"post_id": 52406, "ts": "2026-08-22T15:11:34Z", "hours": 4.0344, "text": "—————– Devlog XIX —————– - 🌲 Textuers 🧚♀️ - 👩💻 Shadoowwsss 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To recap on what I did: Got the program to launch to black screen I needed to inject the Asset Manager to a class Got objects loading correctly without shadows Got textures to load Started work on fixing the shadow map Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index. The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren’t in shadow. I’m not sure what the problem is, but I’m going to do a bit more looking into it. Thank You for Reading :3-blahaj-spinning I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms Refactor / clean Create the real Render Graph? 🥀 Git Commits (shortened)🗿 Commits: https://github.com/pkncoder/Engine/commits/Phase-IV/ Most Recent: Temporary Save"}, {"post_id": 50519, "ts": "2026-08-19T18:20:39Z", "hours": 5.6344, "text": "—————– Devlog XVIII —————– - 🌲 Trees 🧚♀️ - 👩💻 SO MUCH REWRITING 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ These last few days, I’ve been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working. The big changes that I did include: Fixing an issue with textures not loading Updated the Interface for every Renderer. Implemented the extract / prepare / dispatch pipeline into the Rasterizer for real now. Started working on the base ideas of a “Shader Graph” The issue with textures was just moving a line like 3 lines lower . I was freeing the image data before saving it (oops) . The updated interface is the IRenderer class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions: beginFrame - Clear previous frame data and prepare for a new frame extract - Take raw scene data ( camera , renderables ) and convert it into packets for the next step. prepare - Take each packet from extract and turn them into draw commands for dispatch. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms. postProcess - Take the frame and post-process it. This may be removed. present - Take the rendered frame and show it to the screen ( blit it ). To do a quick review on what the Shader Graph is - it is a collection of “nodes,” each with their own inputs and outputs that connect together to render out a frame. I’m still a bit confused, but I’ve been watching presentations on the topic from companies like Unity & Activision . Thank You for Reading Yea, I know it’s been a while since my last devlog. I’ve been making some posts in slack about my Path Tracer, since I spent a little time on that. I’m looking at the timing for everything , the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I’m hoping I can get enough stardust to pay for a new laptop, but idk that’s a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn’t crazy (the mult is tho). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Stop the program from crashing to reach a black screen Rewrite shaders to allow for correct models wo/ shadows Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms 🥀 Git Commits (shortened)🗿 https://github.com/pkncoder/Engine/commits/Phase-IV/"}, {"post_id": 45347, "ts": "2026-08-11T18:54:11Z", "hours": 2.9381, "text": "—————– Devlog XVII —————– - Strange Hours - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To start off, I did not work directly on my application, but the online demo . It’s like working on the website, but through another editor sometimes. The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making. I was working on my online shadertoy DEMO for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the “Edge-Avoiding Á Trous Wavelet Transform” . As a quick overview: It applies a blur “ with holes ” to allow for less to no image distortion Fast enough for realtime Includes “ weights ” based on (in my code): Normal , Depth , and Color . The larger the difference between the center pixel and the scanned pixel * (kernel), the more weight is applied, lessening the amount of blur. This is amazing, however when the camera moves , the denoiser assumes that the current and previous pixel are in the same world postion (when it isn’t). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel. I got this wrong on one of the first attempts, the last attachment (videos are compressed) shows that fun video (warning for those who get motion sick). With this, I am able to blur the image, and with some more techniques, I can get rid of “ghosting.” Thank You for Reading In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don’t worry about your system being too slow, just don’t fullscreen it <3 (the development was done on my lower end mac). The hours logged are from refactoring the project after the last devlog, and editing the code when I didn’t do it in shadertoy’s editor. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 BREAKING CHANGE - Refactored Buffer & GPUResource managers + IRenderer - Code has been broken for a bit but womp womp Shadertoy shaders path tracer https://www.shadertoy.com/view/7fBSzR"}, {"post_id": 44514, "ts": "2026-08-10T10:13:23Z", "hours": 4.0428, "text": "—————– Devlog XVI —————– So long , gay Bowser ⭐️ – IRenderer, hardly know her? - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ⭐️ BEFORE ANYTHING - Thanks so much to @AVD for the super star, wasn’t expecting it and I really appreciate it 👏 👏. Now, for what I did: Dealt with an issue in Obsidian, as apparently there was “minor rendering performance improvements.” This is FALSE :( - I just downgraded the version Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. Did some formatting Overall the two big things that I did was the new Buffer system & the updated IRenderer interface. For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer , and GPUBuffer has a type, and a usage (see attached photo). Now everything is centralized on that. For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case). Thanks for reading Again, thanks so much to AVD for the super star! I’m excited for when I can finally start writing my shaders, it’s getting closer & closer!! The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 Fixed an obsidian issue I ran into, “Minor rendering performance improvements.” was NOT true, broke almost the entire canvas. Fixed it though + new png Created the new buffer managegr system, I need to go through and make changes. Also, on launch there was more blacked out sections, different every launch :( New IRenderer setup for the render targets & render handles Refactor 1-6 Refactor 7-9 for BufferManager"}, {"post_id": 42396, "ts": "2026-08-07T02:46:23Z", "hours": 5.3317, "text": "—————– Devlog XV —————– – Temp code go brrrrr 🔋 - New term : “Far Landing” – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ I tried getting this out before 4 hours, but it just –wouldn’t__ happen. Weird errors kept popping up ( mostly being my fault) . Here’s a list of what I did: Figured out generally how I was going to deal with uploading and caching meshes + textures Put the new GPUResourceManager class into place to do the previously mentioned job Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that Patched together the old Rasterizer renderer to work with the new IRenderer pipeline Fixed errors throughout Split up normal & bump textures Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time Yea, I know, it’s a lot . It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had nothing to show for it. :( I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the attached video ) was banded, where parts “didn’t exist” and the other bands did . This reminded me a lot of the “Minecraft Farlands” specifically the pocket edition ones. 🔥 What didn’t I do? 💥 To keep this brief: Fully split up the SSBO system in the BufferManager Reimplement good use cases of UBOs (although I did put in place double buffering) Add the more sophicticated data handling in the PathTracer (as I commented it’s existance out so I could complile). Figure out how shadow mapping is going to be cleaned up in the Rasterizer. ❤️ Thanks for reading! These devlogs have been getting more attention, and I’m getting closer to doing a rebrand to finally get my point and final ideas across! :3 Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git commits 🗿 Patched in the “new” buffer system - Really just to get it to compile before I do anything big. Attempting to run the app to test resources & scene Well it compiles, runs, and renders. I still need to go through all the models, HOWEVER, I am having an issue with like 3 models in sponza and bump UGH Well, I checked Phase-III, and the issue with those models are there too, probally some texture coord issue or the bump map is messed up (I’ll check in blender), BUT THEN ON FIRST LOAD THE MODEL FRA LANDED????"}, {"post_id": 40154, "ts": "2026-08-03T15:39:36Z", "hours": 3.0697, "text": "—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ So What Happened? 📸 I haven’t done much pure coding, HOWEVER , I am getting ready for some large-scale rewrites and additions to the code. For what has happened: Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. Refactored resource and scene directories Re-implemented Application into CMakeLists so I can compile and link that file. Did some planning for the huge renderer rewrite that is coming up. Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it. ❤️ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)! I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🗿 Commits 🥀 (top-oldest : bottom-newest) No more mention of buffer manager or any uploading to gpu in scene & assets. Meshes are now split up from models in the cache, models hold refrences to asset handles to meshes. Refactored and fixed errors in scene and resources. The program won’t work, as only scene and resources are being compiled & linked Added application back into the mix & fixed the scene loading section. Did some planning on how a model will go from spawn to render"}, {"post_id": 38683, "ts": "2026-08-01T06:03:47Z", "hours": 3.0264, "text": "—————– Devlog XIII —————– Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💡 Overview Commit message for this devlog: BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system. ✨ What did I do? Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary: Caching based on a string key (slow) Broke the “single responsibility principal” many times by uploading to the GPU & constructing Scene objects Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager. ❌ What didn’t I do? This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows: Stop uploading to the GPU in the PrefabSpawner (scene) Fix the renderer and find where I will upload the mesh & texture data. Check for compilation and working across the whole project. Change every instance of AssetManager to using AssetHandles. Once I have these, I can move onto redoing the renderers and FINALLY start working on the “fun stuff” ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 36073, "ts": "2026-07-27T22:33:56Z", "hours": 1.5831, "text": "—————– Devlog XII —————– I haven’t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldn’t take that long. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 🎯 UUIDs For a quick explanation of what a UUID is: UUID stands for Universally Unique Identifier. In practice it is a random alphanumeric (a-z,0-9) ID between 64-128 bits. For my project, I used an unsigned 64 bit integer (no negative numbers). It isn’t exactly what the standard for a UUID is, as it isn’t alphanumeric, but I think for now 18.4 quintillion ids are just fine. ⬆️ What Next?? Now that I’ve finished this, the next step is to gut & rewrite the entire asset managing system. I need to redo how files are found, how data is stored, how they are retrieved. Basically the CRUD (create, read, update, delete) line and more. ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 32890, "ts": "2026-07-22T10:48:43Z", "hours": 6.8567, "text": "—————– Devlog XI —————– I haven’t been programming as much, as marching band 🎺 has started, so I’ve had less time. But now I can do the really exiting stuff! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). What did I Do? As I mentioned in the last devlog, I have been working on doing a full passthrough of the entire project to get ready for major rewrites. I have completed by refactor checklist, so I have gone through ever cpp file to: Fix warnings Check object method & attribute visibility Check const, static, and inline declarations Change the placement and formatting of method Going through every line of code to do minor logic changes & change formatting Rename methods, attributes, functions, and variables to better names & names w/ personal conventions. Add comments everywhere Change the placement of the #include statements (main header file, object interfaces, project files, project packages, extra C++ headers) Run a full clean, compile, and test of the application The LIE Technically I didn’t go through every file, as I left AssetManager & Rasterizer . Since these will be completely rewrote soon I felt like it was a waste. What next? Now that I have finished cleaning up the code base, the next projects are to: Move to using UUIDs instead of an entity index in scene Gut AssetManager and rewrite it Change to using metafiles instead of a preditermined path to assets Rework the scene class Extend IRenderer and get ready for the fun part! Thanks for reading! I tried to keep this one shorter for y’all. I don’t normally get too much attention to my devlogs, but I would be more than happy to answer any questions, as there is so much more to this project that even the landing page doesn’t cover (WIP). If you’re curious, feel free to reach out on slack (pkncoder), and here are some extra links about the project: Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine"}, {"post_id": 29073, "ts": "2026-07-15T18:41:40Z", "hours": 4.3689, "text": "—————– Devlog X —————– I’ve been working on refactoring my project for the last few hours. Part of how I code includes: Comments throughout to explain the code, strict formatting throughout, and trying to help the compiler with “const” and “inline” keywords. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). The process My process of refactoring usually happens once I finish a new addition, however I haven’t been adding new things for a while. Now that I’ve added a new addition to the project (Event system & LayerStack), I want to go through the entire codebase under the src/ directory (not the glsl shaders). Project code stats (src/ directory) Running the command line utility “cloc” on my src/ directory to count code stats, I get these counts: ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 646 464 1930 C/C++ Header 47 506 205 1302 ------------------------------------------------------------------------------- SUM: 70 1152 669 3232 ------------------------------------------------------------------------------- Not very big yet, although that will be increased once I get to redoing the entire rendering engine. What I have done Now, back to my refactoring. I got through the basics: removing warnings, double checking the public/private attribute declarations on classes & structs, setting const on functions & params, setting inline on functions. The checklist This is my entire checklist for refactors, this is my first project using it, so it is still being worked on: ### Refactor Checklist (src/) 1. [x] Fix warnings 2. [x] Fix public vs. private 3. [x] Make functions const when needed 4. [x] Make function params const when needed 5. [x] Make functions inline when needed 6. [ ] Fix placement of functions 7. [ ] Refactor step by step in code 8. [ ] Rename things 9. [ ] Add comments 10. [ ] Place the \\#includes in the right spots 11. [ ] Fix file tree 12. [ ] Run ```./fullTest``` 13. [ ] Update the obsidian canvas & png 14. [ ] Update the website Eventually I will also need to make one for the shaders too, as they are sometimes more technical on the code side. Conclusion That’s all that I’ve been doing, thanks for reading. Here is my Github repo & landing page for this application: Source Code: https://github.com/pkncoder/Engine Landing Page: https://pkncoder.github.io/Engine"}, {"post_id": 27729, "ts": "2026-07-13T15:23:24Z", "hours": 8.2792, "text": "Devlog IX I have been working the past week to get the Event system working & trying to fix pointer / referance issues (there are still a few I haven’t figured out). But now I have a working event system. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). LayerStack recap In my previous devlog, I explained the Layer Stack 🥞, a top-down structure for controlling object ownership and main loop execution. Every frame, the layer stack runs the first layer to poll camera movement inputs (temp), and then next layer is ran to render out the frame through the RendererManager. Events This is great, but where the layer stack really shines is the event system . Events are reactions to when anything happens, keys being pressed / released, the window resizing, etc. When an event is dispatched, the layerstack stops, loops through each layer running it’s “onEvent” function to let that layer react (ex. the final render needing it’s texture resized). If a layer doesn’t want below layers to react to the event, it can consume it, stopping the event dispatching and continuing execution. Struggle and Pointer Nonsense I struggled a ton with the event state not updating correctly, and the camera not giving the right values to render the triangles. It turned out to be objects/classes duplicating, and not being able to update. There is so many debug messages in the terminal 😭 Ends This was all front-end changes (no change in the render), but now there is a better system put in place (back end changes). Github repo: https://github.com/pkncoder/Engine/tree/Phase-IV Landing page / Website: https://pkncoder.github.io/Engine/"}, {"post_id": 23348, "ts": "2026-07-06T07:48:30Z", "hours": 11.7481, "text": "Tempname: Engine update. I am so tired To keep it all contained, since the last devlog I have: Merged Phase-III into main & created a Phase-IV branch Changed the landing page’s color palette Modified the target architecture 4 times (3 committed) Created a rudimentary SceneManager class Implemented an EngineContext class to distribute ownership & to help with data flow+containment Implemented a layer system to help cut down on application & to contain/host the events system. Finally put in the system directory (folder) in the architecture that will host any simulations, computations, and animations. Currently it is the planned details for the camera system. The biggest thing that I have done so far is the layer system & state/context creation. The context of the engine lets managers talk to each other so everything can work together, while keeping everything contained. The state is split up into two parts, state & settings (or state & configuration). The state is meant for information that is meant to change throughout runtime, and the engine depends on it to render the right final result (ex. camera state & position). The settings part is meant for variables that won’t change too much, but if they do it is something that is a large modification to the runtime (ex. window title, rendering engine). The layer system is like a regenerating stack of pancakes 🥞. Before you cast your pancake regeneration spell we all have, you have to prep the pancakes with butter and syrup. Each time you finish the pancakes, a new round starts and you eat them again. Then, once you are done, you have to disable the regeneration spell. The layer system acts the same, but computationally & layers instead of pancakes. Each layer goes through the lifecycle of onAttach -> onUpdate -> onDetach. By far the biggest reason for the layer system is the event system, but I’ll leave that for the next devlog. Here is the github page: https://github.com/pkncoder/Engine/tree/Phase-IV Here is the landing page: https://pkncoder.github.io/Engine/ I still have soooo much to do, especially with & after the event system. I’ve completed most of the easy stuff for Phase-IV. Here is the current architecture & a site screenshot."}, {"post_id": 19362, "ts": "2026-06-30T17:15:23Z", "hours": 5.5031, "text": "Changed my mind on shipping, however I do now have a landing page! I still have to do things like changing the color palette (it’s alright now, but I want something different I think), adding little details to really sell the “Rendering” aspect of Tempname: Engine, etc. etc. Here’s the landing page, please check it out & give any feedback! https://pkncoder.github.io/Engine/index.html Since I changed my mind on shipping, here are those images that I was going to use!"}, {"post_id": 18091, "ts": "2026-06-29T02:57:38Z", "hours": 8.6825, "text": "Just got done with some renders on the engine, been working all day on implementing the things needed. Along with the images, I added: Shadow Mapping for the Rasterizer (only 1 emitter) Tone mapping to the Rasterizer Fog to the Rasterizer A vignette effect to the Rasterizer Transparency maps to the Rasterizer Settings & presets for the renders A new “Queer Room” modeled by me in blender for the Path Tracer (going to post it on ship). I honestly have had so much fun with this. Currently working on a landing page to go in place of my “Online Demo” on stardance (since this isn’t that kind of application D: ). Here’s the github: https://github.com/pkncoder/Engine/tree/Phase-III ! At some point I’ll be redoing the README as well for more info. Also, these images aren’t even the best ones, I’ll leave that for the ship :3"}, {"post_id": 16960, "ts": "2026-06-27T15:16:34Z", "hours": 1.2764, "text": "I’ve done a bunch more Todos in my code, getting ready for shipping Phase-III. However, I realized I forgot in my planned Architechture about Acceleration structures (which are very important). So I planned that out! Currently just: BVH (Bounding Volume Heirarchy) for Ray & Path Tracing SVO (Sparse Voxel Octree) for Ray Marching (Hypothetically) These acceleration structures make rendering methods like Ray & Path Tracing, Ray Marching, Ray Casting, etc. feasible for real-time by “cutting out” data (objects) similar to how a Binary Tree works. Next is more clean up, then creating models for some renders I can use in the banner of this + the github Readme, and finally creating a landing page to put in place of the online demo! Then I can finally ship!!!! Here’s the github (ignore main branch): https://github.com/pkncoder/Engine/tree/Phase-III ."}, {"post_id": 16713, "ts": "2026-06-27T04:43:42Z", "hours": 17.5281, "text": "Working on finishing the current development phase, of my project, which also means finally shipping Tempname Engine: Phase-III. I wanted to plan out Phase IV a little bit more, which will focus on: Getting a structured scene management system Improving the Renderer (ability & architecture) + adding 2 new Renderers Adding scene loading & serialization (and “asset serialization” which is weird name) Here is the current & planned architectures of Phase III & Phase IV, at some point I need to redo Phase-III’s to match the style, but I’m tired of working in obsidian to not even get the hours logged."}, {"post_id": 11788, "ts": "2026-06-19T05:50:41Z", "hours": 7.56, "text": "I have finished getting albedo (basic color) textures loading! To get this working I had to redo how meshes were loaded completely, but I finally finished that. The backrooms model was an issue, as I needed to find one that would work, and then fix it in blender, but I’m glad it’s rendering! As for the promised model of the oiiaioooooiai cat 🐈 (Ethel), I did get the model & textures, but I will have to mess with it more, as the model & texture do not line up yet. If you would like to try for yourself, the github repo is here: https://github.com/pkncoder/Engine/tree/Phase-III . The repo is large currently, as I still need to compress the files, or remove them (gitignore). The path tracer is currently disabled , as I need to swap the textures to handles, and then modify the path tracer to work with the textures. It will look really good once I get that working though!"}, {"post_id": 10063, "ts": "2026-06-16T17:20:32Z", "hours": 2.4, "text": "I haven’t done much work on getting textures or anything, however I was able to re-do the shaders. Just some framework stuff like abstracting the shader models so each renderer can implement them to their need. I also spent some more time getting some generic formatting stuff like naming conventions (mostly naming conventions) I also made an “architecture” diagram, as I was requested for one (plus I needed one anyways). Anything purple (besides the background) is a temporary connection/file. Anything green needs re-worked The “Services” group contains files that are completely static in use, and are accessible globally. It’s still a bit messy, but that’s partly due to the temporary/need re-worked files. There’s a still some spaghetti code due to that. The shader files do look a lot like spaghetti as well, but that is mostly do to positioning. It’s pretty basic, as the ui/ and system/ dirs aren’t in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)). I made the image in Obsidian’s canvas, sadly the wakatime add-on wasn’t working for me, so that time didn’t get counted, but oh well. And if the image is cut-off for you, the Services block has Input.cpp, Timer.cpp, and Logger.cpp. I still have a lot of shader work to redo, but I might try to get textures working soon for the Rasterizer, as I’m wanting them more & more."}, {"post_id": 9647, "ts": "2026-06-16T01:45:44Z", "hours": 19.2833, "text": "Hey everyone, I’m Kia! 👋 I’m currently building a custom 3D Engine from the ground up. While it’s definitely a fun passion project, it’s designed to be a genuinely powerful and useful tool. The scope of this project is pretty massive, but here are the main goals I’m chasing right now: 🎨 Multi-Style Rendering: I want this engine to render scenes in highly stylized ways using a variety of techniques. Currently planning support for: Rasterization Path Tracing Ray Marching Ray Casting (Voxels) Simple and easy: No one likes being thrown to the wolves. The engine will feature a clean, simple UI that scales in complexity as you learn how to use it, rather than overwhelming you right at the start. Accessible Animation: Built-in tools for animations and simulations that are actually easy to understand and use. 🛠️ Latest Update: Path Tracer Rewrite I recently did a complete rewrite of the Path Tracer! This was a massive step to future-proof the engine. It now supports multiple shader passes, debug textures, and is fully prepped for texture mapping. Why am I so excited about getting textures working? Because the second they drop, I am immediately rendering 1) The Backrooms 🟨 and 2) the spinning “Oiiaioooooiai” cat 🐈. Texture support should be ready very soon! Want to check it out (please do)? 💻 GitHub: Check out the code and the todo.md to see what I’m working on next: https://github.com/pkncoder/Engine/tree/Phase-III 🎮 Live Demo: Try out my almost real-time Path Tracer right in your browser (click and drag to look around): Shadertoy Path Tracer Demo: https://www.shadertoy.com/view/7fBSzR"}]...
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Title: Tempname: Engine by @pkncoder | Stardance
Title: Tempname: Engine by @pkncoder | Stardance
Devlogs:
Hey everyone, I’m Kia! 👋 I’m currently building a custom 3D Engine from the ground up. While it’s definitely a fun passion project, it’s designed to be a genuinely powerful and useful tool. The scope of this project is pretty massive, but here are the main goals I’m chasing right now: 🎨 Multi-Style Rendering: I want this engine to render scenes in highly stylized ways using a variety of techniques. Currently planning support for: Rasterization Path Tracing Ray Marching Ray Casting (Voxels) Simple and easy: No one likes being thrown to the wolves. The engine will feature a clean, simple UI that scales in complexity as you learn how to use it, rather than overwhelming you right at the start. Accessible Animation: Built-in tools for animations and simulations that are actually easy to understand and use. 🛠️ Latest Update: Path Tracer Rewrite I recently did a complete rewrite of the Path Tracer! This was a massive step to future-proof the engine. It now supports multiple shader passes, debug textures, and is fully prepped for texture mapping. Why am I so excited about getting textures working? Because the second they drop, I am immediately rendering 1) The Backrooms 🟨 and 2) the spinning “Oiiaioooooiai” cat 🐈. Texture support should be ready very soon! Want to check it out (please do)? 💻 GitHub: Check out the code and the todo.md to see what I’m working on next: https://github.com/pkncoder/Engine/tree/Phase-III 🎮 Live Demo: Try out my almost real-time Path Tracer right in your browser (click and drag to look around): Shadertoy Path Tracer Demo: https://www.shadertoy.com/view/7fBSzR
I haven’t done much work on getting textures or anything, however I was able to re-do the shaders. Just some framework stuff like abstracting the shader models so each renderer can implement them to their need. I also spent some more time getting some generic formatting stuff like naming conventions (mostly naming conventions) I also made an “architecture” diagram, as I was requested for one (plus I needed one anyways). Anything purple (besides the background) is a temporary connection/file. Anything green needs re-worked The “Services” group contains files that are completely static in use, and are accessible globally. It’s still a bit messy, but that’s partly due to the temporary/need re-worked files. There’s a still some spaghetti code due to that. The shader files do look a lot like spaghetti as well, but that is mostly do to positioning. It’s pretty basic, as the ui/ and system/ dirs aren’t in there either (system/ is simulations + any computations that would need to be done (ex. translating data for one renderer to another)). I made the image in Obsidian’s canvas, sadly the wakatime add-on wasn’t working for me, so that time didn’t get counted, but oh well. And if the image is cut-off for you, the Services block has Input.cpp, Timer.cpp, and Logger.cpp. I still have a lot of shader work to redo, but I might try to get textures working soon for the Rasterizer, as I’m wanting them more & more.
I have finished getting albedo (basic color) textures loading! To get this working I had to redo how meshes were loaded completely, but I finally finished that. The backrooms model was an issue, as I needed to find one that would work, and then fix it in blender, but I’m glad it’s rendering! As for the promised model of the oiiaioooooiai cat 🐈 (Ethel), I did get the model & textures, but I will have to mess with it more, as the model & texture do not line up yet. If you would like to try for yourself, the github repo is here: https://github.com/pkncoder/Engine/tree/Phase-III . The repo is large currently, as I still need to compress the files, or remove them (gitignore). The path tracer is currently disabled , as I need to swap the textures to handles, and then modify the path tracer to work with the textures. It will look really good once I get that working though!
Working on finishing the current development phase, of my project, which also means finally shipping Tempname Engine: Phase-III. I wanted to plan out Phase IV a little bit more, which will focus on: Getting a structured scene management system Improving the Renderer (ability & architecture) + adding 2 new Renderers Adding scene loading & serialization (and “asset serialization” which is weird name) Here is the current & planned architectures of Phase III & Phase IV, at some point I need to redo Phase-III’s to match the style, but I’m tired of working in obsidian to not even get the hours logged.
I’ve done a bunch more Todos in my code, getting ready for shipping Phase-III. However, I realized I forgot in my planned Architechture about Acceleration structures (which are very important). So I planned that out! Currently just: BVH (Bounding Volume Heirarchy) for Ray & Path Tracing SVO (Sparse Voxel Octree) for Ray Marching (Hypothetically) These acceleration structures make rendering methods like Ray & Path Tracing, Ray Marching, Ray Casting, etc. feasible for real-time by “cutting out” data (objects) similar to how a Binary Tree works. Next is more clean up, then creating models for some renders I can use in the banner of this + the github Readme, and finally creating a landing page to put in place of the online demo! Then I can finally ship!!!! Here’s the github (ignore main branch): https://github.com/pkncoder/Engine/tree/Phase-III .
Just got done with some renders on the engine, been working all day on implementing the things needed. Along with the images, I added: Shadow Mapping for the Rasterizer (only 1 emitter) Tone mapping to the Rasterizer Fog to the Rasterizer A vignette effect to the Rasterizer Transparency maps to the Rasterizer Settings & presets for the renders A new “Queer Room” modeled by me in blender for the Path Tracer (going to post it on ship). I honestly have had so much fun with this. Currently working on a landing page to go in place of my “Online Demo” on stardance (since this isn’t that kind of application D: ). Here’s the github: https://github.com/pkncoder/Engine/tree/Phase-III ! At some point I’ll be redoing the README as well for more info. Also, these images aren’t even the best ones, I’ll leave that for the ship :3
Changed my mind on shipping, however I do now have a landing page! I still have to do things like changing the color palette (it’s alright now, but I want something different I think), adding little details to really sell the “Rendering” aspect of Tempname: Engine, etc. etc. Here’s the landing page, please check it out & give any feedback! https://pkncoder.github.io/Engine/index.html Since I changed my mind on shipping, here are those images that I was going to use!
Tempname: Engine update. I am so tired To keep it all contained, since the last devlog I have: Merged Phase-III into main & created a Phase-IV branch Changed the landing page’s color palette Modified the target architecture 4 times (3 committed) Created a rudimentary SceneManager class Implemented an EngineContext class to distribute ownership & to help with data flow+containment Implemented a layer system to help cut down on application & to contain/host the events system. Finally put in the system directory (folder) in the architecture that will host any simulations, computations, and animations. Currently it is the planned details for the camera system. The biggest thing that I have done so far is the layer system & state/context creation. The context of the engine lets managers talk to each other so everything can work together, while keeping everything contained. The state is split up into two parts, state & settings (or state & configuration). The state is meant for information that is meant to change throughout runtime, and the engine depends on it to render the right final result (ex. camera state & position). The settings part is meant for variables that won’t change too much, but if they do it is something that is a large modification to the runtime (ex. window title, rendering engine). The layer system is like a regenerating stack of pancakes 🥞. Before you cast your pancake regeneration spell we all have, you have to prep the pancakes with butter and syrup. Each time you finish the pancakes, a new round starts and you eat them again. Then, once you are done, you have to disable the regeneration spell. The layer system acts the same, but computationally & layers instead of pancakes. Each layer goes through the lifecycle of onAttach -> onUpdate -> onDetach. By far the biggest reason for the layer system is the event system, but I’ll leave that for the next devlog. Here is the github page: https://github.com/pkncoder/Engine/tree/Phase-IV Here is the landing page: https://pkncoder.github.io/Engine/ I still have soooo much to do, especially with & after the event system. I’ve completed most of the easy stuff for Phase-IV. Here is the current architecture & a site screenshot.
Devlog IX I have been working the past week to get the Event system working & trying to fix pointer / referance issues (there are still a few I haven’t figured out). But now I have a working event system. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). LayerStack recap In my previous devlog, I explained the Layer Stack 🥞, a top-down structure for controlling object ownership and main loop execution. Every frame, the layer stack runs the first layer to poll camera movement inputs (temp), and then next layer is ran to render out the frame through the RendererManager. Events This is great, but where the layer stack really shines is the event system . Events are reactions to when anything happens, keys being pressed / released, the window resizing, etc. When an event is dispatched, the layerstack stops, loops through each layer running it’s “onEvent” function to let that layer react (ex. the final render needing it’s texture resized). If a layer doesn’t want below layers to react to the event, it can consume it, stopping the event dispatching and continuing execution. Struggle and Pointer Nonsense I struggled a ton with the event state not updating correctly, and the camera not giving the right values to render the triangles. It turned out to be objects/classes duplicating, and not being able to update. There is so many debug messages in the terminal 😭 Ends This was all front-end changes (no change in the render), but now there is a better system put in place (back end changes). Github repo: https://github.com/pkncoder/Engine/tree/Phase-IV Landing page / Website: https://pkncoder.github.io/Engine/
—————– Devlog X —————– I’ve been working on refactoring my project for the last few hours. Part of how I code includes: Comments throughout to explain the code, strict formatting throughout, and trying to help the compiler with “const” and “inline” keywords. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). The process My process of refactoring usually happens once I finish a new addition, however I haven’t been adding new things for a while. Now that I’ve added a new addition to the project (Event system & LayerStack), I want to go through the entire codebase under the src/ directory (not the glsl shaders). Project code stats (src/ directory) Running the command line utility “cloc” on my src/ directory to count code stats, I get these counts: ------------------------------------------------------------------------------- Language files blank comment code ------------------------------------------------------------------------------- C++ 23 646 464 1930 C/C++ Header 47 506 205 1302 ------------------------------------------------------------------------------- SUM: 70 1152 669 3232 ------------------------------------------------------------------------------- Not very big yet, although that will be increased once I get to redoing the entire rendering engine. What I have done Now, back to my refactoring. I got through the basics: removing warnings, double checking the public/private attribute declarations on classes & structs, setting const on functions & params, setting inline on functions. The checklist This is my entire checklist for refactors, this is my first project using it, so it is still being worked on: ### Refactor Checklist (src/) 1. [x] Fix warnings 2. [x] Fix public vs. private 3. [x] Make functions const when needed 4. [x] Make function params const when needed 5. [x] Make functions inline when needed 6. [ ] Fix placement of functions 7. [ ] Refactor step by step in code 8. [ ] Rename things 9. [ ] Add comments 10. [ ] Place the \#includes in the right spots 11. [ ] Fix file tree 12. [ ] Run ```./fullTest``` 13. [ ] Update the obsidian canvas & png 14. [ ] Update the website Eventually I will also need to make one for the shaders too, as they are sometimes more technical on the code side. Conclusion That’s all that I’ve been doing, thanks for reading. Here is my Github repo & landing page for this application: Source Code: https://github.com/pkncoder/Engine Landing Page: https://pkncoder.github.io/Engine
—————– Devlog XI —————– I haven’t been programming as much, as marching band 🎺 has started, so I’ve had less time. But now I can do the really exiting stuff! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). What did I Do? As I mentioned in the last devlog, I have been working on doing a full passthrough of the entire project to get ready for major rewrites. I have completed by refactor checklist, so I have gone through ever cpp file to: Fix warnings Check object method & attribute visibility Check const, static, and inline declarations Change the placement and formatting of method Going through every line of code to do minor logic changes & change formatting Rename methods, attributes, functions, and variables to better names & names w/ personal conventions. Add comments everywhere Change the placement of the #include statements (main header file, object interfaces, project files, project packages, extra C++ headers) Run a full clean, compile, and test of the application The LIE Technically I didn’t go through every file, as I left AssetManager & Rasterizer . Since these will be completely rewrote soon I felt like it was a waste. What next? Now that I have finished cleaning up the code base, the next projects are to: Move to using UUIDs instead of an entity index in scene Gut AssetManager and rewrite it Change to using metafiles instead of a preditermined path to assets Rework the scene class Extend IRenderer and get ready for the fun part! Thanks for reading! I tried to keep this one shorter for y’all. I don’t normally get too much attention to my devlogs, but I would be more than happy to answer any questions, as there is so much more to this project that even the landing page doesn’t cover (WIP). If you’re curious, feel free to reach out on slack (pkncoder), and here are some extra links about the project: Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XII —————– I haven’t done as much programing recently, but yesterday I wanted to finish what I needed to do quickly, as it wouldn’t take that long. To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 🎯 UUIDs For a quick explanation of what a UUID is: UUID stands for Universally Unique Identifier. In practice it is a random alphanumeric (a-z,0-9) ID between 64-128 bits. For my project, I used an unsigned 64 bit integer (no negative numbers). It isn’t exactly what the standard for a UUID is, as it isn’t alphanumeric, but I think for now 18.4 quintillion ids are just fine. ⬆️ What Next?? Now that I’ve finished this, the next step is to gut & rewrite the entire asset managing system. I need to redo how files are found, how data is stored, how they are retrieved. Basically the CRUD (create, read, update, delete) line and more. ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XIII —————– Spent some time off from working on this project, started the beginnings of another one. Finally ended up getting the interest to come back to this one To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💡 Overview Commit message for this devlog: BREAKING CHANGE - New asset system, new scene system, renamed SceneLoader to PrefabSpawner, still need to update rest of code with temp fix until reworking for new system. ✨ What did I do? Previously, the asset manager did still handle caching already loaded assets (models, materials, textures), however the implementation was not professional and temporary: Caching based on a string key (slow) Broke the “single responsibility principal” many times by uploading to the GPU & constructing Scene objects Now, I am using AssetHandles (UUIDs) for caching, and I no longer uploading to the GPU in AssetManager. ❌ What didn’t I do? This new system is a good start for realigning and separating the different parts of the program, but is only about a third of the work. For what I still need to do, this is what follows: Stop uploading to the GPU in the PrefabSpawner (scene) Fix the renderer and find where I will upload the mesh & texture data. Check for compilation and working across the whole project. Change every instance of AssetManager to using AssetHandles. Once I have these, I can move onto redoing the renderers and FINALLY start working on the “fun stuff” ❤️ Thanks for reading Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XIV —————– The Planning - The possible NEW NAME??? - The New Project!! To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ So What Happened? 📸 I haven’t done much pure coding, HOWEVER , I am getting ready for some large-scale rewrites and additions to the code. For what has happened: Fully sectioned the resource - disk - and scene - cpu/logic - directories (folders) so there wasn’t any GPU actions taken place. Refactored resource and scene directories Re-implemented Application into CMakeLists so I can compile and link that file. Did some planning for the huge renderer rewrite that is coming up. Along with all of that, I came up with a possible name for the application (since, surprisingly, Tempname: Engine is a temp name) I had it when when gazing at the sun through some clouds over a feild. Although it is super basic, so I’m going to have to play with it. ❤️ Thanks for Reading!!! I might have to take a bit of a break from progress on this project, as I have a website that I’m making for my local fire dept. (look out for a new stardance project)! I’m also planning on doing some re-marketing / re-branding (idk what to call it) to change the descriptions of the project (ex. the “To recap section on my devlogs, and the landing page). I’ve been getting more questions on it, and my current explanations are a bit too much. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🗿 Commits 🥀 (top-oldest : bottom-newest) No more mention of buffer manager or any uploading to gpu in scene & assets. Meshes are now split up from models in the cache, models hold refrences to asset handles to meshes. Refactored and fixed errors in scene and resources. The program won’t work, as only scene and resources are being compiled & linked Added application back into the mix & fixed the scene loading section. Did some planning on how a model will go from spawn to render
—————– Devlog XV —————– – Temp code go brrrrr 🔋 - New term : “Far Landing” – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ I tried getting this out before 4 hours, but it just –wouldn’t__ happen. Weird errors kept popping up ( mostly being my fault) . Here’s a list of what I did: Figured out generally how I was going to deal with uploading and caching meshes + textures Put the new GPUResourceManager class into place to do the previously mentioned job Started reworking the renderer pipeline (NOT THE RENDER PIPELINE) on CPU side, and set up the interface class with that Patched together the old Rasterizer renderer to work with the new IRenderer pipeline Fixed errors throughout Split up normal & bump textures Planned out how I will deal with all the different textures on the shader side, cutting the checks out at shader compile time Yea, I know, it’s a lot . It just felt wrong to create a devlog in the middle of everything, since up until after fixing errors I had nothing to show for it. :( I ran into this errors when fixing those errors, where the entire model (I was using the Sponza scene, check the attached video ) was banded, where parts “didn’t exist” and the other bands did . This reminded me a lot of the “Minecraft Farlands” specifically the pocket edition ones. 🔥 What didn’t I do? 💥 To keep this brief: Fully split up the SSBO system in the BufferManager Reimplement good use cases of UBOs (although I did put in place double buffering) Add the more sophicticated data handling in the PathTracer (as I commented it’s existance out so I could complile). Figure out how shadow mapping is going to be cleaned up in the Rasterizer. ❤️ Thanks for reading! These devlogs have been getting more attention, and I’m getting closer to doing a rebrand to finally get my point and final ideas across! :3 Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git commits 🗿 Patched in the “new” buffer system - Really just to get it to compile before I do anything big. Attempting to run the app to test resources & scene Well it compiles, runs, and renders. I still need to go through all the models, HOWEVER, I am having an issue with like 3 models in sponza and bump UGH Well, I checked Phase-III, and the issue with those models are there too, probally some texture coord issue or the bump map is messed up (I’ll check in blender), BUT THEN ON FIRST LOAD THE MODEL FRA LANDED????
—————– Devlog XVI —————– So long , gay Bowser ⭐️ – IRenderer, hardly know her? - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ⭐️ BEFORE ANYTHING - Thanks so much to @AVD for the super star, wasn’t expecting it and I really appreciate it 👏 👏. Now, for what I did: Dealt with an issue in Obsidian, as apparently there was “minor rendering performance improvements.” This is FALSE :( - I just downgraded the version Created the new BufferManager to handle UBOs, SSBOs, VBOs, EBOs, etc. + Dynamic, Static, and Stream buffers. Integrated the RenderTarget & ShaderPass system from PathTracer straight into IRenderer + added base utilities to it. Did some formatting Overall the two big things that I did was the new Buffer system & the updated IRenderer interface. For the new Buffers, previously I had UBOs (dynamic values) & SSBOs (big mostly static information blocks) set up in seperate files, that BufferManager returned. Now, every buffer is a single struct called GPUBuffer , and GPUBuffer has a type, and a usage (see attached photo). Now everything is centralized on that. For the new IRenderer interface, now there are RenderTargets - textures that shaders write to as output - and ShaderPasses - A pass of a shader. These can be added to a registry, keyed by a UUID (big number, in this case). Thanks for reading Again, thanks so much to AVD for the super star! I’m excited for when I can finally start writing my shaders, it’s getting closer & closer!! The fancy Path Tracer will be cool and all, but I have big plans for the Ray Marcher!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 Fixed an obsidian issue I ran into, “Minor rendering performance improvements.” was NOT true, broke almost the entire canvas. Fixed it though + new png Created the new buffer managegr system, I need to go through and make changes. Also, on launch there was more blacked out sections, different every launch :( New IRenderer setup for the render targets & render handles Refactor 1-6 Refactor 7-9 for BufferManager
—————– Devlog XVII —————– - Strange Hours - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To start off, I did not work directly on my application, but the online demo . It’s like working on the website, but through another editor sometimes. The goal of the Path Tracer is to eventaully get it clean & quick enough to be real-time. This is the first of the 5 renderers that I will be making. I was working on my online shadertoy DEMO for the Path Tracer, specifically the denoiser. The name of the denoiser I am using is the “Edge-Avoiding Á Trous Wavelet Transform” . As a quick overview: It applies a blur “ with holes ” to allow for less to no image distortion Fast enough for realtime Includes “ weights ” based on (in my code): Normal , Depth , and Color . The larger the difference between the center pixel and the scanned pixel * (kernel), the more weight is applied, lessening the amount of blur. This is amazing, however when the camera moves , the denoiser assumes that the current and previous pixel are in the same world postion (when it isn’t). This causes errors when trying to overlay the image and gather data. This is why we track the motion of the camera, creating a vector to get the same world position pixel. I got this wrong on one of the first attempts, the last attachment (videos are compressed) shows that fun video (warning for those who get motion sick). With this, I am able to blur the image, and with some more techniques, I can get rid of “ghosting.” Thank You for Reading In the videos, I rendered them in fullscreen 4k on my better laptop+GPU, don’t worry about your system being too slow, just don’t fullscreen it <3 (the development was done on my lower end mac). The hours logged are from refactoring the project after the last devlog, and editing the code when I didn’t do it in shadertoy’s editor. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine 🥀 Git Commits 🗿 BREAKING CHANGE - Refactored Buffer & GPUResource managers + IRenderer - Code has been broken for a bit but womp womp Shadertoy shaders path tracer https://www.shadertoy.com/view/7fBSzR
—————– Devlog XVIII —————– - 🌲 Trees 🧚♀️ - 👩💻 SO MUCH REWRITING 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ These last few days, I’ve been working on getting my Rasterizer (drawing triangles of a model on screen and coloring them) working. The big changes that I did include: Fixing an issue with textures not loading Updated the Interface for every Renderer. Implemented the extract / prepare / dispatch pipeline into the Rasterizer for real now. Started working on the base ideas of a “Shader Graph” The issue with textures was just moving a line like 3 lines lower . I was freeing the image data before saving it (oops) . The updated interface is the IRenderer class. Each Renderer bases off of the class, supplying it with a framework so each Renderer can be talked to the same way. Here are some of those functions: beginFrame - Clear previous frame data and prepare for a new frame extract - Take raw scene data ( camera , renderables ) and convert it into packets for the next step. prepare - Take each packet from extract and turn them into draw commands for dispatch. dispatch - Take each draw command and send a draw call, along the way binding any textures & uniforms. postProcess - Take the frame and post-process it. This may be removed. present - Take the rendered frame and show it to the screen ( blit it ). To do a quick review on what the Shader Graph is - it is a collection of “nodes,” each with their own inputs and outputs that connect together to render out a frame. I’m still a bit confused, but I’ve been watching presentations on the topic from companies like Unity & Activision . Thank You for Reading Yea, I know it’s been a while since my last devlog. I’ve been making some posts in slack about my Path Tracer, since I spent a little time on that. I’m looking at the timing for everything , the hope is to ship this at the end of Phase-IV and hope that I can get a UI working before too late. I’m hoping I can get enough stardust to pay for a new laptop, but idk that’s a long shot. I still have about 25 more hours if I get a 16x mult (which I can only hope for) before I would hit the mark for the FW 12, which isn’t crazy (the mult is tho). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Stop the program from crashing to reach a black screen Rewrite shaders to allow for correct models wo/ shadows Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms 🥀 Git Commits (shortened)🗿 https://github.com/pkncoder/Engine/commits/Phase-IV/
—————– Devlog XIX —————– - 🌲 Textuers 🧚♀️ - 👩💻 Shadoowwsss 💀- To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ To recap on what I did: Got the program to launch to black screen I needed to inject the Asset Manager to a class Got objects loading correctly without shadows Got textures to load Started work on fixing the shadow map Nothing too crazy has been changed, the texture issues were about some compatibility problems and not uploading to the same index. The shadow values are uploaded to a 3d texture, where to calculate if an object is in sight or not, we commit triangles based on their position. The problem now is about the far plane, and hitting triangles that weren’t in shadow. I’m not sure what the problem is, but I’m going to do a bit more looking into it. Thank You for Reading :3-blahaj-spinning I still have to fix the shadows issue (obviuosly) but then I can move onto formatting the data (putting it into buffers, creating wrappers, etc).!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Write the shadow cubemap geometry shader & ad it to the OpaquePass (temp main pass) Make and debug UBOs replacing base uniforms Refactor / clean Create the real Render Graph? 🥀 Git Commits (shortened)🗿 Commits: https://github.com/pkncoder/Engine/commits/Phase-IV/ Most Recent: Temporary Save
—————– Devlog XX —————– – 🌟I have the best one liners 🗿– 🥀 Now I have to be smart ??? 🧠 – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ For the quick overview: Fixed the shadow map issue ( so angry about this, see below ) Fixed an issue with textures not caching Got the very base implementation of Uniform Buffers To start off, in the previous devlog I mentioned I was re-writing the shadow mapping . Shadow Mapping - Rendering a 3d model with the light being the eye. Everything that it can see is not in shadow, everything else is. quick explanation I was having issues with getting the shadows to work correctly. I had ideas for issues, including: (the model matrix , the renderPackets being in a bad order , the far plane ). IT TURNS OUT It was none of these. Whenever I made the code to compile a geometry shader along the vertex & fragment shader, I just copied my old one and spliced in the code. Turns out I forgot to swap some variables, and I was putting code in places it should NOT be at. No idea why it didn’t crash, but it fixed my shadow issues very quick . As for UBOs, I’ll talk about them in a future devlog, when I have everything planned out. Thank You for Reading As I said with “Planning out” everything, I’m going to set up a whiteboard - I’ll have to move my 🏳️🌈 pride flags 🏳️⚧️ :( - Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Refactor Build the big brain wall Do some thinking 🥀 Git Commits🗿 Weird position issue Saving now, I am so angry about this. I was compiling and overwrigting the wrong code :( Made the testing for shadows a bit better, and changed the rendering a bit Fixed issue with textures and full models not actually caching Removed anoying debug line for shadow transform matricies Working on getting the ubos working’ Got it to push First test ubos
—————– Devlog XXI —————– – My brain hurts 🧠 - Sharp like glass – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I haven’t done much coding Instead, I’ve been trying to figure out how I want my Render Graph to work. To start, what is a render graph? What I am interpreting the render graph as, issss: An API meant to simplify and provide structure to a final renderer. In the final application, the render graph will be an option for a more advanced final render editor. What I am working on now, is how it will be put together so I don’t have a mess in the future. Recently, I’ve been using Obsidian to mark everything down. This also starts a little docs. Using a mix of Obsidian and the excalidraw plugin, I’m able to write everything down and create visuals. Currently, I have a mix of nodes that are the main important ones. These nodes are just the interfaces , so they aren’t specified. They act as a blueprint for any of the full nodes. IRenderOutput - Add textures to a list of blitables IShaderInput - Base input interface IShaderOutput - Base output interface IShaderNode - Node representation of shaders IShaderPassNode - Base shader interface Thank You for Reading I haven’t been home enough to create the “big brain wall” which is sad, but at least my stuff is digital. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Setup current program for Render Graph implementation Implement IShader, IGPUTexture, etc. Create IRenderGraph for the renderers
—————– Devlog XXII —————– – BrEaKiNg ChaNGeS - 📖 NEW BOOOKKKK – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Sadly, I’ve done much coding Base list This is what I have done since the last devlog: Planned out a bit more on the inner workings from no Renderer->Rendered Image Created the new Shader & Program classes Updated the workings on RendererManager Started work on the new Renderer / IRenderer class Current commit is now broken (compiles, doesn’t run Overview In my new obsidian vault , I’ve been working on creating the new database on how it all works. Through this, I’ve been using excalidraw (Obsidian) to plan out pipelines & create visuals. Currently, I have 2 main drawings: Shader & Program pipeline Renderer Pipeline The Shader & Program pipeline explains the lifetime and usage of both the Shader and Program (OpenGL program) classes. A program gets created, has shaders attached to it (deleting the shader in the process) , and then the program gets linked & binded. The Renderer Pipeline explains the lifetime and usage of a renderer. Starting from the RendererManager, go through normal rendering stuff, and will end at shutting down the RendererManager. For the inner workings of the new renderer setup, I’ll leave that for (hopefully next devlog) when I get everything working start to finish of the RendererPipeline . Thank You for Reading As for the “ New Book I got, I have just purchased “ Game Engine Architecture Vol. I ” (Jason Gregory) to specialize the program more (most likely after Stardance ends). Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Plan out the RenderGraph Create the base RenderGraph class Create the BlitList Create the INodeInput & INodeOutput
—————– Devlog XXIII —————– – I NEED TO HURRY UP AAAA - EnTT - Table – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In my previous devlog, I stated how I was working on the new RenderGraph . I’ve now realized, that I have like until the end of the week for when I need to ship. So instead , my goal is to get this looking impressive . To start, here is what I’ve done so far : Cleaned up system inits Changed how the UUID service works (now you just access it and call generate ) Implemented a new library, EnTT Did some cleanning up Added a PointLightComponent for future use (no dev. yet) Added and implemented the CameraComponent Here are the big things: EnTT EnTT is an open-source library that handles objects within games, editors, etc. It’s creator is: Michele Caini (skypjack on github) . EnTT is a library that exposes something called an Entity Component System (ECS). Basically, instead of saving a bunch of data directly inside of one struct or class, you define an entity (a unique id) and assign that entity components. The components are what actually gives the entity meaning. New Camera If you have ever ued Blender for a bit, you would know that your camera is on the same list as your meshes. This is since, to Blender, they are inherantly the same thing (don’t quote me on that) . Previously, my camera was seperate to all of the rest of the objects. This caused the data to be split, and handling the differences made my architecture a bit weird. Now that I’ve implemented EnTT , I’ve added a CameraComponent that defines things like rotation, FoV, etc - completely erasing the need for a separate camera, and opening the doors to more flexibility. Thank You for Reading New book is great! I won’t get to use too much of it for stardance, but I’m checking out this snowglobe thing that seems like it would be the next area!! Wish me luck on the ship. I want to get it out by the end of the week so I can hopefully still cache in some stardust. Probally won’t get the computer though (high hopes for a living or smthin idk) Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine ❓ What’s next? 🛑 Change my Rasterizer to be a Defered Renderer & implement multiple point lights UI??
—————– Devlog XXIV —————– – i HATE shadow maps!!! - Renderer? I hardly know her? – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ WOAH A lot has happened. Previously, I had just implemented a new entity system & a new camera system. So what’s new? I present: The Deferred Renderer !!! Basically, it’s just another way of rendering. HOWEVER , it has some funzies: Mostly together render graph, just a little smthin Shadow Pass G-Buffer Pass Lighting Pass New point lights (replacing the emmissive texture searching before) Looking to add SSAO (hemisphere sampling) in the future!! Now, along with this, I just tested creating a build for windows and testing it on a friends machine, and it worked (his laptop is crap, so it ran slow, but surprisingly fast) . Along with that, I also tried the current build on mac, and it also worked, so that’s also great (I’m supprised)!! However, the real prize, is the trypophobia horrors made along the way!! That’s right! When trying to get textures to work, I ran into a ton of problems (mostly related to the alpha map & image formats) that caused major headaches. Images and videos, where they are a bit compressed, can be found below. Thank You for Reading Almost there, I still need to change up the landing page, rewrite the readme, and merge the main branch, plus try to get a way to change the 3d models for users, but I’m getting there. Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXV —————– – New JSON scene file 📁 - SHIP TIMEEEEE – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not that much has happened tbh. All that has really happened… Updated the README a bit more Added a new json parser to spawn the scene from that Added hot reloading of the scene So yea, next should be the ship. When updating the README on the github, I was going through the Usage section, and added a new promise for how people could add their own meshes. In this I created the idea of activeScene.json , a JSON file that listed the scene data (crazy, right?). And so, after I updated the README , I added the new loader, and made the scene reload by pressing the “ r ” key. That’s kinda it… Thank You for Reading Before shipping, I need to… Do another update of the README Create the base Releases for Mac, Windows, and Linux And test these Do a pass through TODO.md Update the landing page Shouldn’t take too long Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXVI —————– - - Almost… there – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ In order to show the capabilites, I’ve been setting up scenes for my engine to show off, and here are some of the results! It would be great to get your favorite render of these! For the full 9 renders , check out the scrapbook in the slack , as they will be there w/ a thread. Thank You for Reading Hopefully will actually ship tmwr! I’m actually getting kind of sad, I won’t be stopping development by any means, but this has been my summer (although I might not be able to get any stardance tokens, but that’s ok ig…). If you have any questions, feel free to DM me either here, or at @pkncoder on discord if that’s easier for you! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
—————– Devlog XXVII —————– - - Release is out testing time – To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). ✨ What did I do? ☀️ Not too much has happened, mostly: Updated README (resources, gallery, installation & use) Updated the landing page (added a tech-stack) Created my first release under the 1.3.x alpha title That big 1.3.x “alpha” release is the big one, as I need some help. If you could just take a bit of time, and you aren’t on linux-arm or apple-intel, could you check out the github releases and try it out, that would be great! I plan to ship tmwr, but I want some testing done first. Thank You for Reading So close!! Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine
Ships:
—————– Ship #1 —————– - - Welcome - To recap, my project is a custom made rendering engine that focuses on diverse rendering options along with high stylistic control (very high-level explanation). 💚 The current state 💫 There is still no UI, all render control is based in a JSON file. The current only renderer is a custom Deferred Renderer. Note: As this is built for 3d rendering, a modern computer, with a GPU is recommended. Modern Macbooks will run it, however it will be slower as it is basically magic that it works on them. Thank you so much! I’ve spent a lot of time on this. It may not seem like that, however when building this, I decided to do it right (as this is my 3rd attempt). I split the development into phases: Get a window Get something rendering + a camera Get object/material/texture loaders + basic scene managers + basic concept of working Create full scale (professional) renderers/scene managers/resource managers/etc. Get a UI Currently, I’m in getting everything polished in the backend. I didn’t want to move on to the UI, as I didn’t want to rush that. Rushing a UI meant missing other things. So thank you, and I really hope you enjoy. If there are any issues, please report them to the issues page on the github, and message me on slack ( @pkncoder ). Github releases: https://github.com/pkncoder/Engine/releases Github repo: https://github.com/pkncoder/Engine Project landing page: https://pkncoder.github.io/Engine...
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mywebos by @arhamgangwal | Stardance
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arhamgangwal
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0
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1.65
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0
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[]
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[{"post_id": 45079, "ts": "202 [{"post_id": 45079, "ts": "2026-08-11T10:56:43Z", "hours": 1.0544, "text": "Made the window draggable and added open and closing functionality to the window"}, {"post_id": 43897, "ts": "2026-08-09T10:47:35Z", "hours": 0.5944, "text": "I am making a personal portfolio website in the format of webos, it is still in the very early stages and I am still learning html"}]...
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Title: mywebos by @arhamgangwal | Stardance
Devlo Title: mywebos by @arhamgangwal | Stardance
Devlogs:
I am making a personal portfolio website in the format of webos, it is still in the very early stages and I am still learning html
Made the window draggable and added open and closing functionality to the window...
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My awesome macropad! by @rihan_hsn09 | Stardance
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rihan_hsn09
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0
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Title: My awesome macropad! by @rihan_hsn09 | Star Title: My awesome macropad! by @rihan_hsn09 | Stardance...
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universe today by @alyah | Stardance
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alyah
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T23:28:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files.", "repo": "https://github.com/lyri3aly/universe-today", "demo": "https://lyri3aly.github.io/universe-today/"}]...
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[{"post_id": 65082, "ts": "202 [{"post_id": 65082, "ts": "2026-09-09T23:21:39Z", "hours": 0.5256, "text": "decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans."}, {"post_id": 64566, "ts": "2026-09-09T02:24:23Z", "hours": 1.0472, "text": "officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable."}, {"post_id": 61934, "ts": "2026-09-05T03:25:12Z", "hours": 1.4894, "text": "completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission."}]...
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Title: universe today by @alyah | Stardance
Devlo Title: universe today by @alyah | Stardance
Devlogs:
completed the guide for Give Your Website a Pulse! here’s how the website is looking now. i’m going to sketch out a design soon and implement it a rough draft of it for the first ship to complete the mission.
officially a new tab page! I added manifest.json to override existing google new tab code and added a nice search bar. I also updated the README and added a future plan. next up is making it look better and more functionable.
decided to cut this project short and finish without reaching some of my original goals as there are a few others I’m hoping to start on! final devlog for a while: fixed some formatting and made the google search bar functionable. + updated README with new plans.
Ships:
I made a custom new tab page using NASA’s API, my first time working with APIs of any sort! :) The stylized site features NASA’s photo (or video!) of the day, its title, and description. Under it is the Google search bar! You can access the preview at: https://lyri3aly.github.io/universe-today/ . Or download the files here: https://github.com/lyri3aly/universe-today/releases/tag/v1 , on Google Chrome, go to chrome://extensions/, turn on developer mode, select Load unpacked, and choose the dist folder from the downloaded files....
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Minecraft Hotbar by @maindanikraft | Stardance
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maindanikraft
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0
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1.28
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0
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[]
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[{"post_id": 43733, "ts": "202 [{"post_id": 43733, "ts": "2026-08-09T04:28:51Z", "hours": 1.285, "text": "DEV LOG 1 Starting OnShape"}]...
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Title: Minecraft Hotbar by @maindanikraft | Starda Title: Minecraft Hotbar by @maindanikraft | Stardance
Devlogs:
DEV LOG 1 Starting OnShape...
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Nova Rush by @Zee | Stardance
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Zee
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Title: Nova Rush by @Zee | Stardance
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1793346881.892524
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Time Out by @Will_boss | Stardance
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Will_boss
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1
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11.0
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84
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T02:11:13Z", "hours": 11.0, "multiplier": 8.42, "payout": 84, "blessing": "neutral", "text": "This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops", "repo": "https://github.com/Wi-ai/Time-Out", "demo": "https://itch.io/embed-upload/18573812?color=333333"}]...
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[{"post_id": 68400, "ts": "202 [{"post_id": 68400, "ts": "2026-09-15T02:04:18Z", "hours": 11.4639, "text": "mke h first level and prototype of te game"}]...
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Title: Time Out by @Will_boss | Stardance
Devlogs Title: Time Out by @Will_boss | Stardance
Devlogs:
mke h first level and prototype of te game
Ships:
This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops...
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QUANTUM OS by @nandisha | Stardance
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nandisha
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0
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0.0
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0
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Title: QUANTUM OS by @nandisha | Stardance
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1793346879.8082192
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Mach switch by @Pratyul | Stardance
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Pratyul
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0
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0.0
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0
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Title: Mach switch by @Pratyul | Stardance
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1793346878.850132
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1793951678.850132
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51395
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Untitled project by @Arushh | Stardance
|
Arushh
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1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:28:28Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!", "repo": "https://github.com/Arush2008/PC-Info-guide", "demo": "https://pcguide.dino.icu"}]...
|
[{"post_id": 73797, "ts": "202 [{"post_id": 73797, "ts": "2026-09-26T01:13:20Z", "hours": 1.61, "text": "I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before."}, {"post_id": 73476, "ts": "2026-09-25T06:21:14Z", "hours": 0.93, "text": "I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database."}, {"post_id": 63989, "ts": "2026-09-08T02:43:23Z", "hours": 45.4914, "text": "This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github."}]...
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Title: Untitled project by @Arushh | Stardance
De Title: Untitled project by @Arushh | Stardance
Devlogs:
This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github.
I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database.
I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before.
Ships:
After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!...
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1793346877.6357176
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1793433277.6357176
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45675
|
OS Emulator by @paulo | Stardance
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paulo
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0
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1.45
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0
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[]
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[{"post_id": 44248, "ts": "202 [{"post_id": 44248, "ts": "2026-08-09T21:33:42Z", "hours": 1.4525, "text": "Really early development phase! This is a prototype of an OS Emulator, for now, it only has 2 basic commands, and mostly prints to the screen. I do not intend on making this anything “functional” in the meaning of flashing into a ISO and booting in a computer. That is the reason it is called an “Emulator”, BUT I do want to make it have an internal storage disk like os.vdisk or something like that, so users (me) could do file operations inside it."}]...
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Title: OS Emulator by @paulo | Stardance
Devlogs: Title: OS Emulator by @paulo | Stardance
Devlogs:
Really early development phase! This is a prototype of an OS Emulator, for now, it only has 2 basic commands, and mostly prints to the screen. I do not intend on making this anything “functional” in the meaning of flashing into a ISO and booting in a computer. That is the reason it is called an “Emulator”, BUT I do want to make it have an internal storage disk like os.vdisk or something like that, so users (me) could do file operations inside it....
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1793346876.6563175
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1793951676.6563175
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45674
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My own site! by @EmilyZ | Stardance
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EmilyZ
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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 own site! by @EmilyZ | Stardance
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1793346875.7764494
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1793951675.7764494
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|
45673
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My awesome macropad! by @ishaannalla780 | Stardanc My awesome macropad! by @ishaannalla780 | Stardance...
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ishaannalla780
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0
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0.0
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0
|
[]
|
[]
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Title: My awesome macropad! by @ishaannalla780 | S Title: My awesome macropad! by @ishaannalla780 | Stardance...
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1793346874.68717
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1793951674.68717
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45672
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Warioware style game by @D_O | Stardance
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D_O
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0
|
0.0
|
0
|
[]
|
[]
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Title: Warioware style game by @D_O | Stardance
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1793346873.7205014
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1793951673.7205014
|
|
45669
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Untitled project by @Ron_Li | Stardance
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Ron_Li
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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 @Ron_Li | Stardance
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1793346872.1690428
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1793951672.1690428
|
|
45667
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My first slack bot! by @Ernestj | Stardance
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Ernestj
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0
|
0.0
|
0
|
[]
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[]
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Title: My first slack bot! by @Ernestj | Stardance
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1793346871.2442672
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1793951671.2442672
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51360
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The "I Don't even Know (IDeK) Game" by The "I Don't even Know (IDeK) Game" by @Synxed | Stardance...
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Synxed
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1
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28.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T07:54:49Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I guess this game is ready for its first ship! While it’s not quite in Ship -Shape, It has plenty of cool features that I have spent a LOT of time working on (T^T I hate CSV files SOB). I greatly appreciate feedback, so please leave any issues or suggestions you find in the comments please. I also ask that anyone testing out this project ensure that they have read my README.MD file and have python 3 installed on their laptop/device (I tried running it on a new laptop and got very confused when it didn’t work T^T… Stupid me!). Anyway, thank you for taking the time to read this! (BongoCat is still absent D: Perhaps we will see his return soon… ) -Ta!", "repo": "https://github.com/toosynxed/I-Don-t-even-Know--IDeK--Game", "demo": "https://github.com/toosynxed/I-Don-t-even-Know--IDeK--Game/releases/tag/v1.0"}]...
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[{"post_id": 73022, "ts": "202 [{"post_id": 73022, "ts": "2026-09-24T07:17:26Z", "hours": 1.0525, "text": "Final Work Before First Ship! Not a lot of work done, mostly just documentation fix-ups and explanations. I did fix up the login/account creation issues between the menu and main files (found when I actually tried to run the entire process instead of just the menu files). So yeah, If you are reading this, please feel free to head to my GitHub project page and download the Pre-Alpha release and follow the instructions in my README.MD file on how to get it working! (BongoCat still not here D: ) -Ta!"}, {"post_id": 71608, "ts": "2026-09-21T04:51:41Z", "hours": 4.9222, "text": "Achievements and Inventory! So, a bit of work has been done, and I might end up just shipping this off as Stardance is coming to a close soon. But here is what has been done! Implemented Bit-wise values/functions for both inventory and achievements for players. Also created a Bit-wise value that tracks if a player has viewed an achievement just yet, not displaying the “NEW” tag after the player has viewed it once. Some more work to come hopefully, but I think I mainly just need to get the central system working so that there is actually a game to play, and not just a whole bunch of features that must manually be toggled inside CSV files to operate anything! Anyways, thanks for reading! (Sorry, ): BongoCat has unfortunately been lost to the ages of storage caps D: ) -Ta !"}, {"post_id": 61162, "ts": "2026-09-03T23:02:04Z", "hours": 10.5028, "text": "I Guess I Fixed It???? IDeK Tbh… What has been done? Created a sorting function that iterates throughout a csv-list using a “shell sorting” (nesting) method (inspired by the YouTube short: https://youtu.be/RDFGkBE2O50?si=yXnJloCW18_o94bB ). Created the visual display of the leaderboard for the terminal game (using the body_text() helper function that I made earlier. Started to try to create a function that takes the integer values that are to be displayed on the leaderboard, and inserts in commas where appropriate: def format_numbers_2(orig): string = str(orig) split_curr = list(string) split_check = list(string) while len(split_curr) > 3: split_curr = split_curr[:-3] split_check.insert(-3,\",\") return \"\".join(split_check) Which only works some of the time… (It still needs a lot of work…) Honestly, I have been strugling with this function, but I think the issue with why I have been unable to get it to work correctly, is because I have not been planning enough around the logic beforehand (Which is my aim going forward). So, what’s next? Pretty much just getting this comma function working, so that the leaderboard display doesn’t look like this! ----------- Welcome, Test User ----------- Cash Leaderboard: 1. four - $21212314.0 2. hill - $5040.0 3. ardangeorge - $5000.0 4. test - $2323.0 5. Ardan George - $502.06 ------------------------------------------ Anyway, thanks for reading! (And don’t forget to say Hi to BongoCat! ) -Ta!"}, {"post_id": 56572, "ts": "2026-08-28T11:51:37Z", "hours": 5.0236, "text": "Brain Implosion Score: 8/10 Honestly, I have not been having much fun lately… Lots of errors for a single function that should be relatively simple! All it needs to do is read each row from a CSV file and order the rows in a list by ascending value for a specific column in the rows. Easy? Right? NO. IT. IS. NOT! This has taken me around 5 hours already! Just to get to a stage where I have finally given up, and have given my AI agent the function and asked it to locate each area that is not working. So, how many areas were there? LIKE 50 MILLION LINES I honestly do not have the brain -width to handle this right now, so I am just going to log my progress and go and vegetate while watching some YouTube now 😭 … Please send some coding help… I need it… (You can check out the menu_terminal.py files on my GitHub under the terminal branch, function: open_leaderboard() ). Don’t forget to say hi to BongoCat! -Ta!"}, {"post_id": 55498, "ts": "2026-08-27T11:53:27Z", "hours": 0.7961, "text": "Bit of an update again! I have ended up switching from just a python Tkinter window version of the command-line game, and instead have switched to a website HTML based version. This will also make it much easier for me to be able to write a lot of the code myself compared to Tkinter. What is my plan going forward? What I think will work best with my coding experience is for me to continue to write in the new features for my game as if they were still in terminal-format, and have AI transform it into the HTML version. This way, I still preserve my originality of ideas and code, but significantly widens the opportunities for further interactivity for my game! Don’t forget to say hi to BongoCat! -Ta! Here is a little snek-pek on the first iteration of the HTML version:"}, {"post_id": 55466, "ts": "2026-08-27T10:21:33Z", "hours": 0.27, "text": "I am beginning to question my sanity… Given the nature of a “stock” market mini-game such as the one in my game, I am beginning to think that perhaps the command-line is not the best place to be interacting with this in. Soooo… I think I’ve gone mad! I am going to start (attempt to at least, might need a bit of AI help ) to port everything across into something like Tkinter… This might go terribly… Say hi to BongoCat! !"}, {"post_id": 55456, "ts": "2026-08-27T09:55:41Z", "hours": 1.0306, "text": "The “Stock” Market Please note that any values or labels in this game are in no way representative of any real-life item, market or currency, and are purely theoretical and random numerical values generated for the sole purpose to be used for this game Creation of the base system: So far, (And it’s been a bit of a struggle), I have begun to lay out the foundations of the “stock” market system for my game, where players can invest in 3 different “risk levels” with differing characteristics to gain (or lose) currency (not yet implemented). I have spent a bit of time on GoodNotes on my iPad, writing out a plan and description of the features and characteristics of the “stock” market, as well as I have begun coding the “market.py” file that will handle the market functions that can be referenced from “main.py”. This has not gone very well , and my progress has slowed. Just the basic functions of the market system are beginning to seem very complex, with a lot of csv retrieval based off conditional statements and checks, calculations performed off specific rows, and logic statements that are making my head hurt! What I have right now: Pretty much, I have created the functions to initialise the 3 different “risk levels” with random values (using random.uniform for float values for cents), and begun the function that causes market changes (will be executing every 3 seconds or so) by calculating changes based off conditions surrounding the previous few market values for each “risk level”. Whilst this may seem simple enough, the need to keep searching the csv file for “risk”-specific rows, is causing my brain to begin imploding I think it is coming along well, but I fear that this will take a decent amount of time to complete just this one function (and then I have to do purchasing and selling ). So please wish me luck D: I hope my brain doesn’t decide to spontaneously combust! Say hi to BongoCat! -Ta!"}, {"post_id": 55393, "ts": "2026-08-27T06:08:37Z", "hours": 0.6569, "text": "Just a quick update on the game: I have just fixed a small bug with the “get” type of the “csv_actions” function that was not accurately looping through all entries to locate the correct row. But that has now been fixed luckily. Also just touched up the “body_text” function (which is the main handler for all the text printing) to accept an option parameter “timing” that can be used in the typewriting effect type to change alter the speed for debug and testing purposes. The function has a default value of 0.5 seconds so that the code will still run as normal if a valid value is not entered into the terminal. (Say hi to BongoCat !) Much more to come! And hopefully some actual game content (maybe a mini simulated stock-market !). -Ta!"}, {"post_id": 54876, "ts": "2026-08-26T02:40:58Z", "hours": 1.0692, "text": "So far, I have now completed the user account creation process for new users, and also added log-in capabilities for users that enter a pre-existing username into the game (uses .lower( ) when checking to minimise accidental account duplication accidents). I have also increased the csv function capabilities, with a new “check” and “get” branch, that supports checking an input to see if it exists in a specific column in any csv, as well as returning a row that has a matching column value that is inputted (is flexible and allows you to modify the input when the function is called to change the scope or target of the location and retrieval) A lot of my functions and processes for my game are now soft-coded, and are very versatile and malleable for different uses going forward with the project, which will continue to be a great benefit for both my coding experience and code readability! Additionally, I have also begun to use ANSI escape sequences in my print statements so that I can utilise font styles. Also, really cool thing this! I found online a python function snippet that actually allowed you to replace your inputted text with hashes or any other character instantly as you type it, allowing me to recreate a sort of privacy guard when users are inputting their passwords to log-in! 🔥 Thanks for reading!"}, {"post_id": 50230, "ts": "2026-08-19T11:38:37Z", "hours": 2.8489, "text": "Initialisation of IDeK! Hmm… It is interesting how the mind works, you begin with one idea… and suddenly find yourself a hour later working on something completely different… This has been me! What began as a project to create a mod for the Steam game: “BongoCat” for a friend turned into a terminal python-based game project! So far, I have started creating the introduction phase/stage of the game, beginning by asking for the user to enter a name, and then has some animations. Initially I was just going to hardcode everything in, including the print statements, but then I thought: “Hey! Why not turn this mini project into a learning experience and try out writing function files that I can use throughout the project by softcoding them!” And I did! What Do I Have Right Now? Aside from “main.py” , there are currently a few other notable files: “functions.py” - which holds the python functions that are used in main, “gen_pass.py” - Which was an AI generated python script to quickly generate 50 random “passwords” from merging a list of words, creating the file: “pass_list.csv” , and lastly, “user_pass.csv” - which serves as a temporary CSV file for storing some user data for the game. Something Really Cool! I ended up falling down into a little bit of a “rabbit-hole” sort of situation here. And spent some time working on expanding my main print function to include a really cool print effect that mimics a typewriter-animation. To do this, I ended up using two nested “ for i in range() ”’s, and a function that runs “os.system(‘clear’)” . The final product? A softcoded function that can be parsed any string or line of text to display with that printing animation! Really cool stuff ngl! And I shall continue to expand the content (hopefully I will actually have something for players to do by next dev-log, but tbh… “I Don’t even Know”"}]...
|
Title: The "I Don't even Know (IDeK) Game& Title: The "I Don't even Know (IDeK) Game" by @Synxed | Stardance
Devlogs:
Initialisation of IDeK! Hmm… It is interesting how the mind works, you begin with one idea… and suddenly find yourself a hour later working on something completely different… This has been me! What began as a project to create a mod for the Steam game: “BongoCat” for a friend turned into a terminal python-based game project! So far, I have started creating the introduction phase/stage of the game, beginning by asking for the user to enter a name, and then has some animations. Initially I was just going to hardcode everything in, including the print statements, but then I thought: “Hey! Why not turn this mini project into a learning experience and try out writing function files that I can use throughout the project by softcoding them!” And I did! What Do I Have Right Now? Aside from “main.py” , there are currently a few other notable files: “functions.py” - which holds the python functions that are used in main, “gen_pass.py” - Which was an AI generated python script to quickly generate 50 random “passwords” from merging a list of words, creating the file: “pass_list.csv” , and lastly, “user_pass.csv” - which serves as a temporary CSV file for storing some user data for the game. Something Really Cool! I ended up falling down into a little bit of a “rabbit-hole” sort of situation here. And spent some time working on expanding my main print function to include a really cool print effect that mimics a typewriter-animation. To do this, I ended up using two nested “ for i in range() ”’s, and a function that runs “os.system(‘clear’)” . The final product? A softcoded function that can be parsed any string or line of text to display with that printing animation! Really cool stuff ngl! And I shall continue to expand the content (hopefully I will actually have something for players to do by next dev-log, but tbh… “I Don’t even Know”
So far, I have now completed the user account creation process for new users, and also added log-in capabilities for users that enter a pre-existing username into the game (uses .lower( ) when checking to minimise accidental account duplication accidents). I have also increased the csv function capabilities, with a new “check” and “get” branch, that supports checking an input to see if it exists in a specific column in any csv, as well as returning a row that has a matching column value that is inputted (is flexible and allows you to modify the input when the function is called to change the scope or target of the location and retrieval) A lot of my functions and processes for my game are now soft-coded, and are very versatile and malleable for different uses going forward with the project, which will continue to be a great benefit for both my coding experience and code readability! Additionally, I have also begun to use ANSI escape sequences in my print statements so that I can utilise font styles. Also, really cool thing this! I found online a python function snippet that actually allowed you to replace your inputted text with hashes or any other character instantly as you type it, allowing me to recreate a sort of privacy guard when users are inputting their passwords to log-in! 🔥 Thanks for reading!
Just a quick update on the game: I have just fixed a small bug with the “get” type of the “csv_actions” function that was not accurately looping through all entries to locate the correct row. But that has now been fixed luckily. Also just touched up the “body_text” function (which is the main handler for all the text printing) to accept an option parameter “timing” that can be used in the typewriting effect type to change alter the speed for debug and testing purposes. The function has a default value of 0.5 seconds so that the code will still run as normal if a valid value is not entered into the terminal. (Say hi to BongoCat !) Much more to come! And hopefully some actual game content (maybe a mini simulated stock-market !). -Ta!
The “Stock” Market Please note that any values or labels in this game are in no way representative of any real-life item, market or currency, and are purely theoretical and random numerical values generated for the sole purpose to be used for this game Creation of the base system: So far, (And it’s been a bit of a struggle), I have begun to lay out the foundations of the “stock” market system for my game, where players can invest in 3 different “risk levels” with differing characteristics to gain (or lose) currency (not yet implemented). I have spent a bit of time on GoodNotes on my iPad, writing out a plan and description of the features and characteristics of the “stock” market, as well as I have begun coding the “market.py” file that will handle the market functions that can be referenced from “main.py”. This has not gone very well , and my progress has slowed. Just the basic functions of the market system are beginning to seem very complex, with a lot of csv retrieval based off conditional statements and checks, calculations performed off specific rows, and logic statements that are making my head hurt! What I have right now: Pretty much, I have created the functions to initialise the 3 different “risk levels” with random values (using random.uniform for float values for cents), and begun the function that causes market changes (will be executing every 3 seconds or so) by calculating changes based off conditions surrounding the previous few market values for each “risk level”. Whilst this may seem simple enough, the need to keep searching the csv file for “risk”-specific rows, is causing my brain to begin imploding I think it is coming along well, but I fear that this will take a decent amount of time to complete just this one function (and then I have to do purchasing and selling ). So please wish me luck D: I hope my brain doesn’t decide to spontaneously combust! Say hi to BongoCat! -Ta!
I am beginning to question my sanity… Given the nature of a “stock” market mini-game such as the one in my game, I am beginning to think that perhaps the command-line is not the best place to be interacting with this in. Soooo… I think I’ve gone mad! I am going to start (attempt to at least, might need a bit of AI help ) to port everything across into something like Tkinter… This might go terribly… Say hi to BongoCat! !
Bit of an update again! I have ended up switching from just a python Tkinter window version of the command-line game, and instead have switched to a website HTML based version. This will also make it much easier for me to be able to write a lot of the code myself compared to Tkinter. What is my plan going forward? What I think will work best with my coding experience is for me to continue to write in the new features for my game as if they were still in terminal-format, and have AI transform it into the HTML version. This way, I still preserve my originality of ideas and code, but significantly widens the opportunities for further interactivity for my game! Don’t forget to say hi to BongoCat! -Ta! Here is a little snek-pek on the first iteration of the HTML version:
Brain Implosion Score: 8/10 Honestly, I have not been having much fun lately… Lots of errors for a single function that should be relatively simple! All it needs to do is read each row from a CSV file and order the rows in a list by ascending value for a specific column in the rows. Easy? Right? NO. IT. IS. NOT! This has taken me around 5 hours already! Just to get to a stage where I have finally given up, and have given my AI agent the function and asked it to locate each area that is not working. So, how many areas were there? LIKE 50 MILLION LINES I honestly do not have the brain -width to handle this right now, so I am just going to log my progress and go and vegetate while watching some YouTube now 😭 … Please send some coding help… I need it… (You can check out the menu_terminal.py files on my GitHub under the terminal branch, function: open_leaderboard() ). Don’t forget to say hi to BongoCat! -Ta!
I Guess I Fixed It???? IDeK Tbh… What has been done? Created a sorting function that iterates throughout a csv-list using a “shell sorting” (nesting) method (inspired by the YouTube short: https://youtu.be/RDFGkBE2O50?si=yXnJloCW18_o94bB ). Created the visual display of the leaderboard for the terminal game (using the body_text() helper function that I made earlier. Started to try to create a function that takes the integer values that are to be displayed on the leaderboard, and inserts in commas where appropriate: def format_numbers_2(orig): string = str(orig) split_curr = list(string) split_check = list(string) while len(split_curr) > 3: split_curr = split_curr[:-3] split_check.insert(-3,",") return "".join(split_check) Which only works some of the time… (It still needs a lot of work…) Honestly, I have been strugling with this function, but I think the issue with why I have been unable to get it to work correctly, is because I have not been planning enough around the logic beforehand (Which is my aim going forward). So, what’s next? Pretty much just getting this comma function working, so that the leaderboard display doesn’t look like this! ----------- Welcome, Test User ----------- Cash Leaderboard: 1. four - $21212314.0 2. hill - $5040.0 3. ardangeorge - $5000.0 4. test - $2323.0 5. Ardan George - $502.06 ------------------------------------------ Anyway, thanks for reading! (And don’t forget to say Hi to BongoCat! ) -Ta!
Achievements and Inventory! So, a bit of work has been done, and I might end up just shipping this off as Stardance is coming to a close soon. But here is what has been done! Implemented Bit-wise values/functions for both inventory and achievements for players. Also created a Bit-wise value that tracks if a player has viewed an achievement just yet, not displaying the “NEW” tag after the player has viewed it once. Some more work to come hopefully, but I think I mainly just need to get the central system working so that there is actually a game to play, and not just a whole bunch of features that must manually be toggled inside CSV files to operate anything! Anyways, thanks for reading! (Sorry, ): BongoCat has unfortunately been lost to the ages of storage caps D: ) -Ta !
Final Work Before First Ship! Not a lot of work done, mostly just documentation fix-ups and explanations. I did fix up the login/account creation issues between the menu and main files (found when I actually tried to run the entire process instead of just the menu files). So yeah, If you are reading this, please feel free to head to my GitHub project page and download the Pre-Alpha release and follow the instructions in my README.MD file on how to get it working! (BongoCat still not here D: ) -Ta!
Ships:
I guess this game is ready for its first ship! While it’s not quite in Ship -Shape, It has plenty of cool features that I have spent a LOT of time working on (T^T I hate CSV files SOB). I greatly appreciate feedback, so please leave any issues or suggestions you find in the comments please. I also ask that anyone testing out this project ensure that they have read my README.MD file and have python 3 installed on their laptop/device (I tried running it on a new laptop and got very confused when it didn’t work T^T… Stupid me!). Anyway, thank you for taking the time to read this! (BongoCat is still absent D: Perhaps we will see his return soon… ) -Ta!...
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Solar Powered Weather Tracker for my Plant by @shg Solar Powered Weather Tracker for my Plant by @shgam | Stardance...
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Title: Solar Powered Weather Tracker for my Plant Title: Solar Powered Weather Tracker for my Plant by @shgam | Stardance...
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SVG FOR P1S by @donovandyck410 | Stardance
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Title: SVG FOR P1S by @donovandyck410 | Stardance
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My very own WebOS by @Vishyfr | Stardance
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Title: My very own WebOS by @Vishyfr | Stardance
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