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71141
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My awesome macropad! by @snsanjay475 | Stardance
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snsanjay475
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @snsanjay475 | Star Title: My awesome macropad! by @snsanjay475 | Stardance...
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1793580758.969602
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1794185558.969602
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71140
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mariowareee by @jownai_galloway | Stardance
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jownai_galloway
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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: mariowareee by @jownai_galloway | Stardance
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1793580754.8679237
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1794185554.8679237
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71139
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Comic stickers by @astra00 | Stardance
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astra00
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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: Comic stickers by @astra00 | Stardance
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1793580753.994952
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1794185553.994952
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71138
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Riya Dhami by @riya | Stardance
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riya
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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: Riya Dhami by @riya | Stardance
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1793580753.0934303
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1794185553.0934303
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71137
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Riya Dhami by @riya | Stardance
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riya
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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: Riya Dhami by @riya | Stardance
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1793580752.1931486
|
1794185552.1931486
|
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71136
|
DigiMood Keychain by @Miguelito | Stardance
|
Miguelito
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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: DigiMood Keychain by @Miguelito | Stardance
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1793580751.3165095
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1794444751.3165095
|
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71135
|
studybuddy by @iamchoiceno_3 | Stardance
|
iamchoiceno_3
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0
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0.0
|
0
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[]
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[]
|
Title: studybuddy by @iamchoiceno_3 | Stardance
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1793580750.4319506
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1794185550.4319506
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52081
|
My own site! by @AE | Stardance
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AE
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1
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6.0
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7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T20:09:26Z", "hours": 6.0, "multiplier": 1.28, "payout": 7, "blessing": "neutral", "text": "Este es mi pagina personal. Aunque tiene un diseño simple para mi no fue tan fácil hacerla porque soy muy mala diseñando, estuve cambiando , moviendo y agregando cosas constantemente. Siento que he avanzado un poco en mi habilidad de diseño y por eso quiero compartir este pequeño pero importante proyecto.", "repo": "https://github.com/MANDCHELLE/stardance", "demo": "https://mandchelle.github.io/stardance/"}]...
|
[{"post_id": 74139, "ts": "202 [{"post_id": 74139, "ts": "2026-09-26T19:03:42Z", "hours": 5.6372, "text": "El sitio web que construí es simple pero lo veo bonito. No soy buena diseñando por eso considero que esto es un gran avance ."}]...
|
Title: My own site! by @AE | Stardance
Devlogs:
E Title: My own site! by @AE | Stardance
Devlogs:
El sitio web que construí es simple pero lo veo bonito. No soy buena diseñando por eso considero que esto es un gran avance .
Ships:
Este es mi pagina personal. Aunque tiene un diseño simple para mi no fue tan fácil hacerla porque soy muy mala diseñando, estuve cambiando , moviendo y agregando cosas constantemente. Siento que he avanzado un poco en mi habilidad de diseño y por eso quiero compartir este pequeño pero importante proyecto....
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1793580748.8443315
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1793667148.8443315
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25754
|
Creator Launchpad by @NexBlade-Studios | Stardance
|
NexBlade-Studios
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1
|
10.0
|
126
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T22:42:25Z", "hours": 10.0, "multiplier": 10.96, "payout": 126, "blessing": "neutral", "text": "This is Creator Launchpad, the platform that streamlines content creation, from video ideas to content creation. I created this app because content creation has grown so much in the past few years, and it can sometimes feel like it is too competitive. I though it would be cool to create a way to speed up parts of the process that aren’t necessarily the most fun, for example thumbnail creation. By picking a category, either generating an idea or writing your own, Creator Launchpad utilises Gemini API to create a customized thumbnail, save it to your personal gallery and then share it. I have already found myself just using the app to see how different thumbnail prompts would turn out, and it is quite cool to see ideas being turned into usable concepts.", "repo": "https://github.com/NexBlade-Studios/Creator-Launchpad", "demo": "https://github.com/NexBlade-Studios/Creator-Launchpad/releases/tag/v1.0.0"}]...
|
[{"post_id": 70261, "ts": "202 [{"post_id": 70261, "ts": "2026-09-18T20:29:56Z", "hours": 1.305, "text": "This is now the final stretch of the project before I ship!!! I have finished the gallery section of the app, and it enables users to save their generated thumbnails, manage and delete them. This means that if there’s a thumbnail that you want to keep, you can save it to your gallery instead of needing to share or export it. Also, the prompt used to generate the thumbnail is listed at the bottom so that you could use the prompt to generate the thumbnail again."}, {"post_id": 68290, "ts": "2026-09-14T21:15:35Z", "hours": 0.7803, "text": "I wanted to put a quick number of updates before shipping the project because it isn’t in a state that I am satisfied with yet. I have added dark mode support because I know that without it the app is very bright (it is practically a flashlight). I am now working on implementing a gallery system where thumbnails you have generated can be saved to the thumbnail gallery with the prompt attached. Currently you would have to share the thumbnail and then save it to your phone, so this makes it more convenient. I also added some more categories, hopefully this covers all the key areas of content creation now."}, {"post_id": 27583, "ts": "2026-07-13T09:17:01Z", "hours": 4.2972, "text": "#TESTERS NEEDED The project is now complete! Creators can now use Creator Launchpad for their content creation, being able to generate video ideas and thumbnails, all straight from the app. I want to put the project on Google Play, so I require at least 12 game testers before publishing. If you want to help with my project, please email me at [email protected]"}, {"post_id": 15844, "ts": "2026-06-25T19:18:43Z", "hours": 1.5361, "text": "I have now implemented Gemini using Supabase to my project, enabling a user to generate video ideas. I was originally using Firebase but turns out the Spark tier didn’t let me run functions direct from the command line. Anyway, now I aim to use Stable Diffusion or some other image generator to generate the thumbnails."}, {"post_id": 15615, "ts": "2026-06-25T12:17:04Z", "hours": 1.6783, "text": "I have decided to make an app for content creators, where you can input your next video idea (or even ask AI) and then get a fully generated thumbnail ready to use. Currently I have worked on the simple UI screens, with text input and category selection. There isn’t really anything interesting to show for the app so far. The next step is to integrate the AI. This project should be fully complete by the end of the day, and I will be releasing it on Google Play."}]...
|
Title: Creator Launchpad by @NexBlade-Studios | St Title: Creator Launchpad by @NexBlade-Studios | Stardance
Devlogs:
I have decided to make an app for content creators, where you can input your next video idea (or even ask AI) and then get a fully generated thumbnail ready to use. Currently I have worked on the simple UI screens, with text input and category selection. There isn’t really anything interesting to show for the app so far. The next step is to integrate the AI. This project should be fully complete by the end of the day, and I will be releasing it on Google Play.
I have now implemented Gemini using Supabase to my project, enabling a user to generate video ideas. I was originally using Firebase but turns out the Spark tier didn’t let me run functions direct from the command line. Anyway, now I aim to use Stable Diffusion or some other image generator to generate the thumbnails.
#TESTERS NEEDED The project is now complete! Creators can now use Creator Launchpad for their content creation, being able to generate video ideas and thumbnails, all straight from the app. I want to put the project on Google Play, so I require at least 12 game testers before publishing. If you want to help with my project, please email me at [email protected]
I wanted to put a quick number of updates before shipping the project because it isn’t in a state that I am satisfied with yet. I have added dark mode support because I know that without it the app is very bright (it is practically a flashlight). I am now working on implementing a gallery system where thumbnails you have generated can be saved to the thumbnail gallery with the prompt attached. Currently you would have to share the thumbnail and then save it to your phone, so this makes it more convenient. I also added some more categories, hopefully this covers all the key areas of content creation now.
This is now the final stretch of the project before I ship!!! I have finished the gallery section of the app, and it enables users to save their generated thumbnails, manage and delete them. This means that if there’s a thumbnail that you want to keep, you can save it to your gallery instead of needing to share or export it. Also, the prompt used to generate the thumbnail is listed at the bottom so that you could use the prompt to generate the thumbnail again.
Ships:
This is Creator Launchpad, the platform that streamlines content creation, from video ideas to content creation. I created this app because content creation has grown so much in the past few years, and it can sometimes feel like it is too competitive. I though it would be cool to create a way to speed up parts of the process that aren’t necessarily the most fun, for example thumbnail creation. By picking a category, either generating an idea or writing your own, Creator Launchpad utilises Gemini API to create a customized thumbnail, save it to your personal gallery and then share it. I have already found myself just using the app to see how different thumbnail prompts would turn out, and it is quite cool to see ideas being turned into usable concepts....
|
1793580746.243914
|
1793667146.243914
|
|
52019
|
Pointer Fighter (C based) by @nano | Stardance
|
nano
|
1
|
58.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T20:19:08Z", "hours": 58.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A roguelike room crawler completely built in C! What is in it? Randomly generated rooms with a fog of war for you to explore Three different enemy types with scaling difficulty Boss fights with unique item drop RPG Style fighting An interactive inventory that can be used during battle A battle log that tracks everything that happens in battle Items, pickups and a persistent highscore What am I proud of? The enemy pursuit and fleeing system. It was somewhat hard to implement but I think it made the game wayyyy better than before. I’m also proud of how the state machine turned out in the end. The game has strict separations between the different game states and first handles what the player/the game did during the game loop iteration and then after that is done draws it to the screen. That state machine was very prone to bugs and I had to spend a bunch of time to fix (fallthrough bug, etc. all talked about in devlogs). But I think the result that turned out at the end was great and I am very content with it How is it built? As said its completely built in C using ncurses as its graphics library using 12 source files (currently) with each one having a specific task only it does. The build is released using GitHub workflows and the binary can easily be downloaded and used on (almost) all glibc linux distros (the project was compiled for Ubuntu and you will have to install ncurses though) What I learned The game was actually my first real coding project ever apart from a few simple websites so I learned a bunch. I learned how to separate state transitions, I learned the importance of good and bad switch statements, bounds checking (really rough path) and I think most importantly: The power of code separation and making every file do its designated task. I often caught myself picking the easy and sloppy path and then fixing it properly and in retrospect helped with preventing a bunch of bugs Known limitations / plans for the future It’s my first project, so there are likely still issues I haven’t found. Even though I tried to find everything (a.e. using Valgrind told me there are no memory blocks definitely lost) there are still potentially memory safety issues or potential segfaults. It’s possible some edge cases might have slipped through. I’ve tested the project thoroughly and haven’t found any crashes since the last few debugging sessions but I cannot safely say it’s perfect. I think if I will find the time I will maybe add some new features like new special item related enemies or player status effects though I cannot safely say if i can Closing word I think building a game for my first real project was the right decision for me because I really had a bunch of fun building this project. I currently have some ideas for unrelated new projects (one is up on my profile check it out (; ) and I think this project was a really good pathway into coding for me. Check the GitHub and the demo video out and I hope you like the project", "repo": "https://github.com/skibidi-nano/Stardance-roguelike", "demo": "https://github.com/skibidi-nano/Stardance-roguelike/releases/tag/v1.0.1"}]...
|
[{"post_id": 73295, "ts": "202 [{"post_id": 73295, "ts": "2026-09-24T19:37:40Z", "hours": 3.1092, "text": "LOG 26: FINAL DEVLOG MAINLY BUG FIXES AND SOME MINOR CHANGES CHANGES Enemies previously scaled to strongly and beat you too hard after the boss fight. Also because it was hard to scale the opponents down i decided to make the hp of everyone higher (everything got stronger in theory, player has 100 starting hp, does 20 damage etc.) LATE ADDITIONS LICENSE I licensed the project under the MIT licesne because it seemed fitting BUILD FILE I added a build file for the repo so i could upload a release binary (ncurses is required tho) BUG FIXES HIGHSCORE BUG There was a bug with the highscore not being displayed when there was no highscore.txt file. I needed to change the handling of the fact that the open function returned NULL, because NULL either meant, no file was there or no file could be found which resulted in no file being created because the function exited when the open function returned NULL, the fix was pretty simple overall tho (just adding an extra if conditional to check) FULL INVENTORY BUG Previously when having a full inventory, you couldnt pick up new items, issue was when using items that state didnt reset so one full inventory meant no items anymore :( . The fix was just to reset the state after using items BOSS ITEM INVENTORY BUG I forgot to make the boss item return the correct state which resulted in the item sometimes not being put in the inventory. The fix was just to add return ENTER_LEGAL to the boss items if statement SET ROOM ISSUE Because of random rooms sometimes boss room dimensions where bigger than current room which resulted in bugs (see previous devlogs). My previous fix worked in theory but had more affinity for potential bugs so i changed the set room function from two static values to two values that get passed into the function"}, {"post_id": 71417, "ts": "2026-09-20T19:47:13Z", "hours": 5.0142, "text": "LOG 25: FLEEING ENEMIES (CONTAINS MANY CHANGES), BOSS ITEM REFACTOR FLEEING ENEMIES Enemies (except the boss) now have the ability to run away if the enemy would get killed by the next attack. The chance for this to happen is 10% and when they run away, they gain 1 HP per step they take and return to chasing the enemy if their hp is back at half of their max HP. FLEEING REWORK Before adding this feature, fleeing was the same practically as winning (the return type of the fight was STATE_VICTORY), i changed that to the proper STATE _FLED. Also before when fleeing, if you fled and another enemy of another type collided with you, he had normal stats but the enemy before that also got his stats reset. The same went for enemies of the same type. When fleeing from enemy A from type A and then colliding with enemy B from type A, he would have the stats of enemy A. The fix for both was to make a 2D Array of all enemies and their types, so each individual enemy stores its stats, not the battle function. PLAYER POSITION STRUCT Previously the player had ~ 8 different position variables, which was pretty clunky if i wanted to transport the player position to another function. Because of that i put all player positions into a singular struct, so i could pass all the player positions at once if i needed to. ENEMY PURSUIT FUNCTION REWORK Because enemies have to run away instead of chasing i had to rework the pursuit function a bit so it could also work in a reverse way. I had to make the function branch between the two states which took a bit more work than originally anticipated because i had a bunch of wrong ideas for how the function should work. Overall the function implementation was essentially to just use the inverse vector of the normal vector for the direction function BOSS ITEM FUNCTION/ITEM FUNCTION REFACTOR Because previously the boss item detection function and the item detection were separate the code didnt feel clean at all (felt like a lazy implementation for me), so i made the item function work with the boss item which makes the item function overall more open for new item types (if i will add any more)"}, {"post_id": 69703, "ts": "2026-09-17T16:40:29Z", "hours": 4.2308, "text": "LOG 24: BOSS ITEM DROP, CONTROLS SCREEN, NEW IN-GAME BANNER, ITEM TO INVENTORY REFACTOR, BUG FIXES FEATURES BOSS ITEM DROP I added an item that only the boss drops, when killed. Its ability is to make the enemy unable to attack for one turn. You will always get it when defeating the boss and has the ‘?’ glyph compare to regular items (‘+’). Its also the only item that can always be picked up (with normal items, if your inventory is full you cannot pick them up, with the boss item your first slot gets overwritten). CONTROLS SCREEN I added a basic controls screen so people that try the game out (now or when it ships), know what to do when playing. Currently most things are really straightforward but i added it just in case. The most important aspect will probably how to end the game because thats the most unintuitive one (even though i hope anyone testing the game doesnt want to quit it) ITEM TO INVENTORY REFACTOR I thought that the previous state of my item to inventory were pretty lazy so i changed the logic up a bit. Previously when picking up items the items would go into the spot after the last item that was picked up and when the inventory ran full the first item was swappped with the newly picked up item. I didnt like that looking back and because of that the logic now scans through the inventory until it finds an empty spot and puts the item in that empty slot. If the inventory is full no item can be picked up (except the boss item) and the player gets a message on their screen. They can then leave the item screen using ESC and the item is not removed and can be picked up later if you somehow make space in your inventory NEW IN-GAME BANNER Also pretty straightforward, i added a banner so the menu looks a little bit prettier :) BUG FIXES BOSS ROOM BUG Because of map and gamestates and me forgetting to implement a feature in the door collision checks, there was a bug when defeating the boss (the map stayed as it was, but had the usual visible map ‘#’ everywhere you hadnt already explored (you cant really explore much so there where many ‘#’ ’s around the map which was really ugly. The fix was to move a mapstate change from the function that is responsible for handling victory to the function handling doors BOSS BUG There was a bug after defeating the boss which resulted from the previous bug and its fix. Because i forgot an additional check in my door function when defeating the boss the boss would spawn again and overwrite your boss item. The boss also chased you (which normally doesnt happen) and you couldnt leave the room. The fix was just to add another condition to the if statement in the door function responsible for the boss room ENEMY REMOVAL BUG For some reason (i dont know how i made the bug happen), when defeating enemies the visible map lagged behind the normal map which resulted in defeated enemies appearing to still exist on the map for one iteration of the loop (pressing any button made them vanish). The fix was to add a call to the visible_map_init function after defeating enemies"}, {"post_id": 68741, "ts": "2026-09-15T17:34:46Z", "hours": 2.2667, "text": "LOG 23: BATTLE LOG FOR ITEMS, BUG FIXES, BUG FIXES, BUG FIXES, BUG FIXES FEATURE BATTLE LOG FOR ITEMS The previous battle log only logged attacks and the damage dealt, now the log also tracks if items are used or items deal damage BUG FIXES SEGFAULT There was a segfault when trying to render the bottom of deeper rooms because the render guard had a major fault (only disjunctions no conjunctions). Because of that the game tried to reach spaces of the visible_map array out of reach of the array which resulted in a segfault when trying to go into spaces out of reach of the array. The fix was changing the guard from if ((player_y + y) < MAX_HEIGHT || (player_x + x) < MAX_WIDTH || (player_y + y ) >= 0 || (player_x + x >= 0)) to if ((player_y + y) < MAX_HEIGHT && (player_x + x) < MAX_WIDTH && (player_y + y ) >= 0 && (player_x + x >= 0)) which fixed the issue BATTLE LOG NULL TERMINATOR FIX There was a bug with the battle log, where ^ were printed (NUL ascii in ncurses) because the battle log printed out every part of the string character by character (including the \\0 terminator). The fix was to just not print out the \\0 terminator to the screen BATTLE SELECTION BUG There was a bug with conflicting selection variables (multiple variables where named selection which resulted in wrong selections being displayed). The fix was to give every function their own selection variable which fixed the issue VISIBLE MAP GLITCH Because the visible map only updated itself in the perimeter you are standing in if you moved fast enough some characters lagged behind and made it look like there were way more enemies than there actually were. The fix was to update not only the perimeter on every movement but also update everything that had already been explored"}, {"post_id": 68208, "ts": "2026-09-14T18:13:59Z", "hours": 4.045, "text": "LOG 22: POISON ITEM, BATTLE LOG, MAIN LOOP AND ITEM SELECTION REWORK POISON ITEM A new item that does 3 tick damage every enemy turn, for 2 turns. Its the rarest item in the game as of right now and was somewhat complex to add (because of the tick damage and tracking how many turns have passed) BATTLE LOG A log that tracks the last two actions that have happened in the game. It currently only tracks damage and attacks but will track item usage and more detailed information in the future. It was a real headache to implement because i had contradictory logic between the log and my main loop and i had to reimplement it multiple times. But went well overall :) REWORKS MAIN LOOP REWORK I reworked the main loop a bit because even though it worked well in theory it was not really optimized and it was prone to bugs in the future which is why i felt like redoing it a bit. Now instead of every function handling their own init, every changing gamestate instantly also inits the state it was changed to. Because of this there are less possible bugs and its overall easier to do for future gamestates ITEM PICKUP REWORK I noticed that the logic for my items wasn’t really perfect and seemed unoptimized which is why i felt like changing it a bit. Because when picking up items there are only two possible things to do (which both result in the same exit scenario) i swapped my if/else if logic for a switch statement which made the code shorter, and more optimal"}, {"post_id": 67326, "ts": "2026-09-13T12:07:21Z", "hours": 3.1628, "text": "LOG 21: FOG OF WAR, HOMING ENEMIES, BATTLE LOGIC OVERALL AND BUG FIXES FEATURES HOMING ENEMIES The enemies now home on you with every step you take, meaning you actually have to think about where you will go or the enemies will catch up to you. This was implemented by adding a sign function that decide whether the enemy should move +1 or -1 and then moving the enemy by that value. There were some bugs regarding enemies in previous rooms which got fixed by resetting the whole array during map init FOG OF WAR I added a fog of war feature that obstructs everything in the map you haven’t explored yet. This also pairs very well with the homing enemies feature. You have to go around the map to look out for items and enemies which now also walk towards you, so every step matters now BATTLE LOGIC OVERHAUL After revisiting most of my code for commenting i realized how terrible most of my battle logic was so i made it a bit more efficient and most importantly more readable. Overall i realized how great switch statements are in the last few logs BUG FIXES DOOR BUG There was a bug with the map that was somewhat useful when testing but still was a bug. The issue was that if you tried to step into the door the game let you step onto that char. The issue was that i forgot to make the game think that the door (when closed) should behave exactly like a wall. So the fix was just to add the door char to the wall collision check function"}, {"post_id": 66634, "ts": "2026-09-12T14:15:36Z", "hours": 1.4594, "text": "LOG 20: DYNAMIC STATS, BUG FIXES, SMALL UPDATE TO DEBUG MODE AND MORE COMMENTS DYNAMIC STATS The stats of all enemies are now connected to the boss counter which is the number of boss fights that have been fought during the current run so there is real progression and you dont just get stupidly overpowered DEBUG MODE I basically just added the boss to the debug mode nothing much BUG FIXES There was a glitch with the boss room being cut off because the randomly generated room was smaller than the boss room. I had to push a few things around and put every type of map generation (standard, debug, boss) into a switch statement to make it work properly COMMENTS I pretty much forgot most of the comments in the game so i started adding way more comments where they should be so the code is hopefully more intuitive to follow NOTE I think the next update will be pretty big so watch out when it finally drops!!!"}, {"post_id": 66094, "ts": "2026-09-11T17:53:56Z", "hours": 3.0956, "text": "LOG 19: NEW ENEMY TYPE: BOSS FIGHTS, BETTER DOOR LOGIC, NEW SPRITES NEW ENEMY TYPE Because i thought that the normal enemies would be too easy to beat down the run i added the main boss (the pointer which stole the star sprite from the address enemy) and he will always be fought every 5-10 rooms (im not sure on the number) . Currently his stats are static but i plan on making them dynamic based on the number of rooms you went through. BOSS ROOM/BETTER DOOR LOGIC The old door logic practically only worked with a normal room and needed the regular enemies to all be defeated. I tweaked it a little so it works with boss triggers/defeating the boss NEW SPRITE(s) As i said the boss got the star sprite because he is the true pointer so i gave the address an ampersand sprite (which is way more fitting btw). But i am not completely satisfied with the current ampersand sprite (i will maybe change it sometime) NOTE This time there werent really any bugs except during building the boss logic but they got fixed along the way. This time it actually went rather smoothly :) Also ignore the absurd stats of the player"}, {"post_id": 65457, "ts": "2026-09-10T16:29:10Z", "hours": 1.7283, "text": "LOG 18: NEW ITEM AND BUG FIXES BUG FIXES BUG FIXES NEW ITEM DAMAGE POTION I added a new item that can be used in the inventory during battle which deals (currently) 4 damage to the opponent. Its the rarest item in the game right now (i think 1 in 11). Because of the new item i had to make a bunch of code more modular in the inventory logic (a trend in my code). But overall this was the reimplementation that went the smoothest BUG FIXES BATTLE INPUT BUG There was a bug in the battle screen that made the overall input very clunky and previously was only fixed by letting another bug happen but i fixed it by changing something in the switch statements of the battle logic INVENTORY ACCESS AND SELECTION BUG A bug that mainly happened because of the previous bug: When trying to access the inventory in battle the game automatically selected the first item and returned to battle and only after the second time accessing the inventory you could really use your items as you wished INVENTORY SELECTION BUG In the inventory itself a bug was caused by a lazy implementation which caused the display (not the real logic behind the inventory actually) to become very glitched out and very confusing. I just fixed this by fixing my old and bad implementation for a better more modular one (an overall trend in my code to be not that modular lol)"}, {"post_id": 64879, "ts": "2026-09-09T16:10:45Z", "hours": 2.0467, "text": "LOG 17: DEBUG MODE FOR FASTER TESTING DEBUG MODE I added a debug mode because i found that most of my testing time was wasted finding items or players in rooms (which was very annoying most of the time), so i added a debug room so that goes way faster. Though it is very useful it was somewhat hard to implement but it made the code modular the same way the enemy logic is modular now which is an improvement in two ways"}, {"post_id": 63783, "ts": "2026-09-07T18:59:06Z", "hours": 3.6586, "text": "LOG 16: NEW NPC, BETTER CODE MODULARITY, FIXED SOME BUGS NEW FEATURES New “Modulo” / % enemy (based on the modulo operator in c)! It has weaker stats but is way stronger in terms of attack power BETTER CODE MODULARITY Because at the start of the game my main idea was to only implement one enemy type (which was pretty dumb tbh), i had to rework most of the map and battle logic so it was more generic and welcoming to multiple entities (and will help me add more enemies in the future). BUG FIXES VISUAL GLITCH There was a bug for the most of the time in the game (an issue with unititialized variables being printed, which resulted in a visual glitch), which was actually a pretty easy fix (i had to change the switch statements that handle state input and drawing output a bit so that changing the gamestate doesn’t skip to drawing instantly) MEMORY LEAK Because of a dumb implementation of a function that was supposed to carry over the value of a variable in file A to file B which used pointers allocated with malloc i had a memory issue because in a common case i forgot to implement free which resulted in lost memory (the fix was actually just switching over to passing by value because it was just a single char being transported from file A to file B and passing by reference wasn’t necessary)"}, {"post_id": 62408, "ts": "2026-09-05T19:04:09Z", "hours": 2.9256, "text": "LOG 15: MAINLY BUG FIXES AND SOME MINOR NEW FEATURES NEW FEATURES Better life/strength display A feature that was originally used for debugging has turned out as a good feature for the game overall. It always displays your and the enemies HP, and attack power (even though the attack damage is partly random which i have to note somewhere so there will be no confusion) An item descriptor that tells you what the item you are looking at currently does There is only one item to be used in the inventory right now so you can only see what the heal item does but more will be added in the future. BUG FIXES Memory unsafety fixed There was an issue with unsafe memory access if the items in the inventory where bigger than 10. My fix is that if you have more than 10 items and you pick up a new one, the new item will replace the first item, the next one the second one etc. It also resolved a smaller issue with blank inventory space that ate up inventory space even though it was empty. Items not working fixed The functions responsible for changing your hp, healing you or making you stronger hat an issue with their pointer assignment (they were pointing to the wrong variable) which i fixed for all function which work great now. Bug with doors acting the same as item pickups Because of something what seemed to be a typo (a function returned 1 instead of 0), if you tried to go through a door and you haven’t beaten every enemy, instead of nothing happening you got a free item (which turned out to be a great testing feature for items, because i can get many items fast and easily). The fix was really easy (just swap the 1 for a 0) Health bar not drawing properly Because of a badly implemented function i added in the past which turned out to be completely redundant (got cut out) the current hp weren’t imported properly to the function that handles printing out the health bar which i fixed by using another variable responsible for storing the current hp of the player Misc fixes After having to audit most of the code again i noticed that there were some issues with the code (partly because it was fine as it was when it was written, part was just sloppy implementation) which i also fixed even though most of it was minor. CURRENT PLANS FOR THE FUTURE More items that can be used in battle MORE ENEMIES!!! Im planning to add more and stronger enemies in the future even though that will probably will be one of the biggest newfeatures as it requires rewriting most of the battle and map logic Enemies getting stronger if you get farther for better progression Overall some more optimization and bug fixes (there is always something to be fixed ;) )"}, {"post_id": 61748, "ts": "2026-09-04T20:04:49Z", "hours": 4.0994, "text": "LOG 14: Made the items more interactive and functional (items can now be picked up or ignored and will vanish if either is done) and i built a somewhat functional inventory accessible only in battle as of right now. I also had to clean up a bunch of code and had to re-implement some stuff as i implemented some things rather poorly before. There are still some things to be made a bit cleaner which will come in the next few devlogs but i felt like posting one for the current state of the game."}, {"post_id": 60461, "ts": "2026-09-02T19:58:48Z", "hours": 2.5567, "text": "LOG 13: Added items that are supposed to give you power-ups in the future. currently they dont really do anything except open a screen with a sprite for the corresponding item (SPRITES ARE AI GENERATED). The plan for the future is to deicde between regular and activatable items (the first give permanent buffs, the second can be activated) and to be able to choose the items while in battle. For now they can spawn on the map (anywhere except 1|1 and spots where enemies are) and open a random sprite of the 3 that are available right now!"}, {"post_id": 59815, "ts": "2026-09-01T19:33:57Z", "hours": 0.7692, "text": "LOG 12: This came quicker than i thought it would lol. I implemented the two things i spoke about in the last log. I added a highscore system so you can always see how far you came with beating the evil pointers and i also “locked” the rooms until youve beaten every enemy in the room. I plan on adding power ups and some other features (read the README in the repo). STAY UPDATED!!!"}, {"post_id": 59787, "ts": "2026-09-01T18:38:08Z", "hours": 1.3131, "text": "LOG 11: Im Back. After a short break i started to implement that enemies really “die” if you beat them! Now there is some kind of progress added into the game as you can actually beat the enemies!!! The next features will probably be a real highscore and restricitions in leaving the room until youve beaten every enemy. Till then stay updated!!!!"}, {"post_id": 55276, "ts": "2026-08-27T00:06:09Z", "hours": 1.4606, "text": "LOG 10: Added multiple enemies (dynamic based on room size) and stats get reset after battle. Battle still issnt finished yet as i think of two more things to add for every one thing i implement. Stay updated !!!"}, {"post_id": 54777, "ts": "2026-08-25T21:47:45Z", "hours": 1.3933, "text": "LOG 9: Battle now works better and you can see enemy h now. Code is way less tangled (though some stuff still needs to be improved and the battle still isnt fully polished). There are some bugs regarding memory right now (will be fixed ASAP). But as of now you can finally really battle the evil evil evil pointer!"}, {"post_id": 54087, "ts": "2026-08-24T21:27:57Z", "hours": 2.0, "text": "added the first implementation of working battle (taking and dealing damage, working health bar)! The main issues right now are that the code is a bit tangled and that the logic isnt polished at all. But after 2 hours of work i felt like i had to post a log so this is the current state (you can attack or try to run) (winning and running have the same effect as of now)"}, {"post_id": 52721, "ts": "2026-08-23T01:22:10Z", "hours": 1.3925, "text": "Kinda added a battle screen (not reactive yet but will happen soon) and made the ASCII designs for my characters with AI (i cannot make any good ASCII art sadly :( … yet). In the top left is what is supposed to resemble a health bar which also still needs to be implemented. Also made the code a bit cleaner added a few header guards and most importantly i added structs for the entities so their stats could be recorded. Thats it :)"}, {"post_id": 52658, "ts": "2026-08-22T22:08:53Z", "hours": 1.2631, "text": "Added a (somewhat) functional menu screen to view highscore and start the game (highscore function will be implemented soon!!!!. Also built the first prototype of the battle screen though it is no where near finished. I will probably make the menu screen a bit prettier in the future but the current design has to suffice for now. :)"}, {"post_id": 51911, "ts": "2026-08-21T20:21:08Z", "hours": 0.9469, "text": "Added “Npcs” (evil pointers/ampersands). Collision yet have to do something relevant (right now they only trigger a new room). Also fixed a few memory unsafeties."}, {"post_id": 51814, "ts": "2026-08-21T17:36:52Z", "hours": 1.5833, "text": "Implemented doors (currently a minus sign probably going to change that). If you collide with said door/minus sign you will enter a new, different sized room. I did that by choosing a random wall, a random spot on that wall which is the spot where the door will be and if you make contact with the door a new room will be initialized."}, {"post_id": 51346, "ts": "2026-08-20T23:28:52Z", "hours": 0.9203, "text": "Added collision checks for walls so you cant escape the rooms"}, {"post_id": 51318, "ts": "2026-08-20T22:03:55Z", "hours": 1.0767, "text": "Implemented functional Walking (even though there is no real border yet). I also fragmented the code a bit so its more readable!"}, {"post_id": 51226, "ts": "2026-08-20T19:16:10Z", "hours": 0.4381, "text": "“Roguelike” “Game” in C (neither of them has begun to be implemented. But i guess i have set up the very basics as of now"}]...
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Title: Pointer Fighter (C based) by @nano | Starda Title: Pointer Fighter (C based) by @nano | Stardance
Devlogs:
“Roguelike” “Game” in C (neither of them has begun to be implemented. But i guess i have set up the very basics as of now
Implemented functional Walking (even though there is no real border yet). I also fragmented the code a bit so its more readable!
Added collision checks for walls so you cant escape the rooms
Implemented doors (currently a minus sign probably going to change that). If you collide with said door/minus sign you will enter a new, different sized room. I did that by choosing a random wall, a random spot on that wall which is the spot where the door will be and if you make contact with the door a new room will be initialized.
Added “Npcs” (evil pointers/ampersands). Collision yet have to do something relevant (right now they only trigger a new room). Also fixed a few memory unsafeties.
Added a (somewhat) functional menu screen to view highscore and start the game (highscore function will be implemented soon!!!!. Also built the first prototype of the battle screen though it is no where near finished. I will probably make the menu screen a bit prettier in the future but the current design has to suffice for now. :)
Kinda added a battle screen (not reactive yet but will happen soon) and made the ASCII designs for my characters with AI (i cannot make any good ASCII art sadly :( … yet). In the top left is what is supposed to resemble a health bar which also still needs to be implemented. Also made the code a bit cleaner added a few header guards and most importantly i added structs for the entities so their stats could be recorded. Thats it :)
added the first implementation of working battle (taking and dealing damage, working health bar)! The main issues right now are that the code is a bit tangled and that the logic isnt polished at all. But after 2 hours of work i felt like i had to post a log so this is the current state (you can attack or try to run) (winning and running have the same effect as of now)
LOG 9: Battle now works better and you can see enemy h now. Code is way less tangled (though some stuff still needs to be improved and the battle still isnt fully polished). There are some bugs regarding memory right now (will be fixed ASAP). But as of now you can finally really battle the evil evil evil pointer!
LOG 10: Added multiple enemies (dynamic based on room size) and stats get reset after battle. Battle still issnt finished yet as i think of two more things to add for every one thing i implement. Stay updated !!!
LOG 11: Im Back. After a short break i started to implement that enemies really “die” if you beat them! Now there is some kind of progress added into the game as you can actually beat the enemies!!! The next features will probably be a real highscore and restricitions in leaving the room until youve beaten every enemy. Till then stay updated!!!!
LOG 12: This came quicker than i thought it would lol. I implemented the two things i spoke about in the last log. I added a highscore system so you can always see how far you came with beating the evil pointers and i also “locked” the rooms until youve beaten every enemy in the room. I plan on adding power ups and some other features (read the README in the repo). STAY UPDATED!!!
LOG 13: Added items that are supposed to give you power-ups in the future. currently they dont really do anything except open a screen with a sprite for the corresponding item (SPRITES ARE AI GENERATED). The plan for the future is to deicde between regular and activatable items (the first give permanent buffs, the second can be activated) and to be able to choose the items while in battle. For now they can spawn on the map (anywhere except 1|1 and spots where enemies are) and open a random sprite of the 3 that are available right now!
LOG 14: Made the items more interactive and functional (items can now be picked up or ignored and will vanish if either is done) and i built a somewhat functional inventory accessible only in battle as of right now. I also had to clean up a bunch of code and had to re-implement some stuff as i implemented some things rather poorly before. There are still some things to be made a bit cleaner which will come in the next few devlogs but i felt like posting one for the current state of the game.
LOG 15: MAINLY BUG FIXES AND SOME MINOR NEW FEATURES NEW FEATURES Better life/strength display A feature that was originally used for debugging has turned out as a good feature for the game overall. It always displays your and the enemies HP, and attack power (even though the attack damage is partly random which i have to note somewhere so there will be no confusion) An item descriptor that tells you what the item you are looking at currently does There is only one item to be used in the inventory right now so you can only see what the heal item does but more will be added in the future. BUG FIXES Memory unsafety fixed There was an issue with unsafe memory access if the items in the inventory where bigger than 10. My fix is that if you have more than 10 items and you pick up a new one, the new item will replace the first item, the next one the second one etc. It also resolved a smaller issue with blank inventory space that ate up inventory space even though it was empty. Items not working fixed The functions responsible for changing your hp, healing you or making you stronger hat an issue with their pointer assignment (they were pointing to the wrong variable) which i fixed for all function which work great now. Bug with doors acting the same as item pickups Because of something what seemed to be a typo (a function returned 1 instead of 0), if you tried to go through a door and you haven’t beaten every enemy, instead of nothing happening you got a free item (which turned out to be a great testing feature for items, because i can get many items fast and easily). The fix was really easy (just swap the 1 for a 0) Health bar not drawing properly Because of a badly implemented function i added in the past which turned out to be completely redundant (got cut out) the current hp weren’t imported properly to the function that handles printing out the health bar which i fixed by using another variable responsible for storing the current hp of the player Misc fixes After having to audit most of the code again i noticed that there were some issues with the code (partly because it was fine as it was when it was written, part was just sloppy implementation) which i also fixed even though most of it was minor. CURRENT PLANS FOR THE FUTURE More items that can be used in battle MORE ENEMIES!!! Im planning to add more and stronger enemies in the future even though that will probably will be one of the biggest newfeatures as it requires rewriting most of the battle and map logic Enemies getting stronger if you get farther for better progression Overall some more optimization and bug fixes (there is always something to be fixed ;) )
LOG 16: NEW NPC, BETTER CODE MODULARITY, FIXED SOME BUGS NEW FEATURES New “Modulo” / % enemy (based on the modulo operator in c)! It has weaker stats but is way stronger in terms of attack power BETTER CODE MODULARITY Because at the start of the game my main idea was to only implement one enemy type (which was pretty dumb tbh), i had to rework most of the map and battle logic so it was more generic and welcoming to multiple entities (and will help me add more enemies in the future). BUG FIXES VISUAL GLITCH There was a bug for the most of the time in the game (an issue with unititialized variables being printed, which resulted in a visual glitch), which was actually a pretty easy fix (i had to change the switch statements that handle state input and drawing output a bit so that changing the gamestate doesn’t skip to drawing instantly) MEMORY LEAK Because of a dumb implementation of a function that was supposed to carry over the value of a variable in file A to file B which used pointers allocated with malloc i had a memory issue because in a common case i forgot to implement free which resulted in lost memory (the fix was actually just switching over to passing by value because it was just a single char being transported from file A to file B and passing by reference wasn’t necessary)
LOG 17: DEBUG MODE FOR FASTER TESTING DEBUG MODE I added a debug mode because i found that most of my testing time was wasted finding items or players in rooms (which was very annoying most of the time), so i added a debug room so that goes way faster. Though it is very useful it was somewhat hard to implement but it made the code modular the same way the enemy logic is modular now which is an improvement in two ways
LOG 18: NEW ITEM AND BUG FIXES BUG FIXES BUG FIXES NEW ITEM DAMAGE POTION I added a new item that can be used in the inventory during battle which deals (currently) 4 damage to the opponent. Its the rarest item in the game right now (i think 1 in 11). Because of the new item i had to make a bunch of code more modular in the inventory logic (a trend in my code). But overall this was the reimplementation that went the smoothest BUG FIXES BATTLE INPUT BUG There was a bug in the battle screen that made the overall input very clunky and previously was only fixed by letting another bug happen but i fixed it by changing something in the switch statements of the battle logic INVENTORY ACCESS AND SELECTION BUG A bug that mainly happened because of the previous bug: When trying to access the inventory in battle the game automatically selected the first item and returned to battle and only after the second time accessing the inventory you could really use your items as you wished INVENTORY SELECTION BUG In the inventory itself a bug was caused by a lazy implementation which caused the display (not the real logic behind the inventory actually) to become very glitched out and very confusing. I just fixed this by fixing my old and bad implementation for a better more modular one (an overall trend in my code to be not that modular lol)
LOG 19: NEW ENEMY TYPE: BOSS FIGHTS, BETTER DOOR LOGIC, NEW SPRITES NEW ENEMY TYPE Because i thought that the normal enemies would be too easy to beat down the run i added the main boss (the pointer which stole the star sprite from the address enemy) and he will always be fought every 5-10 rooms (im not sure on the number) . Currently his stats are static but i plan on making them dynamic based on the number of rooms you went through. BOSS ROOM/BETTER DOOR LOGIC The old door logic practically only worked with a normal room and needed the regular enemies to all be defeated. I tweaked it a little so it works with boss triggers/defeating the boss NEW SPRITE(s) As i said the boss got the star sprite because he is the true pointer so i gave the address an ampersand sprite (which is way more fitting btw). But i am not completely satisfied with the current ampersand sprite (i will maybe change it sometime) NOTE This time there werent really any bugs except during building the boss logic but they got fixed along the way. This time it actually went rather smoothly :) Also ignore the absurd stats of the player
LOG 20: DYNAMIC STATS, BUG FIXES, SMALL UPDATE TO DEBUG MODE AND MORE COMMENTS DYNAMIC STATS The stats of all enemies are now connected to the boss counter which is the number of boss fights that have been fought during the current run so there is real progression and you dont just get stupidly overpowered DEBUG MODE I basically just added the boss to the debug mode nothing much BUG FIXES There was a glitch with the boss room being cut off because the randomly generated room was smaller than the boss room. I had to push a few things around and put every type of map generation (standard, debug, boss) into a switch statement to make it work properly COMMENTS I pretty much forgot most of the comments in the game so i started adding way more comments where they should be so the code is hopefully more intuitive to follow NOTE I think the next update will be pretty big so watch out when it finally drops!!!
LOG 21: FOG OF WAR, HOMING ENEMIES, BATTLE LOGIC OVERALL AND BUG FIXES FEATURES HOMING ENEMIES The enemies now home on you with every step you take, meaning you actually have to think about where you will go or the enemies will catch up to you. This was implemented by adding a sign function that decide whether the enemy should move +1 or -1 and then moving the enemy by that value. There were some bugs regarding enemies in previous rooms which got fixed by resetting the whole array during map init FOG OF WAR I added a fog of war feature that obstructs everything in the map you haven’t explored yet. This also pairs very well with the homing enemies feature. You have to go around the map to look out for items and enemies which now also walk towards you, so every step matters now BATTLE LOGIC OVERHAUL After revisiting most of my code for commenting i realized how terrible most of my battle logic was so i made it a bit more efficient and most importantly more readable. Overall i realized how great switch statements are in the last few logs BUG FIXES DOOR BUG There was a bug with the map that was somewhat useful when testing but still was a bug. The issue was that if you tried to step into the door the game let you step onto that char. The issue was that i forgot to make the game think that the door (when closed) should behave exactly like a wall. So the fix was just to add the door char to the wall collision check function
LOG 22: POISON ITEM, BATTLE LOG, MAIN LOOP AND ITEM SELECTION REWORK POISON ITEM A new item that does 3 tick damage every enemy turn, for 2 turns. Its the rarest item in the game as of right now and was somewhat complex to add (because of the tick damage and tracking how many turns have passed) BATTLE LOG A log that tracks the last two actions that have happened in the game. It currently only tracks damage and attacks but will track item usage and more detailed information in the future. It was a real headache to implement because i had contradictory logic between the log and my main loop and i had to reimplement it multiple times. But went well overall :) REWORKS MAIN LOOP REWORK I reworked the main loop a bit because even though it worked well in theory it was not really optimized and it was prone to bugs in the future which is why i felt like redoing it a bit. Now instead of every function handling their own init, every changing gamestate instantly also inits the state it was changed to. Because of this there are less possible bugs and its overall easier to do for future gamestates ITEM PICKUP REWORK I noticed that the logic for my items wasn’t really perfect and seemed unoptimized which is why i felt like changing it a bit. Because when picking up items there are only two possible things to do (which both result in the same exit scenario) i swapped my if/else if logic for a switch statement which made the code shorter, and more optimal
LOG 23: BATTLE LOG FOR ITEMS, BUG FIXES, BUG FIXES, BUG FIXES, BUG FIXES FEATURE BATTLE LOG FOR ITEMS The previous battle log only logged attacks and the damage dealt, now the log also tracks if items are used or items deal damage BUG FIXES SEGFAULT There was a segfault when trying to render the bottom of deeper rooms because the render guard had a major fault (only disjunctions no conjunctions). Because of that the game tried to reach spaces of the visible_map array out of reach of the array which resulted in a segfault when trying to go into spaces out of reach of the array. The fix was changing the guard from if ((player_y + y) < MAX_HEIGHT || (player_x + x) < MAX_WIDTH || (player_y + y ) >= 0 || (player_x + x >= 0)) to if ((player_y + y) < MAX_HEIGHT && (player_x + x) < MAX_WIDTH && (player_y + y ) >= 0 && (player_x + x >= 0)) which fixed the issue BATTLE LOG NULL TERMINATOR FIX There was a bug with the battle log, where ^ were printed (NUL ascii in ncurses) because the battle log printed out every part of the string character by character (including the \0 terminator). The fix was to just not print out the \0 terminator to the screen BATTLE SELECTION BUG There was a bug with conflicting selection variables (multiple variables where named selection which resulted in wrong selections being displayed). The fix was to give every function their own selection variable which fixed the issue VISIBLE MAP GLITCH Because the visible map only updated itself in the perimeter you are standing in if you moved fast enough some characters lagged behind and made it look like there were way more enemies than there actually were. The fix was to update not only the perimeter on every movement but also update everything that had already been explored
LOG 24: BOSS ITEM DROP, CONTROLS SCREEN, NEW IN-GAME BANNER, ITEM TO INVENTORY REFACTOR, BUG FIXES FEATURES BOSS ITEM DROP I added an item that only the boss drops, when killed. Its ability is to make the enemy unable to attack for one turn. You will always get it when defeating the boss and has the ‘?’ glyph compare to regular items (‘+’). Its also the only item that can always be picked up (with normal items, if your inventory is full you cannot pick them up, with the boss item your first slot gets overwritten). CONTROLS SCREEN I added a basic controls screen so people that try the game out (now or when it ships), know what to do when playing. Currently most things are really straightforward but i added it just in case. The most important aspect will probably how to end the game because thats the most unintuitive one (even though i hope anyone testing the game doesnt want to quit it) ITEM TO INVENTORY REFACTOR I thought that the previous state of my item to inventory were pretty lazy so i changed the logic up a bit. Previously when picking up items the items would go into the spot after the last item that was picked up and when the inventory ran full the first item was swappped with the newly picked up item. I didnt like that looking back and because of that the logic now scans through the inventory until it finds an empty spot and puts the item in that empty slot. If the inventory is full no item can be picked up (except the boss item) and the player gets a message on their screen. They can then leave the item screen using ESC and the item is not removed and can be picked up later if you somehow make space in your inventory NEW IN-GAME BANNER Also pretty straightforward, i added a banner so the menu looks a little bit prettier :) BUG FIXES BOSS ROOM BUG Because of map and gamestates and me forgetting to implement a feature in the door collision checks, there was a bug when defeating the boss (the map stayed as it was, but had the usual visible map ‘#’ everywhere you hadnt already explored (you cant really explore much so there where many ‘#’ ’s around the map which was really ugly. The fix was to move a mapstate change from the function that is responsible for handling victory to the function handling doors BOSS BUG There was a bug after defeating the boss which resulted from the previous bug and its fix. Because i forgot an additional check in my door function when defeating the boss the boss would spawn again and overwrite your boss item. The boss also chased you (which normally doesnt happen) and you couldnt leave the room. The fix was just to add another condition to the if statement in the door function responsible for the boss room ENEMY REMOVAL BUG For some reason (i dont know how i made the bug happen), when defeating enemies the visible map lagged behind the normal map which resulted in defeated enemies appearing to still exist on the map for one iteration of the loop (pressing any button made them vanish). The fix was to add a call to the visible_map_init function after defeating enemies
LOG 25: FLEEING ENEMIES (CONTAINS MANY CHANGES), BOSS ITEM REFACTOR FLEEING ENEMIES Enemies (except the boss) now have the ability to run away if the enemy would get killed by the next attack. The chance for this to happen is 10% and when they run away, they gain 1 HP per step they take and return to chasing the enemy if their hp is back at half of their max HP. FLEEING REWORK Before adding this feature, fleeing was the same practically as winning (the return type of the fight was STATE_VICTORY), i changed that to the proper STATE _FLED. Also before when fleeing, if you fled and another enemy of another type collided with you, he had normal stats but the enemy before that also got his stats reset. The same went for enemies of the same type. When fleeing from enemy A from type A and then colliding with enemy B from type A, he would have the stats of enemy A. The fix for both was to make a 2D Array of all enemies and their types, so each individual enemy stores its stats, not the battle function. PLAYER POSITION STRUCT Previously the player had ~ 8 different position variables, which was pretty clunky if i wanted to transport the player position to another function. Because of that i put all player positions into a singular struct, so i could pass all the player positions at once if i needed to. ENEMY PURSUIT FUNCTION REWORK Because enemies have to run away instead of chasing i had to rework the pursuit function a bit so it could also work in a reverse way. I had to make the function branch between the two states which took a bit more work than originally anticipated because i had a bunch of wrong ideas for how the function should work. Overall the function implementation was essentially to just use the inverse vector of the normal vector for the direction function BOSS ITEM FUNCTION/ITEM FUNCTION REFACTOR Because previously the boss item detection function and the item detection were separate the code didnt feel clean at all (felt like a lazy implementation for me), so i made the item function work with the boss item which makes the item function overall more open for new item types (if i will add any more)
LOG 26: FINAL DEVLOG MAINLY BUG FIXES AND SOME MINOR CHANGES CHANGES Enemies previously scaled to strongly and beat you too hard after the boss fight. Also because it was hard to scale the opponents down i decided to make the hp of everyone higher (everything got stronger in theory, player has 100 starting hp, does 20 damage etc.) LATE ADDITIONS LICENSE I licensed the project under the MIT licesne because it seemed fitting BUILD FILE I added a build file for the repo so i could upload a release binary (ncurses is required tho) BUG FIXES HIGHSCORE BUG There was a bug with the highscore not being displayed when there was no highscore.txt file. I needed to change the handling of the fact that the open function returned NULL, because NULL either meant, no file was there or no file could be found which resulted in no file being created because the function exited when the open function returned NULL, the fix was pretty simple overall tho (just adding an extra if conditional to check) FULL INVENTORY BUG Previously when having a full inventory, you couldnt pick up new items, issue was when using items that state didnt reset so one full inventory meant no items anymore :( . The fix was just to reset the state after using items BOSS ITEM INVENTORY BUG I forgot to make the boss item return the correct state which resulted in the item sometimes not being put in the inventory. The fix was just to add return ENTER_LEGAL to the boss items if statement SET ROOM ISSUE Because of random rooms sometimes boss room dimensions where bigger than current room which resulted in bugs (see previous devlogs). My previous fix worked in theory but had more affinity for potential bugs so i changed the set room function from two static values to two values that get passed into the function
Ships:
A roguelike room crawler completely built in C! What is in it? Randomly generated rooms with a fog of war for you to explore Three different enemy types with scaling difficulty Boss fights with unique item drop RPG Style fighting An interactive inventory that can be used during battle A battle log that tracks everything that happens in battle Items, pickups and a persistent highscore What am I proud of? The enemy pursuit and fleeing system. It was somewhat hard to implement but I think it made the game wayyyy better than before. I’m also proud of how the state machine turned out in the end. The game has strict separations between the different game states and first handles what the player/the game did during the game loop iteration and then after that is done draws it to the screen. That state machine was very prone to bugs and I had to spend a bunch of time to fix (fallthrough bug, etc. all talked about in devlogs). But I think the result that turned out at the end was great and I am very content with it How is it built? As said its completely built in C using ncurses as its graphics library using 12 source files (currently) with each one having a specific task only it does. The build is released using GitHub workflows and the binary can easily be downloaded and used on (almost) all glibc linux distros (the project was compiled for Ubuntu and you will have to install ncurses though) What I learned The game was actually my first real coding project ever apart from a few simple websites so I learned a bunch. I learned how to separate state transitions, I learned the importance of good and bad switch statements, bounds checking (really rough path) and I think most importantly: The power of code separation and making every file do its designated task. I often caught myself picking the easy and sloppy path and then fixing it properly and in retrospect helped with preventing a bunch of bugs Known limitations / plans for the future It’s my first project, so there are likely still issues I haven’t found. Even though I tried to find everything (a.e. using Valgrind told me there are no memory blocks definitely lost) there are still potentially memory safety issues or potential segfaults. It’s possible some edge cases might have slipped through. I’ve tested the project thoroughly and haven’t found any crashes since the last few debugging sessions but I cannot safely say it’s perfect. I think if I will find the time I will maybe add some new features like new special item related enemies or player status effects though I cannot safely say if i can Closing word I think building a game for my first real project was the right decision for me because I really had a bunch of fun building this project. I currently have some ideas for unrelated new projects (one is up on my profile check it out (; ) and I think this project was a really good pathway into coding for me. Check the GitHub and the demo video out and I hope you like the project...
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Visora by @Amadev | Stardance
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Amadev
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31.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T17:29:23Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built Visora, an MCP server that gives AI agents reliable high-level control over the Unity Editor. The hardest part was making animation and editor workflows safe and predictable: IK, gaze, retargeting, animation QA, bridge reload recovery, prefab inspection, rollback, and reproducible preview artifacts. I’m most proud of how much of the Unity-side behavior is covered by real EditMode/integration tests instead of only mocked Python tests. To test it, use the GitHub release/source, follow the setup guide, connect Visora to a Unity project, and try the MCP tools for animation, scene inspection, previews, or prefab inspection.", "repo": "https://github.com/AmaLS367/Visora", "demo": "https://github.com/AmaLS367/Visora/releases/tag/v0.1.3"}]...
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[{"post_id": 65482, "ts": "202 [{"post_id": 65482, "ts": "2026-09-10T17:21:38Z", "hours": 5.3419, "text": "Preview Artifacts, Bridge Recovery & Prefab Workflows Added reproducible animation preview artifacts with stored records and comparison tools for repeatable QA.Improved Unity bridge recovery during reloads/recompiles, added retry hints and safer timeout handling. Added real Unity E2E animation fixtures and reorganized the test suite.Finished the v0.1.3 release, refreshed the README/docs, and started v0.1.4 prefab workflows. Added inspect_prefab_asset and inspect_prefab_overrides with native Unity services, support for nested/variant/model prefabs, structured override inspection, stable IDs, and Python/integration/EditMode test coverage."}, {"post_id": 64760, "ts": "2026-09-09T12:27:18Z", "hours": 8.7661, "text": "Worked on a large animation/character workflow update for Visora. Added dedicated agent workflows for animation authoring, camera/action sequences, rig retargeting, IK, gaze, motion polishing, contact handling and animation QA. Updated the MCP instructions and project docs so agents have a clear workflow for checking rigs, previewing animation, validating motion and handling Humanoid/Generic fallback cases. Implemented new animation tooling around Two-Bone IK, viewport-based effector placement and character gaze. Added support for solving and baking IK/gaze into animation clips, including parameter validation and Unity capability checks.Added a bigger QA layer for animation. This includes temporal motion analysis, curve discontinuity diagnostics, self-intersection checks and comparison of animation previews. Also added contact baking for things like planted feet/hands and camera-subject action tooling for synchronizing character motion with camera impacts. Added atomic animation transactions and improved rollback/backup handling so multiple animation edits can be applied together and reverted safely when something fails. Refactored the Unity-side animation services around shared sampling, curve writing and rollback helpers. Spent a good amount of time hardening all of this against actual Unity edge cases: Edit Mode requirements, unsupported bridge capabilities, invalid parameters, unknown diagnostic values, quaternion discontinuities, tangent preservation and proper exception handling. Added a Unity EditMode integration test suite covering IK, gaze, contact baking and atomic animation transactions, together with a runner script. Expanded the Python unit tests for the new animation tools and failure cases as well.Also reworked Visora’s visual output. Screenshots, animation previews and video frames now use multimodal MCP image blocks and file artifacts instead of dumping Base64 data into the response. Multi-frame previews can generate contact sheets, and full-resolution artifacts stay on disk. After that I focused heavily on MCP context usage. Compact tool definitions reduced the tool catalog payload significantly, diagnostic tools now have limits/filtering for large skeletons and clips, tool results are compacted, duplicate structured output is removed, and several redundant tools/wrappers were merged or deleted. The tool catalog went from 55 tools down to 44. Merged the two separate video capture tools into a single capture_video workflow and reduced the default screenshot resolution to 720p. Inline images are now automatically downscaled while keeping the full-resolution artifact available separately. Finally tuned the default diagnostic dump sizes further so normal tool calls consume much less agent context and larger detailed dumps are requested only when they are actually needed."}, {"post_id": 62172, "ts": "2026-09-05T13:09:04Z", "hours": 2.9436, "text": "Editing Animation Clips & Events Hey everyone, continue working on it. Up until now, the agent could only really watch animations—taking previews and checking poses. If a keyframe was off or a transition looked janky, you still had to go into Unity and fix it by hand. Now, the agent can actually edit AnimationClip assets directly. It can add, move, or delete keyframes, tweak curves, and set tangent modes like smooth, linear, or step holds. Giving an AI write access to your animation files is honestly a bit scary—one bad curve and your character turns into a noodle. To keep things safe, Visora now takes an automatic backup of the clip before touching it, and hooks every edit into Unity’s native Undo system. If the agent makes a mess, you can roll it back with a tool call or just hit Ctrl + Z right in the editor. We also added tools to create and remove animation events. This makes it way easier to sync things like hit-stops, camera shake, or footstep sounds to exact frames on the timeline instead of guessing with timers."}, {"post_id": 61583, "ts": "2026-09-04T15:45:13Z", "hours": 5.5072, "text": "Visora v0.1.3 — Giving Agents Eyes on Unity Animations So, we just fixed a massive problem. Once I hit merge, a huge weight lifted off my shoulders. It feels like the raw volume of code I write is getting smaller each time, but what actually lands has a massive, cascading impact on the entire system.Until now, whenever an AI agent needed to inspect an animation in Unity, it was basically flying blind. The old approach was either pulling raw curve data (which tells an agent nothing about clipping, silhouette, or visual feel) or recording full video dumps over the HTTP bridge. Video was heavy, expensive on tokens, slow to transfer, and worse: if the camera wasn’t manually lined up in the scene, the character would just walk right out of frame or get clipped halfway through. With Visora v0.1.3, we tackled this head-on by building preview_animation. It’s not just a snapshot tool — it’s a complete visual pipeline designed specifically for agent context budgets. What Actually Changed Under the Hood Trajectory-Aware Auto-Framing (C# Engine Side) Instead of relying on whatever camera happens to be in the scene, Visora now spins up a transient preview camera. Before snapping a single frame, it samples the clip across its timeline, collects every active skinned and mesh renderer, and computes a union bounding sphere for the entire motion trajectory. It places the camera at an ideal 45° vantage point, automatically calculates the optimal distance based on camera FOV, and dynamically compensates for vertical vs. horizontal aspect ratios so tall or wide aspect ratios don’t clip the character’s head or limbs. Smart Keyframe Selection (Python Side) Agents can’t look at 120 raw frames — that would incinerate context windows and latency. We built an intelligent keyframe extractor (preview_keyframes.py) that analyzes the clip curves to find where actual motion happens: curve extrema, zero-crossings, sudden velocity changes, and animation event timestamps. It pins the start and end poses, then fits the most informative frames within a strict frame budget (e.g. 4 to 8 images). Zero-Side-Effect Scene Safety One of the hardest parts of building agent tooling for Unity is engine hygiene. The preview system samples the animation, renders offscreen to a custom RenderTexture, encodes directly to PNG byte buffers, and cleans up after itself. No dummy cameras left in the hierarchy, no dirty scene flags, and character poses are strictly restored to their pre-sampling state. Hardened CI & The Unity Package Gate We also tightened our pre-commit and CI gates. We introduced scripts/check_unity_package.py, compiling the C# package directly against real Unity assemblies with Microsoft.Unity.Analyzers in headless Linux containers. If there’s an obsolete API, a loose memory allocation, or a CA analyzer warning, the build fails before it ever touches a project. It feels great to have this merged and rock-solid. With animation visual inspection out of the way, I’m heading straight to the next item on the Roadmap: Typed Clip, Event, and Camera Authoring!"}, {"post_id": 60781, "ts": "2026-09-03T11:33:29Z", "hours": 2.2286, "text": "Visora devlog — v0.1.1 & v0.1.2 Shipped two releases back to back. Visora now has a proper open-source foundation: an Apache-2.0 license, full contributor and security docs, a hardened Docker image, and a complete CI pipeline that tests every change and publishes releases automatically. v0.1.1 was about infrastructure — agents can now search the web for 3D models, environments and rigs and import them straight into a live Unity project, plus all the CI/CD and Docker groundwork. v0.1.2 was about packaging and community — licensing, PyPI metadata, issue templates, contributor guides, and release integrity checks. You can now just pip install visora. And here’s the first real demo. A 2-second shot: a Rover-style character from Wuthering Waves throws a flying kick straight into the camera in a desert wasteland. The environment, the rig, the animation and the capture were all built by an AI agent driving a live Unity Editor through Visora — nothing hand-placed. The whole thing was made by Claude Sonnet 5, using about 20% of the 5-hour limit on the $20 plan. So a mid-tier model, for a fraction of a cheap subscription, can already take a scene from empty to finished shot on its own. Right now it’s 2 seconds — deliberately small, to set the floor. The goal is for Visora to grow into something where AI can build full, directed animation sequences: minute-long shots, multiple characters, real rigging, proper timelines. “Make me a cutscene” turning into an actual cutscene. This dropkick is just the starting line."}, {"post_id": 60717, "ts": "2026-09-03T08:42:43Z", "hours": 0.915, "text": "Production CI/CD and MCP 2.0 are now complete for Visora. The project now has a parallel GitHub Actions pipeline covering formatting, Ruff linting, strict mypy checks, unit and integration tests, lockfile validation, Unity package validation, distribution builds, and an enforced 80% coverage threshold. The workflows use uv caching, cancel outdated runs automatically, and skip runs for documentation-only changes. All GitHub Actions are pinned by commit SHA. A release pipeline now validates version tags, runs the full verification suite, builds the package, publishes it to PyPI, and creates a GitHub Release. Dependabot was added to update GitHub Actions and Python dependencies weekly. Funding configuration was added as well. Visora was migrated from MCP 1.x to MCP 2.1.1, replacing FastMCP with MCPServer and updating the related tests and documentation. The updated Dependabot pull request passed every CI check and was merged. The Production CI/CD roadmap item is now marked as completed."}, {"post_id": 60695, "ts": "2026-09-03T07:39:13Z", "hours": 3.4883, "text": "Visora devlog — asset pipeline & Unity native bridge (18 commits) Asset pipeline: from broken to trustworthy Built out the 3D-asset workflow (search → download → import → verify) and then spent most of the effort hardening it against silent failures: Added asset search/download/Unity-import tools (1a0bcd3, bf6a7d9), then refactored out dead backward-compat aliases (dda6c17). Fixed real bugs found by actually running it: ambientCG downloads being wrongly rejected and Sketchfab results silently hidden (99d3f15), a wrong ambientCG download URL for 3D models (1d6e2ce), a crash on comma-separated port lists plus missing env-var docs (117e6e3), and .bin/.mtl companion files being incorrectly stripped out of glTF/OBJ archives (5cb1afa). Discovered Sketchfab’s own search API ignores the query text entirely (verified live) — added web_search_assets, a SearXNG-primary/DuckDuckGo-fallback real web search to find a specific named model and extract its Sketchfab UID (4489725). Biggest find: download_and_import_asset was reporting success=true even when Unity couldn’t actually parse the file (glTF with no importer installed → empty placeholder asset). Fixed to detect and reject that case explicitly instead of lying about success (8c4241b). Native Unity bridge: first real compile & runtime test com.visora.editor had apparently never been compiled in a real Unity Editor before. Opening it in Unity 6.6 surfaced a chain of genuine bugs, fixed one at a time: A broken float field that Unity’s JSON deserializer can’t handle, flattened to float on both C# and Python sides (08f502e, 4d05468). Unity 6.6 API removals: GetInstanceID() → GetEntityId() (c8c8905), then GetEntityId()’s own obsolete int-conversion operator → GetRawData() (027e39c). Two HTTP handlers (/api/editor/state, /api/visora/info) and a log-callback subscription were calling Unity APIs off the main thread, causing runtime errors — dispatched onto the main thread (d27e03f, 5e3069b). Dynamic C# snippet compilation was missing a reference to UnityEditor.CoreModule, breaking any snippet touching EditorApplication/EditorSceneManager (a8689a9). Agent guidance Shipped documentation aimed at other agents driving Visora, not just humans: an always-on MCP instructions block plus a copyable Claude Code skill (visora-asset-workflow) covering Sketchfab’s broken search, supported import formats, and how to actually verify an import worked (4e8cd5c). Housekeeping Committed the 29 .meta files Unity generated on first real import of the package — standard Unity convention, and further confirmation the package had never been opened in a real editor before this round of testing (b9e4f01). Net effect: the asset import pipeline no longer lies about success, Sketchfab search actually works for named models, and the native Unity bridge compiles and runs cleanly on Unity 6.6 — all verified end-to-end (ambientCG apple + a Sketchfab character model imported, inspected, and visually confirmed in-scene)."}, {"post_id": 60167, "ts": "2026-09-02T11:47:32Z", "hours": 1.5803, "text": "Building Visora: Teaching AI agents to actually see and fix Unity scenes (v0.1.0 update) Quick update on what I’ve been hacking on for Visora since adding the project banner. The problem I ran into: If you try to let an AI agent (like Claude or Cursor) work inside Unity, it’s usually a disaster. Current bridges just let the model run raw C# strings and read console logs.The agent is completely blind. It doesn’t know if a 3D character spawned behind the camera, if an animation is flying off into infinity, or if a model looks like a spiky mess because bone weights are broken. Even worse, agents love to edit things during Play Mode or hit save while Unity is recompiling, completely wrecking the scene files.I got tired of babysitting that, so I built Visora — a Python MCP server and a companion Unity package that gives agents actual eyes, rigging smarts, and guardrails so they don’t break your project. V0.1.0 — Here is what I’ve coded and got working over the last few days: Gave the agent actual vision. The agent can now render screenshots from any camera in the scene, check if a character is cut off by the screen edges or clipping planes (project_world_points and diagnose_camera_framing), compare before/after images, and even record short MP4/WebP video clips to inspect physics and animations over time. Made it understand rigs and animations. Instead of guessing why an animation looks wrong: It inspects AnimationClip curves directly and catches unwanted position or scale drift. It can sample any character’s pose at a specific second, inspect the transforms, and immediately restore the original pose so nothing stays messed up. Added a skeleton mapper with fuzzy bone search that understands both standard Humanoid rigs and messy Japanese MMD bone chains (like 全ての親, センター, 下半身, D-bones). Skinned mesh diagnostics Added tools to inspect SkinnedMeshRenderers. It detects inverted or zero-sized bounding boxes, missing root bones, and broken bone weights. It also tells you whether a glitch is just a missing material/texture or an actual broken mesh deformation. Made scene edits safe (undo & transaction rollback). Every script the agent runs now happens inside an isolated Undo group. If the C# code crashes or throws an exception, Visora automatically rolls back the entire scene to before the run. It also blocks saving during Play Mode so your scene never gets corrupted. Native Unity package + 24 typed tools Built a native Unity Editor package (com.visora.editor) using HttpListener hooked directly into Unity’s main editor update loop. On the Python side, I implemented 24 clean MCP tools with strict Pydantic schemas, auto-discovery for ports 8080-8085, and async queue polling for long tasks. Tagged and released v0.1.0 on GitHub with complete setup guides, agent recipes, and test coverage. What I’m building next for v0.1.1: Auto 3D model web search & download: I want the agent to search the web, find 3D models, textures, and environments, and download/import them directly into the Unity project so it can build and animate entire scenes on its own. Clean GitHub Actions CI/CD: Automatic linting, typing, and test runners on every commit. Docker support: A lightweight Dockerfile to easily run the MCP server anywhere in a headless container. You can check out the code and the v0.1.0 release here: https://github.com/AmaLS367/Visora"}]...
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Title: Visora by @Amadev | Stardance
Devlogs:
Bui Title: Visora by @Amadev | Stardance
Devlogs:
Building Visora: Teaching AI agents to actually see and fix Unity scenes (v0.1.0 update) Quick update on what I’ve been hacking on for Visora since adding the project banner. The problem I ran into: If you try to let an AI agent (like Claude or Cursor) work inside Unity, it’s usually a disaster. Current bridges just let the model run raw C# strings and read console logs.The agent is completely blind. It doesn’t know if a 3D character spawned behind the camera, if an animation is flying off into infinity, or if a model looks like a spiky mess because bone weights are broken. Even worse, agents love to edit things during Play Mode or hit save while Unity is recompiling, completely wrecking the scene files.I got tired of babysitting that, so I built Visora — a Python MCP server and a companion Unity package that gives agents actual eyes, rigging smarts, and guardrails so they don’t break your project. V0.1.0 — Here is what I’ve coded and got working over the last few days: Gave the agent actual vision. The agent can now render screenshots from any camera in the scene, check if a character is cut off by the screen edges or clipping planes (project_world_points and diagnose_camera_framing), compare before/after images, and even record short MP4/WebP video clips to inspect physics and animations over time. Made it understand rigs and animations. Instead of guessing why an animation looks wrong: It inspects AnimationClip curves directly and catches unwanted position or scale drift. It can sample any character’s pose at a specific second, inspect the transforms, and immediately restore the original pose so nothing stays messed up. Added a skeleton mapper with fuzzy bone search that understands both standard Humanoid rigs and messy Japanese MMD bone chains (like 全ての親, センター, 下半身, D-bones). Skinned mesh diagnostics Added tools to inspect SkinnedMeshRenderers. It detects inverted or zero-sized bounding boxes, missing root bones, and broken bone weights. It also tells you whether a glitch is just a missing material/texture or an actual broken mesh deformation. Made scene edits safe (undo & transaction rollback). Every script the agent runs now happens inside an isolated Undo group. If the C# code crashes or throws an exception, Visora automatically rolls back the entire scene to before the run. It also blocks saving during Play Mode so your scene never gets corrupted. Native Unity package + 24 typed tools Built a native Unity Editor package (com.visora.editor) using HttpListener hooked directly into Unity’s main editor update loop. On the Python side, I implemented 24 clean MCP tools with strict Pydantic schemas, auto-discovery for ports 8080-8085, and async queue polling for long tasks. Tagged and released v0.1.0 on GitHub with complete setup guides, agent recipes, and test coverage. What I’m building next for v0.1.1: Auto 3D model web search & download: I want the agent to search the web, find 3D models, textures, and environments, and download/import them directly into the Unity project so it can build and animate entire scenes on its own. Clean GitHub Actions CI/CD: Automatic linting, typing, and test runners on every commit. Docker support: A lightweight Dockerfile to easily run the MCP server anywhere in a headless container. You can check out the code and the v0.1.0 release here: https://github.com/AmaLS367/Visora
Visora devlog — asset pipeline & Unity native bridge (18 commits) Asset pipeline: from broken to trustworthy Built out the 3D-asset workflow (search → download → import → verify) and then spent most of the effort hardening it against silent failures: Added asset search/download/Unity-import tools (1a0bcd3, bf6a7d9), then refactored out dead backward-compat aliases (dda6c17). Fixed real bugs found by actually running it: ambientCG downloads being wrongly rejected and Sketchfab results silently hidden (99d3f15), a wrong ambientCG download URL for 3D models (1d6e2ce), a crash on comma-separated port lists plus missing env-var docs (117e6e3), and .bin/.mtl companion files being incorrectly stripped out of glTF/OBJ archives (5cb1afa). Discovered Sketchfab’s own search API ignores the query text entirely (verified live) — added web_search_assets, a SearXNG-primary/DuckDuckGo-fallback real web search to find a specific named model and extract its Sketchfab UID (4489725). Biggest find: download_and_import_asset was reporting success=true even when Unity couldn’t actually parse the file (glTF with no importer installed → empty placeholder asset). Fixed to detect and reject that case explicitly instead of lying about success (8c4241b). Native Unity bridge: first real compile & runtime test com.visora.editor had apparently never been compiled in a real Unity Editor before. Opening it in Unity 6.6 surfaced a chain of genuine bugs, fixed one at a time: A broken float field that Unity’s JSON deserializer can’t handle, flattened to float on both C# and Python sides (08f502e, 4d05468). Unity 6.6 API removals: GetInstanceID() → GetEntityId() (c8c8905), then GetEntityId()’s own obsolete int-conversion operator → GetRawData() (027e39c). Two HTTP handlers (/api/editor/state, /api/visora/info) and a log-callback subscription were calling Unity APIs off the main thread, causing runtime errors — dispatched onto the main thread (d27e03f, 5e3069b). Dynamic C# snippet compilation was missing a reference to UnityEditor.CoreModule, breaking any snippet touching EditorApplication/EditorSceneManager (a8689a9). Agent guidance Shipped documentation aimed at other agents driving Visora, not just humans: an always-on MCP instructions block plus a copyable Claude Code skill (visora-asset-workflow) covering Sketchfab’s broken search, supported import formats, and how to actually verify an import worked (4e8cd5c). Housekeeping Committed the 29 .meta files Unity generated on first real import of the package — standard Unity convention, and further confirmation the package had never been opened in a real editor before this round of testing (b9e4f01). Net effect: the asset import pipeline no longer lies about success, Sketchfab search actually works for named models, and the native Unity bridge compiles and runs cleanly on Unity 6.6 — all verified end-to-end (ambientCG apple + a Sketchfab character model imported, inspected, and visually confirmed in-scene).
Production CI/CD and MCP 2.0 are now complete for Visora. The project now has a parallel GitHub Actions pipeline covering formatting, Ruff linting, strict mypy checks, unit and integration tests, lockfile validation, Unity package validation, distribution builds, and an enforced 80% coverage threshold. The workflows use uv caching, cancel outdated runs automatically, and skip runs for documentation-only changes. All GitHub Actions are pinned by commit SHA. A release pipeline now validates version tags, runs the full verification suite, builds the package, publishes it to PyPI, and creates a GitHub Release. Dependabot was added to update GitHub Actions and Python dependencies weekly. Funding configuration was added as well. Visora was migrated from MCP 1.x to MCP 2.1.1, replacing FastMCP with MCPServer and updating the related tests and documentation. The updated Dependabot pull request passed every CI check and was merged. The Production CI/CD roadmap item is now marked as completed.
Visora devlog — v0.1.1 & v0.1.2 Shipped two releases back to back. Visora now has a proper open-source foundation: an Apache-2.0 license, full contributor and security docs, a hardened Docker image, and a complete CI pipeline that tests every change and publishes releases automatically. v0.1.1 was about infrastructure — agents can now search the web for 3D models, environments and rigs and import them straight into a live Unity project, plus all the CI/CD and Docker groundwork. v0.1.2 was about packaging and community — licensing, PyPI metadata, issue templates, contributor guides, and release integrity checks. You can now just pip install visora. And here’s the first real demo. A 2-second shot: a Rover-style character from Wuthering Waves throws a flying kick straight into the camera in a desert wasteland. The environment, the rig, the animation and the capture were all built by an AI agent driving a live Unity Editor through Visora — nothing hand-placed. The whole thing was made by Claude Sonnet 5, using about 20% of the 5-hour limit on the $20 plan. So a mid-tier model, for a fraction of a cheap subscription, can already take a scene from empty to finished shot on its own. Right now it’s 2 seconds — deliberately small, to set the floor. The goal is for Visora to grow into something where AI can build full, directed animation sequences: minute-long shots, multiple characters, real rigging, proper timelines. “Make me a cutscene” turning into an actual cutscene. This dropkick is just the starting line.
Visora v0.1.3 — Giving Agents Eyes on Unity Animations So, we just fixed a massive problem. Once I hit merge, a huge weight lifted off my shoulders. It feels like the raw volume of code I write is getting smaller each time, but what actually lands has a massive, cascading impact on the entire system.Until now, whenever an AI agent needed to inspect an animation in Unity, it was basically flying blind. The old approach was either pulling raw curve data (which tells an agent nothing about clipping, silhouette, or visual feel) or recording full video dumps over the HTTP bridge. Video was heavy, expensive on tokens, slow to transfer, and worse: if the camera wasn’t manually lined up in the scene, the character would just walk right out of frame or get clipped halfway through. With Visora v0.1.3, we tackled this head-on by building preview_animation. It’s not just a snapshot tool — it’s a complete visual pipeline designed specifically for agent context budgets. What Actually Changed Under the Hood Trajectory-Aware Auto-Framing (C# Engine Side) Instead of relying on whatever camera happens to be in the scene, Visora now spins up a transient preview camera. Before snapping a single frame, it samples the clip across its timeline, collects every active skinned and mesh renderer, and computes a union bounding sphere for the entire motion trajectory. It places the camera at an ideal 45° vantage point, automatically calculates the optimal distance based on camera FOV, and dynamically compensates for vertical vs. horizontal aspect ratios so tall or wide aspect ratios don’t clip the character’s head or limbs. Smart Keyframe Selection (Python Side) Agents can’t look at 120 raw frames — that would incinerate context windows and latency. We built an intelligent keyframe extractor (preview_keyframes.py) that analyzes the clip curves to find where actual motion happens: curve extrema, zero-crossings, sudden velocity changes, and animation event timestamps. It pins the start and end poses, then fits the most informative frames within a strict frame budget (e.g. 4 to 8 images). Zero-Side-Effect Scene Safety One of the hardest parts of building agent tooling for Unity is engine hygiene. The preview system samples the animation, renders offscreen to a custom RenderTexture, encodes directly to PNG byte buffers, and cleans up after itself. No dummy cameras left in the hierarchy, no dirty scene flags, and character poses are strictly restored to their pre-sampling state. Hardened CI & The Unity Package Gate We also tightened our pre-commit and CI gates. We introduced scripts/check_unity_package.py, compiling the C# package directly against real Unity assemblies with Microsoft.Unity.Analyzers in headless Linux containers. If there’s an obsolete API, a loose memory allocation, or a CA analyzer warning, the build fails before it ever touches a project. It feels great to have this merged and rock-solid. With animation visual inspection out of the way, I’m heading straight to the next item on the Roadmap: Typed Clip, Event, and Camera Authoring!
Editing Animation Clips & Events Hey everyone, continue working on it. Up until now, the agent could only really watch animations—taking previews and checking poses. If a keyframe was off or a transition looked janky, you still had to go into Unity and fix it by hand. Now, the agent can actually edit AnimationClip assets directly. It can add, move, or delete keyframes, tweak curves, and set tangent modes like smooth, linear, or step holds. Giving an AI write access to your animation files is honestly a bit scary—one bad curve and your character turns into a noodle. To keep things safe, Visora now takes an automatic backup of the clip before touching it, and hooks every edit into Unity’s native Undo system. If the agent makes a mess, you can roll it back with a tool call or just hit Ctrl + Z right in the editor. We also added tools to create and remove animation events. This makes it way easier to sync things like hit-stops, camera shake, or footstep sounds to exact frames on the timeline instead of guessing with timers.
Worked on a large animation/character workflow update for Visora. Added dedicated agent workflows for animation authoring, camera/action sequences, rig retargeting, IK, gaze, motion polishing, contact handling and animation QA. Updated the MCP instructions and project docs so agents have a clear workflow for checking rigs, previewing animation, validating motion and handling Humanoid/Generic fallback cases. Implemented new animation tooling around Two-Bone IK, viewport-based effector placement and character gaze. Added support for solving and baking IK/gaze into animation clips, including parameter validation and Unity capability checks.Added a bigger QA layer for animation. This includes temporal motion analysis, curve discontinuity diagnostics, self-intersection checks and comparison of animation previews. Also added contact baking for things like planted feet/hands and camera-subject action tooling for synchronizing character motion with camera impacts. Added atomic animation transactions and improved rollback/backup handling so multiple animation edits can be applied together and reverted safely when something fails. Refactored the Unity-side animation services around shared sampling, curve writing and rollback helpers. Spent a good amount of time hardening all of this against actual Unity edge cases: Edit Mode requirements, unsupported bridge capabilities, invalid parameters, unknown diagnostic values, quaternion discontinuities, tangent preservation and proper exception handling. Added a Unity EditMode integration test suite covering IK, gaze, contact baking and atomic animation transactions, together with a runner script. Expanded the Python unit tests for the new animation tools and failure cases as well.Also reworked Visora’s visual output. Screenshots, animation previews and video frames now use multimodal MCP image blocks and file artifacts instead of dumping Base64 data into the response. Multi-frame previews can generate contact sheets, and full-resolution artifacts stay on disk. After that I focused heavily on MCP context usage. Compact tool definitions reduced the tool catalog payload significantly, diagnostic tools now have limits/filtering for large skeletons and clips, tool results are compacted, duplicate structured output is removed, and several redundant tools/wrappers were merged or deleted. The tool catalog went from 55 tools down to 44. Merged the two separate video capture tools into a single capture_video workflow and reduced the default screenshot resolution to 720p. Inline images are now automatically downscaled while keeping the full-resolution artifact available separately. Finally tuned the default diagnostic dump sizes further so normal tool calls consume much less agent context and larger detailed dumps are requested only when they are actually needed.
Preview Artifacts, Bridge Recovery & Prefab Workflows Added reproducible animation preview artifacts with stored records and comparison tools for repeatable QA.Improved Unity bridge recovery during reloads/recompiles, added retry hints and safer timeout handling. Added real Unity E2E animation fixtures and reorganized the test suite.Finished the v0.1.3 release, refreshed the README/docs, and started v0.1.4 prefab workflows. Added inspect_prefab_asset and inspect_prefab_overrides with native Unity services, support for nested/variant/model prefabs, structured override inspection, stable IDs, and Python/integration/EditMode test coverage.
Ships:
Built Visora, an MCP server that gives AI agents reliable high-level control over the Unity Editor. The hardest part was making animation and editor workflows safe and predictable: IK, gaze, retargeting, animation QA, bridge reload recovery, prefab inspection, rollback, and reproducible preview artifacts. I’m most proud of how much of the Unity-side behavior is covered by real EditMode/integration tests instead of only mocked Python tests. To test it, use the GitHub release/source, follow the setup guide, connect Visora to a Unity project, and try the MCP tools for animation, scene inspection, previews, or prefab inspection....
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1793580741.126806
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1793667141.126806
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57106
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Mini arduino car by @TheLemonEater | Stardance
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TheLemonEater
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1
|
1.25
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T15:31:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I tried to build a arduino based car with a ultra sonic sensor so it can detect objects in front of it. For the motors i reused some from a old drone but that is the problem about my project now because the motors where from a drone they were made just to spin with no resistence but when you put them on the ground they need a lot of power to even push the car a little and because i also used a step by step motor module, the motors arent getting enough power so thats why only 2 motors can spin at the same time even if they are in the air. I would have fixed the problem but stardance is almost ending and i have to ship the project.", "repo": "https://github.com/TheLemonEater312/arduino-obstacle-avoiding-car/blob/main/README.md", "demo": ""}]...
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[{"post_id": 76187, "ts": "202 [{"post_id": 76187, "ts": "2026-10-02T16:53:09Z", "hours": 1.25, "text": "Im back and this time i dissasembled the car because im going to use 2 dc 6v motors so it can actually move now. I also soldered some wires to a dc motor module so i can connect it easier to the arduino and motors. I want to warn anybody that wants to dissasemble a water proof care that it would be so hard and messy because all of the components are covered in silicone(i think) and glue as you can see in the photo."}, {"post_id": 74470, "ts": "2026-09-27T13:29:11Z", "hours": 1.4028, "text": "i had to scrap the rc car idea beacus i dont know how but the ir receptor dosent work but i switched to the first idea that i had and i used a sensor and now when it sees a object in a range of 20cm it will try to go around( i chose 20cm beacus it turns right or left really hard). I mounted everything on the “case” of the car but i left the arduino out beacus i still dont have a way to power it."}, {"post_id": 71144, "ts": "2026-09-20T10:56:03Z", "hours": 1.0853, "text": "i made a wheel for the mototrs. It isnt the best design but i think it will work for a demo"}, {"post_id": 70564, "ts": "2026-09-19T11:31:28Z", "hours": 1.1836, "text": "i mounted everything on the “case” and now i just need to find a way to power the arduino nano beacus the battery that i have only has 3.7v and it isnt enough to power the module and the arduino nano"}, {"post_id": 66494, "ts": "2026-09-12T10:24:10Z", "hours": 1.4956, "text": "i made a case for the car but as you can see i am not that good at 3d modeling but it will do the job"}, {"post_id": 60840, "ts": "2026-09-03T13:48:28Z", "hours": 1.15, "text": "i tested it with more motor,made a battery holder so it can have more power and added a remote but i tested it with only one motor"}, {"post_id": 60340, "ts": "2026-09-02T16:52:48Z", "hours": 0.6544, "text": "tested the reused motors and combined them with a arduino nano and a stepper model module"}]...
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Title: Mini arduino car by @TheLemonEater | Starda Title: Mini arduino car by @TheLemonEater | Stardance
Devlogs:
tested the reused motors and combined them with a arduino nano and a stepper model module
i tested it with more motor,made a battery holder so it can have more power and added a remote but i tested it with only one motor
i made a case for the car but as you can see i am not that good at 3d modeling but it will do the job
i mounted everything on the “case” and now i just need to find a way to power the arduino nano beacus the battery that i have only has 3.7v and it isnt enough to power the module and the arduino nano
i made a wheel for the mototrs. It isnt the best design but i think it will work for a demo
i had to scrap the rc car idea beacus i dont know how but the ir receptor dosent work but i switched to the first idea that i had and i used a sensor and now when it sees a object in a range of 20cm it will try to go around( i chose 20cm beacus it turns right or left really hard). I mounted everything on the “case” of the car but i left the arduino out beacus i still dont have a way to power it.
Im back and this time i dissasembled the car because im going to use 2 dc 6v motors so it can actually move now. I also soldered some wires to a dc motor module so i can connect it easier to the arduino and motors. I want to warn anybody that wants to dissasemble a water proof care that it would be so hard and messy because all of the components are covered in silicone(i think) and glue as you can see in the photo.
Ships:
I tried to build a arduino based car with a ultra sonic sensor so it can detect objects in front of it. For the motors i reused some from a old drone but that is the problem about my project now because the motors where from a drone they were made just to spin with no resistence but when you put them on the ground they need a lot of power to even push the car a little and because i also used a step by step motor module, the motors arent getting enough power so thats why only 2 motors can spin at the same time even if they are in the air. I would have fixed the problem but stardance is almost ending and i have to ship the project....
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1793580739.0775445
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1793667139.0775445
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51971
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MeshTree by @Trident | Stardance
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Trident
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2
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29.0
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353
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T22:24:34Z", "hours": 4.0, "multiplier": 4.18, "payout": 18, "blessing": "neutral", "text": "On my last ship, most feedback was about high RAM usage. So I added a chunk-based reconstruction system: it samples RAM every 0.3s, checks the quality preset, and figures out how many chunks are needed, builds them one by one, then merges into the final model. Benchmarked on one photoset, RAM usage dropped from 3GB to 2GB average. Wanted to add more (queue settings, configurable blur threshold, etc.) but Stardance is ending, so shipping now :(", "repo": "https://github.com/raiyan-islam-dev/Meshtree", "demo": "https://github.com/raiyan-islam-dev/Meshtree/releases/latest"}, {"ship_num": 2, "ts": "2026-09-17T11:51:28Z", "hours": 25.0, "multiplier": 13.36, "payout": 335, "blessing": "neutral", "text": "MeshTree is a macOS photogrammetry app that turns photos into textured 3D models. To test, Download MeshTree.zip from GitHub Releases, load your photo folder, and click Start Reconstruction. If MacOS blocks it, run xattr -cr /path/to/MeshTree.app or go to System Settings > Privacy & Security, scroll down to the Security section, and click Open Anyway.", "repo": "https://github.com/raiyan-islam-dev/Meshtree", "demo": "https://github.com/raiyan-islam-dev/Meshtree/releases/latest"}]...
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[{"post_id": 85908, "ts": "202 [{"post_id": 85908, "ts": "2026-10-31T21:30:44Z", "hours": 0.3044, "text": "got done with the readme and pushed the new dmg. new devlog. about 6 hours left till stardance ship closes, time to ship 🤞"}, {"post_id": 85876, "ts": "2026-10-31T20:47:06Z", "hours": 1.2594, "text": "finally done with the chunk reconstruction system and the ram usage is reduced. since it’s kind of new territory for me, documentation was hard to find so AI helped with this thing. here’s how it works in short, it measures ram every 0.3 seconds and keeps a report of it, looks at the quality preset and determines how many chunks are needed, builds them one by one, then merges them into one model. The photoset I am using to benchmark how much memory is reduced showed from a 3 gb ram usage to about 2 gb on average. I also tested with multiple reconstructions to make sure it actually works and nothing breaks."}, {"post_id": 85558, "ts": "2026-10-31T14:21:55Z", "hours": 2.0578, "text": "Working on the ChunkReconstruction system for better memory management"}, {"post_id": 77910, "ts": "2026-10-08T18:52:12Z", "hours": 0.5994, "text": "got rejected for the 3rd time😭 reshipping again🤞"}, {"post_id": 69593, "ts": "2026-09-17T11:37:04Z", "hours": 4.3556, "text": "Added a remove button to remove individual pictures. Fixed some bugs and polished a bit, I’m using the same photoset each time as a benchmark ik it looks a bit odd😭. Now shipping for the first time 🤞"}, {"post_id": 64418, "ts": "2026-09-08T19:44:00Z", "hours": 10.0856, "text": "Been a long time since my last devlog, was busy with exams. I realised the blur detection wasn’t working properly, soo I’ll have to work on that. I also noticed it’s using a massive amount of memory for a relatively small render, so most of the time went to just testing how the blur detection actually detects a blur and the memory load, and watching activity monitor while rendering, so progress might seem slow. But I have plans to make the memory situation better by using a chunk system where only a small section loads and renders soo there’s less load on memory. Also, since I tested a bunch of renders from objects around my house and our car, taking the pictures was a massive pain, so I’ll work on MeshCam so I can take pictures automatically at a set interval. I also have plans to add video support tho I haven’t figured out anything for that."}, {"post_id": 54772, "ts": "2026-08-25T21:35:59Z", "hours": 8.4114, "text": "Been a while since my last devlog, i’ve been busy with other things, but still managed to give some time to MeshTree. Last time I got Object Capture working with a very basic UI, just to see if the pipeline works or not, thankfully it did. Since then i’ve added a ton of features : -Quality presets(Low,Medium,High,Max,Ultra) -Cancel button -Blurry/low res image detection -3D model viewer -Progress Bar -.usdz export -A bunch of UI tweaks (this one alone took a surprising amount of time) Up next:MeshCam:- I’m planning a companion app called MeshCam. The idea is it will capture photos at a user selected interval and log in motion data, all in a single file that the user can just airdrop to their mac and MeshTree, and use the motion sensor data for even higher quality models"}, {"post_id": 51840, "ts": "2026-08-21T18:20:43Z", "hours": 2.335, "text": "Object Capture is working, successfully generated the first local .usdz 3D model from an image folder. Had some issues with WakaTime logging time, but after a bit of troubleshooting, it’s now fixed."}]...
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Title: MeshTree by @Trident | Stardance
Devlogs:
Title: MeshTree by @Trident | Stardance
Devlogs:
Object Capture is working, successfully generated the first local .usdz 3D model from an image folder. Had some issues with WakaTime logging time, but after a bit of troubleshooting, it’s now fixed.
Been a while since my last devlog, i’ve been busy with other things, but still managed to give some time to MeshTree. Last time I got Object Capture working with a very basic UI, just to see if the pipeline works or not, thankfully it did. Since then i’ve added a ton of features : -Quality presets(Low,Medium,High,Max,Ultra) -Cancel button -Blurry/low res image detection -3D model viewer -Progress Bar -.usdz export -A bunch of UI tweaks (this one alone took a surprising amount of time) Up next:MeshCam:- I’m planning a companion app called MeshCam. The idea is it will capture photos at a user selected interval and log in motion data, all in a single file that the user can just airdrop to their mac and MeshTree, and use the motion sensor data for even higher quality models
Been a long time since my last devlog, was busy with exams. I realised the blur detection wasn’t working properly, soo I’ll have to work on that. I also noticed it’s using a massive amount of memory for a relatively small render, so most of the time went to just testing how the blur detection actually detects a blur and the memory load, and watching activity monitor while rendering, so progress might seem slow. But I have plans to make the memory situation better by using a chunk system where only a small section loads and renders soo there’s less load on memory. Also, since I tested a bunch of renders from objects around my house and our car, taking the pictures was a massive pain, so I’ll work on MeshCam so I can take pictures automatically at a set interval. I also have plans to add video support tho I haven’t figured out anything for that.
Added a remove button to remove individual pictures. Fixed some bugs and polished a bit, I’m using the same photoset each time as a benchmark ik it looks a bit odd😭. Now shipping for the first time 🤞
got rejected for the 3rd time😭 reshipping again🤞
Working on the ChunkReconstruction system for better memory management
finally done with the chunk reconstruction system and the ram usage is reduced. since it’s kind of new territory for me, documentation was hard to find so AI helped with this thing. here’s how it works in short, it measures ram every 0.3 seconds and keeps a report of it, looks at the quality preset and determines how many chunks are needed, builds them one by one, then merges them into one model. The photoset I am using to benchmark how much memory is reduced showed from a 3 gb ram usage to about 2 gb on average. I also tested with multiple reconstructions to make sure it actually works and nothing breaks.
got done with the readme and pushed the new dmg. new devlog. about 6 hours left till stardance ship closes, time to ship 🤞
Ships:
MeshTree is a macOS photogrammetry app that turns photos into textured 3D models. To test, Download MeshTree.zip from GitHub Releases, load your photo folder, and click Start Reconstruction. If MacOS blocks it, run xattr -cr /path/to/MeshTree.app or go to System Settings > Privacy & Security, scroll down to the Security section, and click Open Anyway.
On my last ship, most feedback was about high RAM usage. So I added a chunk-based reconstruction system: it samples RAM every 0.3s, checks the quality preset, and figures out how many chunks are needed, builds them one by one, then merges into the final model. Benchmarked on one photoset, RAM usage dropped from 3GB to 2GB average. Wanted to add more (queue settings, configurable blur threshold, etc.) but Stardance is ending, so shipping now :(...
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1793580736.9069345
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1793667136.9069345
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51969
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coffeeTracker by @skyFonix | Stardance
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skyFonix
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1
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38.0
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388
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T18:48:25Z", "hours": 38.0, "multiplier": 8.44, "payout": 388, "blessing": "neutral", "text": "coffeeTracker The reason The reason I made this project was because my dad asked me whether I could develop a solution for tracking coffee usage at his workplace, because it was a real mess without a central system. Features User account registration without any permission First user to register automatically becomes the admin Everyone else has to be approved by the admin if the account wasn’t created from the admin dashboard The whole system works based on pools, every coffee machine at an office is considered a pool, each of them have a separate transaction list. Every user has a different balance for all of them! Clear UI with big buttons for the four main functions Drink (“Ivás”): The user can either choose a predefined strength of coffee or can enter a custom amount in gramms, people can only drink from a pool if the user has enough money to pay for the coffee and the pool has enough coffee to drink from Add coffee (“Kávé hozzáadása”): The user can register coffee that they bought with their own money!. They need to enter the amount and cost of it! Add money (“Pénz hozzáadása”): The user can register a money only transaction, the system treats it differently to a coffee add transaction, since it doesn’t physically add coffee to the pool Use Money (“Pénz felhasználása”): Since the system treats money only and coffee transactions this serves the function of using up the funds from money only transactions in the pool! Any transaction can be edited: Users can only edit their transactions for a limited time, while admins can edit all transactions at any point in time right from the dashboard! Profile pictures: Any user can set a profile picture, it has no usefulness, but it’s fun. Admins can administer profile pics to any user these pictures can also be removed! Upcoming features: Statistics: These aren’t implemented yet, because I’m not sure what will be needed in everyday usage, so I decided it’s better to let the environment decide. Difficulties: One of the biggest challenges of this project was the logic behind handling and updating transactions and pool balances I also found working with modals a bit inconvenient and ugly at times, but got used to them by the end Demo: https://democoffee.cigoria.eu ADMIN User: demoadmin Password: password USER User: demouser Password: password1", "repo": "https://github.com/FonixPython/coffeeTracker", "demo": "https://democoffee.cigoria.eu"}]...
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[{"post_id": 78795, "ts": "202 [{"post_id": 78795, "ts": "2026-10-11T16:58:47Z", "hours": 6.9053, "text": "Final devlog before first ship! I translated the whole thing to Hungarian because the environment that it will be used in required it! I implemented a money usage transaction I also implemented editing of transactions for both users and admins, admins can edit transaction anytime, users can only edit transactions the hour after it was made! QR support was also implemented, these can be printed out and when scanned they bring the user right to the correct pool for quick transactions"}, {"post_id": 71142, "ts": "2026-09-20T10:52:55Z", "hours": 9.0417, "text": "It seems like I’m still keeping my track record of not making enough devlogs. Things that have changed since last time: I added support for profile pictures A top bar was added for access to the admin panel, user editor and the logout button! I started making the home page functional, adding coffee, adding money and drinking coffee are now functional! Challenging things: As per usual my procrastination did not help the progress of the project I spent the last half an hour figuring out why the checks for drinking coffee weren’t working, it turned out to be quite a dumb mistake Things left to do: Use money from pool function Edit transaction for users and admins Generate QR code for pool with a printable .pdf Statistics: Coffee drinking leader board Coffee buying leader board Monthly drinking summaries Drinking frequency stats throughout the day Display amount of money actually spent on coffee and amount of money that’s just money"}, {"post_id": 67364, "ts": "2026-09-13T13:25:23Z", "hours": 2.86, "text": "Accounts can finally be properly edited from the admin panel, next up is the profile picture support!"}, {"post_id": 66777, "ts": "2026-09-12T17:43:33Z", "hours": 9.7572, "text": "Damn it, I’m devloging almost 10 hours of work again! I everything I did was on the admin page side of things, forgot to devlog tho… Admin can create, edit and delete pools Admin can create, edit and delete coffee variations (how strong a coffee can be) Admin can register, accept, edit and delete users Currently the most challenging part of this project is battling my ADHD brain and trying not to procrastinate on it. :("}, {"post_id": 53987, "ts": "2026-08-24T18:23:40Z", "hours": 6.5903, "text": "Big devlog - backend work mostly finished Things added Authentication systems with tokens stored inside of a cookie CRUD for pools for admins CRUD for transactions for admins and users CRUD for variations for admins Frontend Tasks Connect the login page to backend Connect user dashboard to backend Add modals to user dashboard Add notifications to user dashboard Connect admin dashboard to backend Create statistics diagrams Backend Tasks Profile picture support, db table already there, but uploads and such aren’t yet implemented, I’m unsure of when to handle them"}, {"post_id": 51257, "ts": "2026-08-20T19:53:10Z", "hours": 1.8378, "text": "Finished with the basic design of the user dashboard! Also optimized it for mobile devices, since that’s going to be the primary target device!"}, {"post_id": 51182, "ts": "2026-08-20T18:00:46Z", "hours": 0.8058, "text": "Login panel design finished"}, {"post_id": 51092, "ts": "2026-08-20T16:17:02Z", "hours": 0.4714, "text": "Finished with schema design!"}]...
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Title: coffeeTracker by @skyFonix | Stardance
Dev Title: coffeeTracker by @skyFonix | Stardance
Devlogs:
Finished with schema design!
Login panel design finished
Finished with the basic design of the user dashboard! Also optimized it for mobile devices, since that’s going to be the primary target device!
Big devlog - backend work mostly finished Things added Authentication systems with tokens stored inside of a cookie CRUD for pools for admins CRUD for transactions for admins and users CRUD for variations for admins Frontend Tasks Connect the login page to backend Connect user dashboard to backend Add modals to user dashboard Add notifications to user dashboard Connect admin dashboard to backend Create statistics diagrams Backend Tasks Profile picture support, db table already there, but uploads and such aren’t yet implemented, I’m unsure of when to handle them
Damn it, I’m devloging almost 10 hours of work again! I everything I did was on the admin page side of things, forgot to devlog tho… Admin can create, edit and delete pools Admin can create, edit and delete coffee variations (how strong a coffee can be) Admin can register, accept, edit and delete users Currently the most challenging part of this project is battling my ADHD brain and trying not to procrastinate on it. :(
Accounts can finally be properly edited from the admin panel, next up is the profile picture support!
It seems like I’m still keeping my track record of not making enough devlogs. Things that have changed since last time: I added support for profile pictures A top bar was added for access to the admin panel, user editor and the logout button! I started making the home page functional, adding coffee, adding money and drinking coffee are now functional! Challenging things: As per usual my procrastination did not help the progress of the project I spent the last half an hour figuring out why the checks for drinking coffee weren’t working, it turned out to be quite a dumb mistake Things left to do: Use money from pool function Edit transaction for users and admins Generate QR code for pool with a printable .pdf Statistics: Coffee drinking leader board Coffee buying leader board Monthly drinking summaries Drinking frequency stats throughout the day Display amount of money actually spent on coffee and amount of money that’s just money
Final devlog before first ship! I translated the whole thing to Hungarian because the environment that it will be used in required it! I implemented a money usage transaction I also implemented editing of transactions for both users and admins, admins can edit transaction anytime, users can only edit transactions the hour after it was made! QR support was also implemented, these can be printed out and when scanned they bring the user right to the correct pool for quick transactions
Ships:
coffeeTracker The reason The reason I made this project was because my dad asked me whether I could develop a solution for tracking coffee usage at his workplace, because it was a real mess without a central system. Features User account registration without any permission First user to register automatically becomes the admin Everyone else has to be approved by the admin if the account wasn’t created from the admin dashboard The whole system works based on pools, every coffee machine at an office is considered a pool, each of them have a separate transaction list. Every user has a different balance for all of them! Clear UI with big buttons for the four main functions Drink (“Ivás”): The user can either choose a predefined strength of coffee or can enter a custom amount in gramms, people can only drink from a pool if the user has enough money to pay for the coffee and the pool has enough coffee to drink from Add coffee (“Kávé hozzáadása”): The user can register coffee that they bought with their own money!. They need to enter the amount and cost of it! Add money (“Pénz hozzáadása”): The user can register a money only transaction, the system treats it differently to a coffee add transaction, since it doesn’t physically add coffee to the pool Use Money (“Pénz felhasználása”): Since the system treats money only and coffee transactions this serves the function of using up the funds from money only transactions in the pool! Any transaction can be edited: Users can only edit their transactions for a limited time, while admins can edit all transactions at any point in time right from the dashboard! Profile pictures: Any user can set a profile picture, it has no usefulness, but it’s fun. Admins can administer profile pics to any user these pictures can also be removed! Upcoming features: Statistics: These aren’t implemented yet, because I’m not sure what will be needed in everyday usage, so I decided it’s better to let the environment decide. Difficulties: One of the biggest challenges of this project was the logic behind handling and updating transactions and pool balances I also found working with modals a bit inconvenient and ugly at times, but got used to them by the end Demo: https://democoffee.cigoria.eu ADMIN User: demoadmin Password: password USER User: demouser Password: password1...
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1793580734.2295487
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1793667134.2295487
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20987
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Pancake FRC Turret by @strixt | Stardance
|
strixt
|
1
|
46.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T23:35:12Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I cadded an FRC Turret designed around the 2026 game REBUILT. This project started off as a personal project, just a cad but after I finished I convinced my team to let me build it but I shipped it now because the parts will come after stardance :(. Everything you need to know about this turret is in the google doc below: https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 (P.S. to the mod reading this is it possible i can get my hours back? I didnt know that you had to devlog every 10 hours)", "repo": "https://github.com/strixt1/FRC-Pancake-Style-Turret-", "demo": ""}]...
|
[{"post_id": 49492, "ts": "202 [{"post_id": 49492, "ts": "2026-08-18T11:07:52Z", "hours": 40.1572, "text": "Its been a long time huh. I basically finished the whole thing, however to catch yall up to speed I have created the ultimate devlog. PLS look at this google doc if you can. I made a whole essentially an ESSAY trying to make a recap with at most info as needed but its too long to post so here is the google doc with it in https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 4"}, {"post_id": 27641, "ts": "2026-07-13T12:19:20Z", "hours": 5.3853, "text": "The Turret Sketch of everything is complete. Turret Gearing: The turret gearing is geared to 1:56.25, powered by one kraken x44. The turret is supported by 4 box tubes (2 1x1 and 2 2x1) Shooter Geometry: Using very similar to team 4414. 3 inch flywheel/ stealth wheel with a 1 inch sushi roller on the other side powered 1:1 by 2 kraken x60s. 1 inch compression between the roller and the flywheel. Bottom bearing is an 8 inch bearing for dye rotor. Wiring: Wiring a turret can be difficult, since no slip ring means no free rotation. That’s why I have this e-chain. This allows the turret to spin a 360 full rotation before spinning back. the e-chain is constantly tensioned with an 8 lb spring to help it reset its position when the turret needs it"}]...
|
Title: Pancake FRC Turret by @strixt | Stardance
Title: Pancake FRC Turret by @strixt | Stardance
Devlogs:
The Turret Sketch of everything is complete. Turret Gearing: The turret gearing is geared to 1:56.25, powered by one kraken x44. The turret is supported by 4 box tubes (2 1x1 and 2 2x1) Shooter Geometry: Using very similar to team 4414. 3 inch flywheel/ stealth wheel with a 1 inch sushi roller on the other side powered 1:1 by 2 kraken x60s. 1 inch compression between the roller and the flywheel. Bottom bearing is an 8 inch bearing for dye rotor. Wiring: Wiring a turret can be difficult, since no slip ring means no free rotation. That’s why I have this e-chain. This allows the turret to spin a 360 full rotation before spinning back. the e-chain is constantly tensioned with an 8 lb spring to help it reset its position when the turret needs it
Its been a long time huh. I basically finished the whole thing, however to catch yall up to speed I have created the ultimate devlog. PLS look at this google doc if you can. I made a whole essentially an ESSAY trying to make a recap with at most info as needed but its too long to post so here is the google doc with it in https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 4
Ships:
I cadded an FRC Turret designed around the 2026 game REBUILT. This project started off as a personal project, just a cad but after I finished I convinced my team to let me build it but I shipped it now because the parts will come after stardance :(. Everything you need to know about this turret is in the google doc below: https://docs.google.com/document/d/19otRmG-d0zHCSDyZ5glDNmW7cP3afZkpb5Q3BmI4kPE/edit?tab=t.0 (P.S. to the mod reading this is it possible i can get my hours back? I didnt know that you had to devlog every 10 hours)...
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1793580732.8477833
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1793667132.8477833
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30861
|
bench power supply by @SohamKaran | Stardance
|
SohamKaran
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T16:23:28Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a dc power supply which can run your projects test prototypes and other kind of stuffs . generally a dc variable power supply cost more than 100 dollars but i build it under that budget", "repo": "https://github.com/sohamboyythrdh6/bench-power-supply/blob/main/README.md", "demo": ""}]...
|
[{"post_id": 67467, "ts": "202 [{"post_id": 67467, "ts": "2026-09-13T16:06:22Z", "hours": 3.2769, "text": "after getting all the components i started building this project after hour of work finally showedup and now i ready to ship this project"}, {"post_id": 26663, "ts": "2026-07-11T16:35:28Z", "hours": 4.1675, "text": "after finding that my desk has no variable power supply i started thinking to build this project at first i also watch some tutorials then chose the parts for building this project later i started building the case for this project which took most of my time after done this i started working on my repo i create the bom write README and add all other essential files and after checking everything i am ready to sent this project for review"}]...
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Title: bench power supply by @SohamKaran | Stardan Title: bench power supply by @SohamKaran | Stardance
Devlogs:
after finding that my desk has no variable power supply i started thinking to build this project at first i also watch some tutorials then chose the parts for building this project later i started building the case for this project which took most of my time after done this i started working on my repo i create the bom write README and add all other essential files and after checking everything i am ready to sent this project for review
after getting all the components i started building this project after hour of work finally showedup and now i ready to ship this project
Ships:
i made a dc power supply which can run your projects test prototypes and other kind of stuffs . generally a dc variable power supply cost more than 100 dollars but i build it under that budget...
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1793580731.5931966
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1793667131.5931966
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57087
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IMPROVED NUMBER GUESSING GAME by @Dhanush_Mundra | IMPROVED NUMBER GUESSING GAME by @Dhanush_Mundra | Stardance...
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Dhanush_Mundra
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1
|
2.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T16:39:18Z", "hours": 2.0, "multiplier": 3.52, "payout": 6, "blessing": "neutral", "text": "ok ok ok. so I have finally made my improved version of number guessing game. I earlier shipped it but many people told me what I could do more so I added the system of hint in which the user can take hint if they want to after a certain number of chances done in a particular level. I also modified the GUI which was last time the main point of the people. the challenging part was of the logic and to make the GUI better with the use of html and css. It was a great experience to do work with different languages and make a single project. I am looking forward to do more changes in this project but this is my first project and I am very proud of this. also I was not able to give it enough time because I am working. on other bigger projects as you can see on my stardance account. I am hoping you to rate as good as you can because this project is very close to my heart and as a 13 year old I feel that I am going on the right track and doing great. so now looking for your support for my hardwork THANK YOU FOR READING AND VIEWING MY PROJECT!!!", "repo": "https://github.com/mundradhanush-lgtm/NUMBER_GUESSING_GAME", "demo": "https://mundradhanush-lgtm.github.io/NUMBER_GUESSING_GAME/"}]...
|
[{"post_id": 67303, "ts": "202 [{"post_id": 67303, "ts": "2026-09-13T11:41:02Z", "hours": 0.2669, "text": "ok so I have added the gui and my project is ready to be uploaded. I made the gui much much better and much more easy to use."}, {"post_id": 59532, "ts": "2026-09-01T12:20:57Z", "hours": 1.5706, "text": "okay so I have already made this project (you can just visit my older NUMBER GUESSING GAME PROJECT by going on my profile and projects) but the thing I am working on is the topic of hint and changing th GUI and if possible the feature of public leaderboard."}]...
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Title: IMPROVED NUMBER GUESSING GAME by @Dhanush_M Title: IMPROVED NUMBER GUESSING GAME by @Dhanush_Mundra | Stardance
Devlogs:
okay so I have already made this project (you can just visit my older NUMBER GUESSING GAME PROJECT by going on my profile and projects) but the thing I am working on is the topic of hint and changing th GUI and if possible the feature of public leaderboard.
ok so I have added the gui and my project is ready to be uploaded. I made the gui much much better and much more easy to use.
Ships:
ok ok ok. so I have finally made my improved version of number guessing game. I earlier shipped it but many people told me what I could do more so I added the system of hint in which the user can take hint if they want to after a certain number of chances done in a particular level. I also modified the GUI which was last time the main point of the people. the challenging part was of the logic and to make the GUI better with the use of html and css. It was a great experience to do work with different languages and make a single project. I am looking forward to do more changes in this project but this is my first project and I am very proud of this. also I was not able to give it enough time because I am working. on other bigger projects as you can see on my stardance account. I am hoping you to rate as good as you can because this project is very close to my heart and as a 13 year old I feel that I am going on the right track and doing great. so now looking for your support for my hardwork THANK YOU FOR READING AND VIEWING MY PROJECT!!!...
|
1793580730.4192576
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1793667130.4192576
|
|
57085
|
expenditureAI by @ahnafiscool | Stardance
|
ahnafiscool
|
2
|
14.0
|
78
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T12:13:39Z", "hours": 8.0, "multiplier": 4.22, "payout": 35, "blessing": "neutral", "text": "This ship is to account for the few hours I could not log into the previous ship after some changes were requested. I almost forgot about cuz I was working on other YSWSs and stardance is coming to an end too. The major changes I made were updating of the service page with globes and a few redesigns + Added a new homepage/landing page.", "repo": "https://github.com/AhnafPro/ExpenditureAI/", "demo": "https://expenditureai.wasmer.app/"}, {"ship_num": 2, "ts": "2026-09-16T18:31:36Z", "hours": 6.0, "multiplier": 7.37, "payout": 43, "blessing": "neutral", "text": "A simple yet unique project idea that came in my mind at the start of this month has finally reached it’s first milestone. Here it is the first ship and the first beta preview of the project… The challenging part was creating the logic and the algorithm, at first I thought of using some AI api but then I realized that most of the credit would go to the AI not me so I came up with such a plan. The fun part was actually designing the UI of the website because It was cool to experiment with countless design and I’m glad of how it looks now. I’ve tried my best to keep the documentation and presentation side well so that each devlog, readme etc. were easy to understand by a glance. PLEASE 🙏 keep in mind that this project is still in development and for sure lacks options under “active expenses” as it just to give a peek on what I made. So please, do not rate the project negatively saying that there were less options, or outputs were not from real AI etc… Thank You!", "repo": "https://github.com/AhnafPro/ExpenditureAI/", "demo": "https://expenditureai.wasmer.app/"}]...
|
[{"post_id": 74720, "ts": "202 [{"post_id": 74720, "ts": "2026-09-28T02:13:38Z", "hours": 8.3244, "text": "We are almost dead end of the stardance and I hope this is gonna be my last devlog. Last time I had to make changes since AI use went over 30%, so I had to either add new features or rewrite the codes myself. Here are the changes: Added: New landing page (made purely out of HTML/CSS) Custom globe model with major regions marked (Made in sculptGL and textured in Paint3D, used google’s model-viewer to display) Region code legend marked in color emoji squares. Notes (for storing texts in local storage) Rewrote: Currency converter (redesinged with bare HTML/CSS and paired with existing script.) New README (reference from othneildrew/Best-README-Template, and Ileriayo/markdown-badges) note: for now the chart is not functional, I will fix it later."}, {"post_id": 69267, "ts": "2026-09-16T18:16:34Z", "hours": 0.5953, "text": "And here it is, finally forged a clean and simple README.md page. I have not got anything to say since it is the last log before I ship. So better read the ship message or check down other logs…"}, {"post_id": 68520, "ts": "2026-09-15T07:55:10Z", "hours": 0.3878, "text": "I made a small change before the ship. I have added a small widget and a legend for the country codes inside the forcast box. The widget is able to convert the other country rates to USD on a rough estimate. Along with that the forcast changes its currency too now. The analyze button now works manually unlike before where it just instantly show the output. After this I’ll have to upload it to infinity free for the hosting. I might make another log when I’m done writing the README.md. CYA…"}, {"post_id": 68494, "ts": "2026-09-15T07:02:06Z", "hours": 0.3819, "text": "The flowcharts and logic for the food delivery options are done. This one I made it on figma and as you can see it does not look as good as the one on the right (made on draw.io), plus it was kinda sluggish to make it cuz randomly the figma page gets corrupted and the texts get interchanged in the boxes. And the saddest thing was I spent an hour on it but the extension only recorded 22 mins. But, i’ve finally done it. I think I will ship it now for everyone to test it before I progress more into it."}, {"post_id": 67998, "ts": "2026-09-14T10:49:18Z", "hours": 0.2561, "text": "After juggling with lots of tight time management, I was able to finish the algorithm logic for the music subscription options. I made it on draw.io and honestly it was not that quick and easy as it looks. I will be switching to figma for the next data set since doing all these on draw.io won’t log anytime but it will get more complicated make these flowchart compared to how smooth it is on draw. I must get back to make another chart, CYA!"}, {"post_id": 66069, "ts": "2026-09-11T17:15:29Z", "hours": 0.915, "text": "Unfortunately, I had lost my streak… cuz I was having exams and stuff so I could not really do much until today and made a bit of progress on the UI side, nothings yet funtional do but this is how the finsihed UI is gonna look like. I might have to skip few more days until I get enough time to make my own algoritm since I’m not planning to use any kind of pre-made AI apis or any help from someone’s AI. It’s gonna be based on all present/given data. Cya"}, {"post_id": 63097, "ts": "2026-09-06T18:19:27Z", "hours": 1.0053, "text": "Everything is still static, nothing is yet functional but it soon will be. For now I have added heading and other UI components, skeleton etc. I have tried to make it look as professional looking as I can with simple fonts and good placement of texts. I did not make much progress in these days since my exams are coming up and tmrw is my first term exam. Everybody please pray for me, tysm. gtg sleep now, bye"}, {"post_id": 62001, "ts": "2026-09-05T06:31:19Z", "hours": 1.0628, "text": "I have completely made the layout, and I bet it looks really clean. And I have added hover animations to all of it. For the large boxes, those will have a card hover animation where it follows your pointer if you hover over them, and the smaller boxes will have a simple yet smooth pop-up hover animation. I have marked each of the boxes in different colors so that it can be understood what each of the section does: Red: It shows our total cost forecast, month, and what percentage each item costs. Blue: It is where you add your items along with cost. Black: Here is where the algorithm or AI gives the output Yellow: Bar graph comparison between our input and ai/algorithm saving suggestions and shows the total savings amount. cya until next log…"}, {"post_id": 60856, "ts": "2026-09-03T14:13:34Z", "hours": 1.2794, "text": "Just started this project, I am still making the layout and stuffs. I’m thinking of going for a clean, simple and minimalistic design for the site. And I have plans to make a landing page for it later on when I finish the actual project’s site (this one). Though I have to give it a sleek look, I don’t want to make it look dark and boring so there will be little tweaks to the design you might see on next log…"}]...
|
Title: expenditureAI by @ahnafiscool | Stardance
Title: expenditureAI by @ahnafiscool | Stardance
Devlogs:
Just started this project, I am still making the layout and stuffs. I’m thinking of going for a clean, simple and minimalistic design for the site. And I have plans to make a landing page for it later on when I finish the actual project’s site (this one). Though I have to give it a sleek look, I don’t want to make it look dark and boring so there will be little tweaks to the design you might see on next log…
I have completely made the layout, and I bet it looks really clean. And I have added hover animations to all of it. For the large boxes, those will have a card hover animation where it follows your pointer if you hover over them, and the smaller boxes will have a simple yet smooth pop-up hover animation. I have marked each of the boxes in different colors so that it can be understood what each of the section does: Red: It shows our total cost forecast, month, and what percentage each item costs. Blue: It is where you add your items along with cost. Black: Here is where the algorithm or AI gives the output Yellow: Bar graph comparison between our input and ai/algorithm saving suggestions and shows the total savings amount. cya until next log…
Everything is still static, nothing is yet functional but it soon will be. For now I have added heading and other UI components, skeleton etc. I have tried to make it look as professional looking as I can with simple fonts and good placement of texts. I did not make much progress in these days since my exams are coming up and tmrw is my first term exam. Everybody please pray for me, tysm. gtg sleep now, bye
Unfortunately, I had lost my streak… cuz I was having exams and stuff so I could not really do much until today and made a bit of progress on the UI side, nothings yet funtional do but this is how the finsihed UI is gonna look like. I might have to skip few more days until I get enough time to make my own algoritm since I’m not planning to use any kind of pre-made AI apis or any help from someone’s AI. It’s gonna be based on all present/given data. Cya
After juggling with lots of tight time management, I was able to finish the algorithm logic for the music subscription options. I made it on draw.io and honestly it was not that quick and easy as it looks. I will be switching to figma for the next data set since doing all these on draw.io won’t log anytime but it will get more complicated make these flowchart compared to how smooth it is on draw. I must get back to make another chart, CYA!
The flowcharts and logic for the food delivery options are done. This one I made it on figma and as you can see it does not look as good as the one on the right (made on draw.io), plus it was kinda sluggish to make it cuz randomly the figma page gets corrupted and the texts get interchanged in the boxes. And the saddest thing was I spent an hour on it but the extension only recorded 22 mins. But, i’ve finally done it. I think I will ship it now for everyone to test it before I progress more into it.
I made a small change before the ship. I have added a small widget and a legend for the country codes inside the forcast box. The widget is able to convert the other country rates to USD on a rough estimate. Along with that the forcast changes its currency too now. The analyze button now works manually unlike before where it just instantly show the output. After this I’ll have to upload it to infinity free for the hosting. I might make another log when I’m done writing the README.md. CYA…
And here it is, finally forged a clean and simple README.md page. I have not got anything to say since it is the last log before I ship. So better read the ship message or check down other logs…
We are almost dead end of the stardance and I hope this is gonna be my last devlog. Last time I had to make changes since AI use went over 30%, so I had to either add new features or rewrite the codes myself. Here are the changes: Added: New landing page (made purely out of HTML/CSS) Custom globe model with major regions marked (Made in sculptGL and textured in Paint3D, used google’s model-viewer to display) Region code legend marked in color emoji squares. Notes (for storing texts in local storage) Rewrote: Currency converter (redesinged with bare HTML/CSS and paired with existing script.) New README (reference from othneildrew/Best-README-Template, and Ileriayo/markdown-badges) note: for now the chart is not functional, I will fix it later.
Ships:
A simple yet unique project idea that came in my mind at the start of this month has finally reached it’s first milestone. Here it is the first ship and the first beta preview of the project… The challenging part was creating the logic and the algorithm, at first I thought of using some AI api but then I realized that most of the credit would go to the AI not me so I came up with such a plan. The fun part was actually designing the UI of the website because It was cool to experiment with countless design and I’m glad of how it looks now. I’ve tried my best to keep the documentation and presentation side well so that each devlog, readme etc. were easy to understand by a glance. PLEASE 🙏 keep in mind that this project is still in development and for sure lacks options under “active expenses” as it just to give a peek on what I made. So please, do not rate the project negatively saying that there were less options, or outputs were not from real AI etc… Thank You!
This ship is to account for the few hours I could not log into the previous ship after some changes were requested. I almost forgot about cuz I was working on other YSWSs and stardance is coming to an end too. The major changes I made were updating of the service page with globes and a few redesigns + Added a new homepage/landing page....
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1793580726.602649
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1793667126.602649
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28240
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My awesome macropad! by @Shlok_P | Stardance
|
Shlok_P
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T23:07:56Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a macropad- Learned a lot about coding and how to make a pcb and solder it", "repo": "https://github.com/shlokrpatel/Shlok-Superpad", "demo": ""}]...
|
[{"post_id": 73345, "ts": "202 [{"post_id": 73345, "ts": "2026-09-24T23:07:15Z", "hours": 0.9333, "text": "Coding some stuff and got it working"}, {"post_id": 26174, "ts": "2026-07-10T20:30:17Z", "hours": 2.3333, "text": "I finally finished my macropad. I troubleshooted my qmk so many times and finally found the problem and fixed with claude. I then spent some time compiling all my files into git and am currently working on the submission"}, {"post_id": 25660, "ts": "2026-07-10T02:16:54Z", "hours": 5.2308, "text": "Absolutely huge day for me. I finished my case after hours of working on it and started on my qmk coding. Coding is sooooo hard. I had to use 3 different websites and some AI to help me and still couldn’t get it right."}, {"post_id": 24790, "ts": "2026-07-08T16:15:31Z", "hours": 4.6169, "text": "First post! I have had some trouble with attaching my timelapses to my project but thanks to some amazing help in the slack I compiled all 3 of my current timelapses into my first devlog. These 3 timelapses include me making my pcb with 9 switches, a oled screen, and a rotary encoder. After I finished with the pcb I spend a lot of time looking at other projects that people made for some inspiration for my case. I finally started making my case and ran into problems with sizing and trying to get a 3 degree tilt on it. I still have to finish my case and will probably seek some help again."}]...
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Title: My awesome macropad! by @Shlok_P | Stardanc Title: My awesome macropad! by @Shlok_P | Stardance
Devlogs:
First post! I have had some trouble with attaching my timelapses to my project but thanks to some amazing help in the slack I compiled all 3 of my current timelapses into my first devlog. These 3 timelapses include me making my pcb with 9 switches, a oled screen, and a rotary encoder. After I finished with the pcb I spend a lot of time looking at other projects that people made for some inspiration for my case. I finally started making my case and ran into problems with sizing and trying to get a 3 degree tilt on it. I still have to finish my case and will probably seek some help again.
Absolutely huge day for me. I finished my case after hours of working on it and started on my qmk coding. Coding is sooooo hard. I had to use 3 different websites and some AI to help me and still couldn’t get it right.
I finally finished my macropad. I troubleshooted my qmk so many times and finally found the problem and fixed with claude. I then spent some time compiling all my files into git and am currently working on the submission
Coding some stuff and got it working
Ships:
Made a macropad- Learned a lot about coding and how to make a pcb and solder it...
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1793580725.399616
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1793667125.399616
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57003
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Jamly by @prymeknona | Stardance
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prymeknona
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1
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37.0
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417
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T19:34:18Z", "hours": 37.0, "multiplier": 11.2, "payout": 417, "blessing": "neutral", "text": "I built Jamly, a platform where musicians can find other musicians, discover people nearby, and connect to create music together. The hardest part was building the backend and messaging system, and I’m proud that Jamly is now live and ready to use!", "repo": "https://github.com/tadeusz12121/baza_muzykow", "demo": "https://www.jamly.pl"}]...
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[{"post_id": 68789, "ts": "202 [{"post_id": 68789, "ts": "2026-09-15T19:11:40Z", "hours": 1.7944, "text": "Improved the look of the login form, the .HEIC images upload on group chat works now"}, {"post_id": 67662, "ts": "2026-09-13T20:19:49Z", "hours": 2.1094, "text": "Added nearby musician search using GPS coordinates and Mongodb geolocation"}, {"post_id": 67201, "ts": "2026-09-13T08:10:12Z", "hours": 3.2406, "text": "Locked down profile picture uploads with size/type limits, added rate limiting on login/registration. Built a real-time group chat from scratch with Socket.IO including image uploads compressed on the fly with sharp"}, {"post_id": 66731, "ts": "2026-09-12T16:56:10Z", "hours": 2.4583, "text": "better profile ui"}, {"post_id": 66173, "ts": "2026-09-11T20:37:22Z", "hours": 2.8572, "text": "still working on a chat design"}, {"post_id": 65610, "ts": "2026-09-10T21:01:22Z", "hours": 3.1111, "text": "Built a notification system for incoming messages"}, {"post_id": 64814, "ts": "2026-09-09T14:21:29Z", "hours": 4.4819, "text": "Added a private chat feature"}, {"post_id": 62913, "ts": "2026-09-06T13:30:01Z", "hours": 8.2556, "text": "register form"}, {"post_id": 59712, "ts": "2026-09-01T17:12:53Z", "hours": 4.0675, "text": "some css now"}, {"post_id": 59473, "ts": "2026-09-01T10:38:19Z", "hours": 1.4558, "text": "Still working on a backend and added some new features the html"}, {"post_id": 59393, "ts": "2026-09-01T05:45:52Z", "hours": 3.3919, "text": "Built the backend for my musician networking platform. Added authentication checks and a musician search API with filters for instrument, skill level, and city."}]...
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Title: Jamly by @prymeknona | Stardance
Devlogs:
Title: Jamly by @prymeknona | Stardance
Devlogs:
Built the backend for my musician networking platform. Added authentication checks and a musician search API with filters for instrument, skill level, and city.
Still working on a backend and added some new features the html
some css now
register form
Added a private chat feature
Built a notification system for incoming messages
still working on a chat design
better profile ui
Locked down profile picture uploads with size/type limits, added rate limiting on login/registration. Built a real-time group chat from scratch with Socket.IO including image uploads compressed on the fly with sharp
Added nearby musician search using GPS coordinates and Mongodb geolocation
Improved the look of the login form, the .HEIC images upload on group chat works now
Ships:
I built Jamly, a platform where musicians can find other musicians, discover people nearby, and connect to create music together. The hardest part was building the backend and messaging system, and I’m proud that Jamly is now live and ready to use!...
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1793580723.139685
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1793667123.139685
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57001
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Space_explore by @Jazil | Stardance
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Jazil
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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": "2026-09-25T18:07:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I used nasa api to make this wonderful i liked it", "repo": "https://github.com/JazilJafar/Space-displaying", "demo": "https://jaziljafar.github.io/Space-displaying/"}]...
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[{"post_id": 73686, "ts": "202 [{"post_id": 73686, "ts": "2026-09-25T18:06:08Z", "hours": 0.9822, "text": "my first version of this website is live in https://jaziljafar.github.io/Space-displaying/ please look if the token limit exceeded sorry"}, {"post_id": 64569, "ts": "2026-09-09T02:32:12Z", "hours": 0.2572, "text": "Some font and style changes"}, {"post_id": 63621, "ts": "2026-09-07T15:25:28Z", "hours": 0.7581, "text": "i enhaced my website structure with css more when getted from api’s"}, {"post_id": 62090, "ts": "2026-09-05T10:40:39Z", "hours": 0.3903, "text": "My space_explore website started fetching data and displaying it . Next is styling it"}, {"post_id": 60962, "ts": "2026-09-03T17:20:01Z", "hours": 0.4497, "text": "I enhanced my readme and also changed my projects files"}, {"post_id": 59405, "ts": "2026-09-01T06:34:37Z", "hours": 0.2636, "text": "My first commit to github and first project coding started"}]...
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Title: Space_explore by @Jazil | Stardance
Devlog Title: Space_explore by @Jazil | Stardance
Devlogs:
My first commit to github and first project coding started
I enhanced my readme and also changed my projects files
My space_explore website started fetching data and displaying it . Next is styling it
i enhaced my website structure with css more when getted from api’s
Some font and style changes
my first version of this website is live in https://jaziljafar.github.io/Space-displaying/ please look if the token limit exceeded sorry
Ships:
I used nasa api to make this wonderful i liked it...
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1793580714.320874
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1793667114.320874
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35149
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Wingspan for Pterodactyl by @brahmtejsawhney | Sta Wingspan for Pterodactyl by @brahmtejsawhney | Stardance...
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brahmtejsawhney
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4
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53.0
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990
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T21:17:00Z", "hours": 11.0, "multiplier": 17.05, "payout": 227, "blessing": "neutral", "text": "Hello Voters! This is Wingspan! An automation software for managing your physical infrastructure/homelab/datacenter running Pterodactyl. Wingspan provides you ability to take bulk actions on your pterodactyl, enabling you to manage hundreds of servers in one go. Wingspan runs as a terminal tool, and hence, works in both Windows and Linux, in both GUI and CLI versions. Wingspan is documented in great detail at Github! Achievements of Wingspan 🏆 Super Star Project One of the topmost multiplier project in SD Show and Tell 2 Times Winner Github ~30+ Stars at time of writing ⭐ SD Blessed Project AI USE Wingspan has less than 3% AI use throughout development. I am strict with using AI in my project. Wingspan is not a website! Please review properly before writing your votes! Ty!", "repo": "https://github.com/brahmtej2009/wingspan", "demo": "https://github.com/brahmtej2009/Wingspan/blob/main/SHIPWRIGHTS.md"}, {"ship_num": 2, "ts": "2026-10-28T08:47:22Z", "hours": 4.0, "multiplier": 18.38, "payout": 83, "blessing": "neutral", "text": "Hello! WELCOME TO WINGSPAN 2 TIMES SHOW AND TELL WINNER + SUPER STAR PROJECT 🏆 If you are new here, welcome! This is my flagship project called Wingspan, It’s used by system administrators and infrastructure managers to manage their virtual servers in bulk rather than one by one. This project works in the terminal with AMAZING Terminal UI! This is my 3rd ship, I have made the User Purge and User handling functions this time. Functions have been built completely, and have moved to bugtesting stage! I have received extremely positive comments for this project, and i’m really proud of making it! Do star it on github if you like this one!", "repo": "https://github.com/brahmtej2009/wingspan", "demo": "https://github.com/brahmtej2009/Wingspan/blob/main/SHIPWRIGHTS.md"}, {"ship_num": 3, "ts": "2026-10-17T07:32:22Z", "hours": 14.0, "multiplier": 17.93, "payout": 246, "blessing": "neutral", "text": "Hello! If you are new here, welcome! This is my flagship project called Wingspan, It’s used by system administrators and infrastructure managers to manage their virtual servers in bulk rather than one by one. This project works in the terminal with AMAZING Terminal UI! This is my second ship. I have worked on making the Server Purge Function, to easily delete servers in large quantities. In my previous ships, I worked on making the basics of the code and functions to index and search the database. I have received extremely positive comments for this project, and i’m really proud of making it! Do star it on github if you like this one!", "repo": "https://github.com/brahmtej2009/wingspan", "demo": "https://github.com/brahmtej2009/Wingspan/blob/main/SHIPWRIGHTS.md"}, {"ship_num": 4, "ts": "2026-09-23T10:49:52Z", "hours": 24.0, "multiplier": 18.44, "payout": 434, "blessing": "neutral", "text": "Welcome to WingSpan, A project to bulk manage your self hosted hardware on pterodactyl. Easily search through servers, get detailed information, export lists based on precise filtering and more! It is made for people like me, who manage hundreds of servers daily, and need to perform bulk actions on them. Its posted on frictionless mission because it would make my life really easy as it automates a lot of my work and would save me a LOT of clicks! cant wait for you to try it out! <3", "repo": "https://github.com/brahmtej2009/wingspan", "demo": "https://github.com/brahmtej2009/Wingspan/blob/main/SHIPWRIGHTS.md"}]...
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[{"post_id": 85889, "ts": "202 [{"post_id": 85889, "ts": "2026-10-31T21:04:26Z", "hours": 1.085, "text": "Devlog 24 Conclusion ✨ Wingspan’s development (in stardance) is coming to an end. Thankyou everyone for the extreme love and support you have offered to Wingspan. This is the last devlog, before the last ship. I have learnt lots of new things by interacting with all of you in show and tells, and seeing my votes. Thankyou HackClub Community for leading the way for wingspan. 😄 Milestones Achieved Super Star Project One of the topmost multiplier project in SD Show and Tell 2 Times Winner Github ~30+ Stars at time of writing ⭐ Stardance Blessed Project Development Flow Brainstormed & Created Wingspan Created Art for Wingspan Added system for self install dependencies Added Server Index Functionality Search Server Added Server Monitoring Functionality Server Info Added Exportlist and Importlist System Added Purge Functionality for Servers from Exports Purge Servers Added Purge Functionality for Users having empty accounts Purge Users Added Purge Functionality for Servers without Keywords Keyword Purge Added strict error monitoring and handling system Added highly detailed logging and debug logging Added validation for all kinds of input Debugging Development Complete! What I Learnt I learnt to work with logging library and different logging levels I learnt to make a formal logging system with special debug logging I learnt to read and save data into json and env I learnt to make a cool startup animation with ASCII I learnt to work with ASCII Color Codes I learnt to make args on python I learnt to work with Venv I learnt to work with Terminal Commands from python to install dependencies I learnt Graphic Design with Canva I learnt to work with Curses to make terminal UI I learnt to capture button clicks on terminal for functions I learnt to make my first usable intractable terminal UI from curses I learnt to use RestJS API system of Pterodactyl I learnt to use Requests in Python I learnt to capture data and filter/manipulate it from APIs I learnt to manage rate limits and error codes I learnt to work with massive data and make algorithms to convert to usable data I learnt to divide operations and perform load balancing for such bulk data I learnt to make really complicated nested loops I learnt to convert Json and Lists from 2D to 1D I learnt to work with CSV files I learnt how to export and import and edit csv I learnt to create binaries of python I learnt to optimize code on linux I learnt to make Auto Updaters and Version Checkers I learnt security and integrity tactics to prevent unwanted destruction I learnt to work with industry standard error catching I learnt to work with queues and rate limiters I learnt to use DELETE Protocol I learnt to maintain clean code I learnt to handle nested functions better I learnt to add images into my Readme AI Declaration wrt Overall Project It’s inevitable to use AI for a big scale project, but I have tried to avoid as much AI as I could, and have developed most of the things by hand. According to hackatime, AI use on this project is less than 3% of the total time spent on it. Places where AI was used in project, are marked properly with comments in the source code. The attached photo shows Banner of Wingspan, Wingspan Homepage, Past Votes"}, {"post_id": 85838, "ts": "2026-10-31T19:45:56Z", "hours": 3.3411, "text": "Devlog 23 Progress Done The user purge function was partly left and there were things to work on, I completed that. Alongside, I bugchecked the entire system on linux as well as python and found a lot of issues in the logic to fix. Have implemented fix for most of the issues I found. Just like I worked on input validation, i’ll need to do the same for api_request() for error catching and handling and same thing for server_selector to ensure you cant send an empty server list for processing and to handle “Q for quit” function. Wingspan is reaching final stages ⭐ Features Added/Worked on Overall Major bug fixes Completion of user purge function Input validation [Work Pending] More Bugchecking work pending AI Declaration No AI was used in duration of this devlog. Places where AI was used in project, are marked in the source code. The attached photo shows screenshots of the User Purge Function, Keyword Purge Function and related menus."}, {"post_id": 85412, "ts": "2026-10-31T09:03:46Z", "hours": 1.1722, "text": "Devlog 22 Progress Done Stardance ending soon! Better hurry up! So, I have worked on the keyword purge function, it is mostly done, just bugchecking and testing it on actual dataset is left. Also, Adding logging to the new function is pending, which I would get done soon. I have also worked on input validation, so wingspan never crashes on an unexpected input. Next, i’ll be doing error handling and validation for the api_request() function, so all the pterodactyl’s responses are always handled properly. Moving towards making Wingspan a full blown professional software. Features Added/Worked on Debugging New Keyword Purge Function Extended Logging Input validation API Request response validation AI Declaration No AI was used in duration of this devlog. Places where AI was used in project, are marked in the source code. The attached photo shows me testing out the purge functions and error handling. Wingspan shows error cleanly and returns to homepage rather than crashing."}, {"post_id": 85050, "ts": "2026-10-30T20:52:18Z", "hours": 5.4783, "text": "Devlog 21 Progress Done BIG CHANGES DONE! I have added a lot of comments throughout the entire code, as some of my voters wanted that. Alongside, logging is super detailed now, along with a special debug mode, which makes it even more detailed! I also did a lot of code cleanups. There were a lot of functions which were not being used/degraded, I cleaned that. I also checked ALL the inputs of wingspan, and ensured they are being validated before use, and dont crash on incorrect input, which was a massive work. With this, i’m also working on a new feature, keyword purge. Instead of the word being in the server’s name to delete it, keyword purge checks if the word is absent, and deletes those servers only. Very useful for big community platforms to remove abandoned servers. A lot of small changes were done alongside this. Features Added/Worked on Highly Detailed Logging Logging Debug Mode for extended detail Massive code cleanups Input Validation Keyword Purge What new I learnt I learnt to work with mode advanced logging I learnt to maintain clean code I learnt to make special debug logging I learnt to handle nested functions better AI Declaration No AI was used in duration of this devlog. Places where AI was used in project, are marked in the source code. The attached video show the new keyword purge function images."}, {"post_id": 83617, "ts": "2026-10-28T07:50:38Z", "hours": 3.3272, "text": "Devlog 20 Show and Tell #1 WINNER Project! (2nd Time) 🏆 Progress Done So, Wingspan now got 2 Show and Tell Awards! Yay! During span of this devlog, I have worked on the user purge feature. I gave a good read to the api documentation to work with user accounts. I started with fetching users along with their servers. Sorting them into separate lists based on ones who have servers and ones who dont. Next, presenting users with a selector menu to unselect people who they do not want to delete. I have completed till here, rest is left to finally, take confirmation 2 times and perform the action. Features Added/Worked on Logging System to User Purge & Server Purge Making User Purge Input validation for both User Purge and Server Purge What I would be working on Completing Documentation till here Shipping till Server Purge AI Declaration No AI was used in code during the span of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the new User Purge Interface."}, {"post_id": 80768, "ts": "2026-10-18T18:48:38Z", "hours": 0.4375, "text": "ps: not an official devlog, just an update Show and Tell + Super Star This was another great show and tell, and OMG SUPER STAR! Thanks @Lazyllama ❤️ Ty guys, rly grateful!! Image shows me submitting to Show and Tell and 2nd Image showing my Super Star!"}, {"post_id": 80312, "ts": "2026-10-17T07:27:32Z", "hours": 2.9072, "text": "Devlog 19 Show and Tell #1 WINNER Project! 🏆 Progress Done Purge function has been completely created. I have worked on API Request Error Catching in duration of this devlog. I have integrated all the standard practices and error catching which is required, and now the program displays the error and a solution to fix it. Also, it tracks if there are any errors due to wingspan itself, and provides resolution! Great Stuff! I also started work on User Purge Function, which i’ll release in the ship after shipping Server Purge. There was a bug in the release file, which prevented auto update in windows. Fixed that. Features Added/Worked on Better API Requests to Pterodactyl Rate Limit detector and queue Error Catching and Resolution Server Purge Function Completed Started work on User Purge What new I learnt I learnt to work with industry standard error catching I learnt to make better API systems I learnt to work with queues and rate limiters I learnt to use DELETE Protocol What I would be working on Completing Documentation till here Shipping till Server Purge AI Declaration Claude was used to find out bug in release file only. No AI was used in code during the span of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the Release Page of the project, project homepage and some lovely previous votes screenshots."}, {"post_id": 79114, "ts": "2026-10-12T18:33:47Z", "hours": 2.0575, "text": "Devlog 18 Progress Done Purge feature is now functional. Server purges are working as expected. I have added 4 purge methods. Parameters are Forced/Unforced, and Verified and Unverified.So, FV,FU,UV,UU. When you choose unforced method, it would ensure a clean deletion, and ensure the entire data is wiped. On a forced delete, it would delete it from frontend, and only attempt to clean it entirely. Force method is useful to delete servers whose nodes have been discontinued, or conditions where unforced wouldnt work. Verified feature ensures that the purge process goes as close to the expected outcome as possible, and if anything is detected which shouldnt be so, wingspan would prompt you there, so you can take manual action right there on the spot while it purges. Unverified means that wingspan would try its best to delete all the servers given in the importlist and would not prompt the user in case of discrepancies. Features Added/Worked on Import Verification Server Name Live Verification Completed Beta Purge Function Updated Menu to allow Purge Function Wingspan now needs an Admin API key with Full Perms (Readonly no longer works) What I would be working on Bugchecking all the features I made Attempting to delete some servers in massive quantities. Starting work on User Purge Function Do changes in README.md for the new purge function documentation. Find a good reliable Pterodactyl API Docs Website. AI Declaration No AI was used in code in the duration of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the Graphical UI of the Purge Function along with the questions it asks."}, {"post_id": 78414, "ts": "2026-10-10T18:32:47Z", "hours": 3.1958, "text": "Devlog 17 Show and Tell #1 WINNER Project! 🏆 Progress Done Ship Approved! Yay! Also, Show and Tell Winner! So, during the span of this devlog, I have worked on creating release files for this project, in a way that they do not have to be updated everr! Also, I have worked on the Purge Function, and have completed the server list import, and have made major changes in server list export function, which now exports minimally required data only for security reasons. Also, I have made quite a lot of confirmations that the person has to fill in order for the servers to actually get deleted, which is a good practice so a person doesnt anciently delete their entire pterodactyl. Also, I have worked on advanced logging in the import system and a very smart directory checker. Also, exporting now adds the panel’s URL on top of the export file, so a wingspan session linked to another panel does not perform critical actions on wrong servers. It properly verifies the import file and gives a clear warning if needed. Features Added/Worked on Export Function Major Changes New Import Function Improved logging Purge Function Increased security and confirmations before taking critical actions. What new I learnt I learnt to export files I learnt to import files I learnt security and integrity tactics to prevent unwanted destruction I learnt to do better logging What I would be working on Completing server purge function Starting work on user purge function AI Declaration No AI was used in code in the duration of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached file shows and older video I recorded of me using the project."}, {"post_id": 77037, "ts": "2026-10-05T13:23:55Z", "hours": 5.5469, "text": "Devlog 16 Progress Done The project is still on its reviewing stage, in the meantime, I have worked on releasing the executable release for both windows and linux. The executables are internally dynamic, so it updates to the latest wingspan version on every boot. Alongside, I have also worked on a lot of bugfixes, added more detailed logging, Autoboot after Setup and more. I have also worked on the purge function, specifically on the server purge feature. I have completed the export function and import function for the server lists. So server lists could be imported to action functions. I have also worked on reducing the boot time for linux, and on a fresh install, its as little as 5 seconds for the complete install and setup. I’ll be releasing more things after the ship gets approved! Features Added/Worked on Enhanced Logging System Added Release Executables/Binaries Added Auto Updater Added Importer Function for exported server-lists Fixed bugs and slight performance enhancement for windows Massive performance enhancement for linux What new I learnt I learnt to make a formal logging system I learnt to create binaries of python I learnt how to export and import and edit csv I learnt to optimize code on linux I learnt to make Auto Updaters and Version Checkers What I would be working on Completing server purge function Improving performance for windows systems Adding verification of exports while importing them Warnings before destructive action AI Declaration No AI was used in code in the duration of this devlog. AI was used in helping me with creating the executables from the code. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the Release Page of the project, Purge Window Screenshots and Export File Content Screenshots."}, {"post_id": 72609, "ts": "2026-09-23T10:33:51Z", "hours": 2.5994, "text": "Changelog Repo Created on Git, Code Uploaded. V1: Added: Server & Info Fn. Welcome to wingspan folks! <3"}, {"post_id": 71935, "ts": "2026-09-21T20:20:07Z", "hours": 4.2222, "text": "Devlog 14 Progress Done I know this is a very delayed devlog, I had my exams mid way. I’m into the 20th hour of the project, most of the stuff is made. API System is ready, most of the code which would be shared across multiple functions is ready. First function, of Bulk Search and server lookup is also complete. Server lookup function has a really cool UI. Alongside with that, I have also added export option to the Bulk Server Search, you can use the exported file on other functions which take actions on server. Features Added/Worked on Completed Bulk Search and Server Lookup Added server list export Added Shipwrights Docs (Readme for shipwrights) Worked on fixing bugs and README What new I learnt I learnt to work with CSV files I learnt to spoof responses to provide hardcoded outputs (For shipwrights testing) I learnt how to read and save data into json and env I learnt to add images into my Readme AI Declaration A little bit AI was used in CSV saving mechanics, so its saved in a way so could be read back easily for processing later. Server Lookup’s UI was heavily created with help of AI, as I was not able to achieve that high information density without use of AI. Rest, updates in README and SHIPWRIGHTS.md were all done by hand with 0% AI. The attached image shows the new Server Lookup UI, new readme with banner and terminal header, shipwrights file, csv file output."}, {"post_id": 36602, "ts": "2026-07-28T20:22:42Z", "hours": 0.5042, "text": "Devlog 13 Progress Done I did not do much today as the schedule was really busy, I have done a little bit of debugging and bughunting by testing with different kinds of server eggs and parameters on pterodactyl. I have not found any major issue yet, there were some little issues with server search function where some parameters would not show up, that is fixed. Rest, I also am working on the server info function and the readme. Features Added/Worked on Finished with Server Search Worked on CSV Export Started work on Server Info Function AI Declaration No AI Used for this devlog period The attached photos show the new updates to the readme and docs."}, {"post_id": 36001, "ts": "2026-07-27T20:15:25Z", "hours": 1.0306, "text": "Devlog 12 Progress Done I am now making the Server Info function, which provides all the server information in one very well managed panel. Thanks to my fellow developer @stef [U0823APHVK7], I got to know that most of the pterodactyl API docs out there are AI generated and are mostly inaccurate. The accurate one is: https://pterodactyl-api.redbanana.dev I have also experienced issues with Pterodactyl itself, not working right with parameter based data fetching, Il work more on it as most likely its some my side issue. I am also working on adding some kind of live table display right into the terminal to beautifully display the data from the Server Info function. Features Added/Worked on Finished with Server Search Worked on CSV Export Started work on Server Info Function AI Declaration No AI Used for this devlog period The attached video show the preview pics of the new Server Info function."}, {"post_id": 35424, "ts": "2026-07-26T20:28:47Z", "hours": 0.6428, "text": "Devlog 11 Progress Done Im in the 14th Hour of the project, and I have worked on the readme. I have written installation process, and scopes of this project. Also, I have added credits as required. All content is human written, no AI used. Features Added/Worked on Added Readme AI Declaration No AI Used for this devlog period The attached video show the preview pics of the readme."}, {"post_id": 34748, "ts": "2026-07-25T18:37:48Z", "hours": 1.3872, "text": "Devlog 10 Progress Done Im in the 13th hour of the project, and have completely finished the first feature of Searching and Indexing servers. This feature allows you to search from bulk server lists and filter out servers based on all the parameters. It also works with any extension which you may add in future which adds more parameters in the panel, its universally compatible. Next, I would be working on the Purge function, on which we would be using the Search and Info function, to export a csv list and import it into the purgetool to eliminate servers. Features Added/Worked on Refined menus and controls Added more colors Added support for complete universal API [Explained above] Finished with the first function of the software What new I learnt I learnt to work with APIs I learnt to manage big data I learnt to make really complicated nested loops I learnt to convert Json and Lists from 2D to 1D AI Declaration A little bit of AI was used to automate repetitive tasks to save time in the search and info function, where filter rules had to be created for each datatype separately and code was mostly same as I written by hand. AI was used to just change variable names and fit it for other datatypes. AI was also used for debugging and checking if everything works alright. Wherever AI was used, has an AI marker in the source code. The attached video show the first working function which is filtering servers based on user inputs."}, {"post_id": 34235, "ts": "2026-07-24T19:23:32Z", "hours": 0.445, "text": "Devlog 9 Progress Done Im working on the final parts of the first function, that is filtering and exporting. Next I would be moving onto purge manager and related functions which are more useful in real life. Input of the ID parameter was giving vague errors when provided with ranges, It took me a lot of debugging to find the source of the issue, and that was a string was being compared to an int (str<int) in a part of code where I didnt typecast. That is fixed now. AI Declaration Close to None AI was used for this devlog. The attached images show the accepted input of the ID field when put with a range."}, {"post_id": 33694, "ts": "2026-07-23T20:23:16Z", "hours": 0.3294, "text": "Devlog 8 Progress Done Im done with Search and Info function’s basics. Only export options and other advanced options are left to be created. This is a really little 15 minute devlog to mark the achievement of the first actual usable feature in the program, which took me about 11 hours, and this project would be having about 20 of such large functions, making this an extremely detailed and big project. In this devlog, I also want to thank each and every follower of mine, for taking interest in my project and supporting me! Thankyou. AI Declaration Close to None AI was used for this devlog. Everything was done by hand for self learning and improvement. The attached images show the Banner of project."}, {"post_id": 33143, "ts": "2026-07-22T19:44:20Z", "hours": 1.6344, "text": "Devlog 7 Progress Done Im into the 12th hour of the project, and I have done a lot of progress on the first function, which is search and info. I have worked on the parameter search option which is an extremely bulky work as im making it compatible with future upgrades and any extra addons that the user may have which cause changes in the API, I’m adding dynamic automatic support for new fields too for search, while taking all inputs and performing operations in the terminal. I am completely AVOIDING AI for this devlog, and focusing on complete self improvement and understanding of such deeply nested code structures. This is a partial devlog, meaning it doesnt mark a completion of a feature. AI Declaration Close to None AI was used for this devlog. Everything was done by hand for self learning and improvement. The attached images show the home page, followed by the new Search from Parameters Mode…"}, {"post_id": 32494, "ts": "2026-07-21T18:30:08Z", "hours": 3.0075, "text": "Devlog 6 Progress Done Its the 11th hour into the project and the progress is booming! I have started working on the interactive menus of the program. I have also started work on the first function, which is “Search and Info”, in which you can select parameters to search from, and it performs bulk search for you, which you can export to a file, or use in the program internally to trigger actions, or get detailed info about. I have also added terminal ui from curses in this, for the parameter selector, and it looks really good! I also worked on algorithms which convert data from pterodactyl to a usable format for mass bulk searching. I am making it in a way that some of the load is shared on the pterodactyl server side for filtering, and the rest is done on machine running this program, so I can minimize the rate limiting and divide load among both the machines for bulk processing and improve speed. For example, basic filter arguments are run on pterodactyl server’s side (Handled built in by pterodactyl), whereas advanced parameter searches are done on user side as generally user’s own system has more threads and is much better than the pterodactyl webserver. Features Added/Worked on Made menus and sections for first function Worked on algorithms to convert api responses to filterable data Worked on UI by adding curses based parameter selector Made first function, Search and Info What new I learnt I learnt to work with massive data and make algorithms to convert to usable data I learnt to make my first usable intractable terminal UI from curses I learnt to divide operations and perform load balancing for such bulk data AI Declaration Close to None AI was used for this devlog. All the algorithms which were made, where made completely by hand. AI was used for research purposes for curses as its a new field for me. All code blocks where AI has been used are marked in source code! The attached images show the home page, followed by new menus, along with the parameter selector and more…"}, {"post_id": 31424, "ts": "2026-07-19T19:41:27Z", "hours": 1.7656, "text": "Devlog 5 Progress Done Its about the 8th hour into the project, Since around the past 1 hour, I have been reading and understanding the entire pterodactyl API. Learning everything from sending requests to sorting data according to needs. Not much progress was done on the main project, though I did a lot of testing in temp files and had a lot of learning. What new I learnt I learnt to use RestJS API system of Pterodactyl I learnt to use Requests in Python I learnt to capture data and filter/manipulate it from APIs I learnt to manage rate limits and error codes Sources Pterodactyl API Docs: https://pterodactyl-api-docs.netvpx.com/docs/intro AI Declaration No AI was used for the period of this devlog. Most of the work was only done for understanding and learning purposes which was done in temp files which is essential for the project’s development. The attached images show the pterodactyl AI docs which I am reading and testing."}, {"post_id": 30613, "ts": "2026-07-18T10:19:26Z", "hours": 2.2778, "text": "Devlog 4 Progress Done Its about the 6th hour into the project, I have worked on making a terminal UI on which you can click up and down arrows and space button to select servers from a list to do actions. I did not work on actual API yet, thats kept for the last, currently I am working on data sorting and filter functions and more. I also made a cool banner for the project! Sorry for the late devlog, took a lot of time debugging and learning this one. Features Added/Worked on Made a cool image banner on canva [No AI] Worked on filtering functions Worked on a better terminal UI with curses Made HomePage What new I learnt I learnt Graphic Design with Canva I learnt to work with Curses to make terminal UI I learnt to capture button clicks on terminal for functions AI Declaration Close to None AI was used for this devlog. I used AI to understand how the curses library works and how to make it perform actions on button clicks. Also, the tech-pterodactyl symbol on the banner was made with AI as I couldnt find a similar icon on the internet. The attached images show the new banner, followed by the homepage and terminal selector UI demo."}, {"post_id": 28897, "ts": "2026-07-15T14:28:47Z", "hours": 1.6511, "text": "Devlog 3 Progress Done Its the 3rd hour into the project, and I have worked on adding args feature (specifically for linux users) and have worked on the project’s banner and interactive setup menu. I have also added verification in the setup fields to ensure that the user fills in correct information, and even guides the user if wrong keys are entered after 2 tries. Alongside with it, I added colors and made a cool ASCII banner. I also added the system to make venv automatically on first boot (supported on both linux/windows) for those who are running the code directly uncompiled. Features Added/Worked on Added Colorful ASCII Banner [Check Attached Image] Added field verification for setup- Added Args support, Eg. wingspan setup Improved POST Added Auto Venv and Dependency Installer What new I learnt I learnt to work with ASCII Color Codes I learnt to make args on python I learnt how to work with Venv I learnt to work with Terminal Commands from python to install dependencies AI Declaration AI was used for this devlog period for generating the automatic venv and dependencies installer, and making it compatible for both linux and windows at the same time. AI was also used to help with the Args function as I have not had any experience with it before. The attached images show the program running on both Linux and Windows. First screenshot shows the automatic dependencies installer in action, followed by images of the new banner and guide text if the user enters wrong api key multiple times."}, {"post_id": 28503, "ts": "2026-07-14T19:58:23Z", "hours": 1.5825, "text": "Devlog 2 Progress Done Its been about the first hour into the project, and I have well planned everything and have started working on execution. I have started with the linux versions (CMD ONLY), because I dont have experience with GUI Apps and compiling to executables. I have started on configuration tool, which asks the user for all required API Keys and creates the config files and sets up the installation. I have also worked on a standard automatic dependency downloader, so it runs its own venv on boot, downloads its dependencies there, and runs normally. I would not be compiling it into an executable, so you can take and run it on linux, and copy paste it and run it on windows without any platform change issues. I also set up python library, “logging”, to provide proper logs of every action, because it would be important for the users if anything goes wrong or they need history of the tool’s actions. I have also added an entire system testing feature (POST) which triggers when the program is turned on. This is to ensure that no issues come while critical server actions are being performed by the software. It also checks if all the configs are built right. Features Added/Worked on Added Logging System Added Self Config tool Added dependency resolver Added a POST Test What new I learnt I learnt to work with logging library I learnt different logging levels I learnt how to read and save data into json and env I learnt to work with venv & auto pip installers I learnt that stardance has a 4000 char limit on devlogs I learnt to make a cool startup animation with ASCII I learnt to make a cool looking UI in terminal for config page AI Declaration AI was used to make a big empty blueprint list of all functions which I have to code, which makes the work easy as it allows me to visualize the functions pending to create and those which are done. AI was used in ASCII Animation’s character generation. The attached image shows the ASCII Animation, and then some pics of the AutoConfig window, asking the user to enter the details to perform setup."}, {"post_id": 28444, "ts": "2026-07-14T18:06:10Z", "hours": 0.4731, "text": "Devlog 1 Project Details 1. The point/scope of this project So, this is going to be a project for all the hosting owners and homelab operators, who have to manually control/edit each server on pterodactyl to do basic actions which is the same to be done on multiple servers. If you dont know, Pterodactyl is a game/server hosting control panel which gives you a good UI to make your stuff easier to control and all.. but it does lack bulk change features, and there arent much addons for it, and addons also dont work well and get deleted everytime we upgrade the panel, which is a mess. 2. My Solution for the problem I would be making a standalone windows app + a linux cmd app which uses pterodactyl API to perform actions. It would provide a very comprehensive UI to specifically allow for bulk actions and add features which arent there in normal pterodactyl. 3. Features of my project After extensive planning and discussion with several other hosting/homelab owners, I have gathered a list of features which everyone require and would use on a regular basis if there was an app for it. So, my app would have the following features: Bulk Suspend/Unsuspend Bulk Delete Selective Purge Backup download Bulk resource change, or Copy 1 server’s resources and paste to multiple servers. Bulk Reinstall Bulk Transfer Settings page for storing api keys and more. Email notifications to notify users for bulk actions if scheduled. [Planned for a later stage, to be released with other matching updates] Make a management tab in which all node’s real specs are shown, and heavy overloading or other parameter of servers are shown. Il take suggestions from UI of Proxmox and Proxmox Datacenter manager as thats a really good UI with a lot of pterodactyl usable features. User management features like Bulk Email, Bulk user delete, Specific User Purge (Like delete those without any server), User Clear (Clear all servers of a user) The complete flagship feature of panel speed booster, which does all required purges and makes panel faster Update monitor, so users can safely and reliably update their wingspan installation and get prompted whenever a new release is put. 4. Who am I/What do I do? I am Brahmtej Singh, a Python Developer, usually working with devops projects like automations and things, so this kinda project is a perfect fit of what I like to do! Im the founder of HostingKarle, I started with a pledge of providing a safe place to my customers. There are a lot LOT of scams out there in IT/Hosting sector, and I wish to change that. I always prioritized customer experience and trust building, and I also support developers by providing Free hosting services to support their development and projects! AI Use in Project and Other Details I am always very clear with AI Use, I believe to use it as a helping tool to navigate through complex logic building and automate repetitive tasks. All my AI use is properly logged and would be attached in every devlog, though I try my best to write what I know by hand. If you ever wish to contribute or to provide feedback on my work, please feel free to conact me on slack, ID: U0AJ2DDJ996 I always write all my devlogs by hand, every single detail is hand written and not passed through any AI tool, not even for grammatical or syntaxial fixing. My devlogs are mainly formatted like this: Introduction to what I did What new I learnt Project Impact / Upcoming Changes AI Use Declaration Attached Photo Description Thankyou for taking interest in my project. The attached image shows a screenshot of my current and future targets, written and planned out. This much text wouldnt fit in the text space, so had to attach a screenshot of the text planning. (First 15 Minutes into creation)"}]...
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Title: Wingspan for Pterodactyl by @brahmtejsawhne Title: Wingspan for Pterodactyl by @brahmtejsawhney | Stardance
Devlogs:
Devlog 1 Project Details 1. The point/scope of this project So, this is going to be a project for all the hosting owners and homelab operators, who have to manually control/edit each server on pterodactyl to do basic actions which is the same to be done on multiple servers. If you dont know, Pterodactyl is a game/server hosting control panel which gives you a good UI to make your stuff easier to control and all.. but it does lack bulk change features, and there arent much addons for it, and addons also dont work well and get deleted everytime we upgrade the panel, which is a mess. 2. My Solution for the problem I would be making a standalone windows app + a linux cmd app which uses pterodactyl API to perform actions. It would provide a very comprehensive UI to specifically allow for bulk actions and add features which arent there in normal pterodactyl. 3. Features of my project After extensive planning and discussion with several other hosting/homelab owners, I have gathered a list of features which everyone require and would use on a regular basis if there was an app for it. So, my app would have the following features: Bulk Suspend/Unsuspend Bulk Delete Selective Purge Backup download Bulk resource change, or Copy 1 server’s resources and paste to multiple servers. Bulk Reinstall Bulk Transfer Settings page for storing api keys and more. Email notifications to notify users for bulk actions if scheduled. [Planned for a later stage, to be released with other matching updates] Make a management tab in which all node’s real specs are shown, and heavy overloading or other parameter of servers are shown. Il take suggestions from UI of Proxmox and Proxmox Datacenter manager as thats a really good UI with a lot of pterodactyl usable features. User management features like Bulk Email, Bulk user delete, Specific User Purge (Like delete those without any server), User Clear (Clear all servers of a user) The complete flagship feature of panel speed booster, which does all required purges and makes panel faster Update monitor, so users can safely and reliably update their wingspan installation and get prompted whenever a new release is put. 4. Who am I/What do I do? I am Brahmtej Singh, a Python Developer, usually working with devops projects like automations and things, so this kinda project is a perfect fit of what I like to do! Im the founder of HostingKarle, I started with a pledge of providing a safe place to my customers. There are a lot LOT of scams out there in IT/Hosting sector, and I wish to change that. I always prioritized customer experience and trust building, and I also support developers by providing Free hosting services to support their development and projects! AI Use in Project and Other Details I am always very clear with AI Use, I believe to use it as a helping tool to navigate through complex logic building and automate repetitive tasks. All my AI use is properly logged and would be attached in every devlog, though I try my best to write what I know by hand. If you ever wish to contribute or to provide feedback on my work, please feel free to conact me on slack, ID: U0AJ2DDJ996 I always write all my devlogs by hand, every single detail is hand written and not passed through any AI tool, not even for grammatical or syntaxial fixing. My devlogs are mainly formatted like this: Introduction to what I did What new I learnt Project Impact / Upcoming Changes AI Use Declaration Attached Photo Description Thankyou for taking interest in my project. The attached image shows a screenshot of my current and future targets, written and planned out. This much text wouldnt fit in the text space, so had to attach a screenshot of the text planning. (First 15 Minutes into creation)
Devlog 2 Progress Done Its been about the first hour into the project, and I have well planned everything and have started working on execution. I have started with the linux versions (CMD ONLY), because I dont have experience with GUI Apps and compiling to executables. I have started on configuration tool, which asks the user for all required API Keys and creates the config files and sets up the installation. I have also worked on a standard automatic dependency downloader, so it runs its own venv on boot, downloads its dependencies there, and runs normally. I would not be compiling it into an executable, so you can take and run it on linux, and copy paste it and run it on windows without any platform change issues. I also set up python library, “logging”, to provide proper logs of every action, because it would be important for the users if anything goes wrong or they need history of the tool’s actions. I have also added an entire system testing feature (POST) which triggers when the program is turned on. This is to ensure that no issues come while critical server actions are being performed by the software. It also checks if all the configs are built right. Features Added/Worked on Added Logging System Added Self Config tool Added dependency resolver Added a POST Test What new I learnt I learnt to work with logging library I learnt different logging levels I learnt how to read and save data into json and env I learnt to work with venv & auto pip installers I learnt that stardance has a 4000 char limit on devlogs I learnt to make a cool startup animation with ASCII I learnt to make a cool looking UI in terminal for config page AI Declaration AI was used to make a big empty blueprint list of all functions which I have to code, which makes the work easy as it allows me to visualize the functions pending to create and those which are done. AI was used in ASCII Animation’s character generation. The attached image shows the ASCII Animation, and then some pics of the AutoConfig window, asking the user to enter the details to perform setup.
Devlog 3 Progress Done Its the 3rd hour into the project, and I have worked on adding args feature (specifically for linux users) and have worked on the project’s banner and interactive setup menu. I have also added verification in the setup fields to ensure that the user fills in correct information, and even guides the user if wrong keys are entered after 2 tries. Alongside with it, I added colors and made a cool ASCII banner. I also added the system to make venv automatically on first boot (supported on both linux/windows) for those who are running the code directly uncompiled. Features Added/Worked on Added Colorful ASCII Banner [Check Attached Image] Added field verification for setup- Added Args support, Eg. wingspan setup Improved POST Added Auto Venv and Dependency Installer What new I learnt I learnt to work with ASCII Color Codes I learnt to make args on python I learnt how to work with Venv I learnt to work with Terminal Commands from python to install dependencies AI Declaration AI was used for this devlog period for generating the automatic venv and dependencies installer, and making it compatible for both linux and windows at the same time. AI was also used to help with the Args function as I have not had any experience with it before. The attached images show the program running on both Linux and Windows. First screenshot shows the automatic dependencies installer in action, followed by images of the new banner and guide text if the user enters wrong api key multiple times.
Devlog 4 Progress Done Its about the 6th hour into the project, I have worked on making a terminal UI on which you can click up and down arrows and space button to select servers from a list to do actions. I did not work on actual API yet, thats kept for the last, currently I am working on data sorting and filter functions and more. I also made a cool banner for the project! Sorry for the late devlog, took a lot of time debugging and learning this one. Features Added/Worked on Made a cool image banner on canva [No AI] Worked on filtering functions Worked on a better terminal UI with curses Made HomePage What new I learnt I learnt Graphic Design with Canva I learnt to work with Curses to make terminal UI I learnt to capture button clicks on terminal for functions AI Declaration Close to None AI was used for this devlog. I used AI to understand how the curses library works and how to make it perform actions on button clicks. Also, the tech-pterodactyl symbol on the banner was made with AI as I couldnt find a similar icon on the internet. The attached images show the new banner, followed by the homepage and terminal selector UI demo.
Devlog 5 Progress Done Its about the 8th hour into the project, Since around the past 1 hour, I have been reading and understanding the entire pterodactyl API. Learning everything from sending requests to sorting data according to needs. Not much progress was done on the main project, though I did a lot of testing in temp files and had a lot of learning. What new I learnt I learnt to use RestJS API system of Pterodactyl I learnt to use Requests in Python I learnt to capture data and filter/manipulate it from APIs I learnt to manage rate limits and error codes Sources Pterodactyl API Docs: https://pterodactyl-api-docs.netvpx.com/docs/intro AI Declaration No AI was used for the period of this devlog. Most of the work was only done for understanding and learning purposes which was done in temp files which is essential for the project’s development. The attached images show the pterodactyl AI docs which I am reading and testing.
Devlog 6 Progress Done Its the 11th hour into the project and the progress is booming! I have started working on the interactive menus of the program. I have also started work on the first function, which is “Search and Info”, in which you can select parameters to search from, and it performs bulk search for you, which you can export to a file, or use in the program internally to trigger actions, or get detailed info about. I have also added terminal ui from curses in this, for the parameter selector, and it looks really good! I also worked on algorithms which convert data from pterodactyl to a usable format for mass bulk searching. I am making it in a way that some of the load is shared on the pterodactyl server side for filtering, and the rest is done on machine running this program, so I can minimize the rate limiting and divide load among both the machines for bulk processing and improve speed. For example, basic filter arguments are run on pterodactyl server’s side (Handled built in by pterodactyl), whereas advanced parameter searches are done on user side as generally user’s own system has more threads and is much better than the pterodactyl webserver. Features Added/Worked on Made menus and sections for first function Worked on algorithms to convert api responses to filterable data Worked on UI by adding curses based parameter selector Made first function, Search and Info What new I learnt I learnt to work with massive data and make algorithms to convert to usable data I learnt to make my first usable intractable terminal UI from curses I learnt to divide operations and perform load balancing for such bulk data AI Declaration Close to None AI was used for this devlog. All the algorithms which were made, where made completely by hand. AI was used for research purposes for curses as its a new field for me. All code blocks where AI has been used are marked in source code! The attached images show the home page, followed by new menus, along with the parameter selector and more…
Devlog 7 Progress Done Im into the 12th hour of the project, and I have done a lot of progress on the first function, which is search and info. I have worked on the parameter search option which is an extremely bulky work as im making it compatible with future upgrades and any extra addons that the user may have which cause changes in the API, I’m adding dynamic automatic support for new fields too for search, while taking all inputs and performing operations in the terminal. I am completely AVOIDING AI for this devlog, and focusing on complete self improvement and understanding of such deeply nested code structures. This is a partial devlog, meaning it doesnt mark a completion of a feature. AI Declaration Close to None AI was used for this devlog. Everything was done by hand for self learning and improvement. The attached images show the home page, followed by the new Search from Parameters Mode…
Devlog 8 Progress Done Im done with Search and Info function’s basics. Only export options and other advanced options are left to be created. This is a really little 15 minute devlog to mark the achievement of the first actual usable feature in the program, which took me about 11 hours, and this project would be having about 20 of such large functions, making this an extremely detailed and big project. In this devlog, I also want to thank each and every follower of mine, for taking interest in my project and supporting me! Thankyou. AI Declaration Close to None AI was used for this devlog. Everything was done by hand for self learning and improvement. The attached images show the Banner of project.
Devlog 9 Progress Done Im working on the final parts of the first function, that is filtering and exporting. Next I would be moving onto purge manager and related functions which are more useful in real life. Input of the ID parameter was giving vague errors when provided with ranges, It took me a lot of debugging to find the source of the issue, and that was a string was being compared to an int (str<int) in a part of code where I didnt typecast. That is fixed now. AI Declaration Close to None AI was used for this devlog. The attached images show the accepted input of the ID field when put with a range.
Devlog 10 Progress Done Im in the 13th hour of the project, and have completely finished the first feature of Searching and Indexing servers. This feature allows you to search from bulk server lists and filter out servers based on all the parameters. It also works with any extension which you may add in future which adds more parameters in the panel, its universally compatible. Next, I would be working on the Purge function, on which we would be using the Search and Info function, to export a csv list and import it into the purgetool to eliminate servers. Features Added/Worked on Refined menus and controls Added more colors Added support for complete universal API [Explained above] Finished with the first function of the software What new I learnt I learnt to work with APIs I learnt to manage big data I learnt to make really complicated nested loops I learnt to convert Json and Lists from 2D to 1D AI Declaration A little bit of AI was used to automate repetitive tasks to save time in the search and info function, where filter rules had to be created for each datatype separately and code was mostly same as I written by hand. AI was used to just change variable names and fit it for other datatypes. AI was also used for debugging and checking if everything works alright. Wherever AI was used, has an AI marker in the source code. The attached video show the first working function which is filtering servers based on user inputs.
Devlog 11 Progress Done Im in the 14th Hour of the project, and I have worked on the readme. I have written installation process, and scopes of this project. Also, I have added credits as required. All content is human written, no AI used. Features Added/Worked on Added Readme AI Declaration No AI Used for this devlog period The attached video show the preview pics of the readme.
Devlog 12 Progress Done I am now making the Server Info function, which provides all the server information in one very well managed panel. Thanks to my fellow developer @stef [U0823APHVK7], I got to know that most of the pterodactyl API docs out there are AI generated and are mostly inaccurate. The accurate one is: https://pterodactyl-api.redbanana.dev I have also experienced issues with Pterodactyl itself, not working right with parameter based data fetching, Il work more on it as most likely its some my side issue. I am also working on adding some kind of live table display right into the terminal to beautifully display the data from the Server Info function. Features Added/Worked on Finished with Server Search Worked on CSV Export Started work on Server Info Function AI Declaration No AI Used for this devlog period The attached video show the preview pics of the new Server Info function.
Devlog 13 Progress Done I did not do much today as the schedule was really busy, I have done a little bit of debugging and bughunting by testing with different kinds of server eggs and parameters on pterodactyl. I have not found any major issue yet, there were some little issues with server search function where some parameters would not show up, that is fixed. Rest, I also am working on the server info function and the readme. Features Added/Worked on Finished with Server Search Worked on CSV Export Started work on Server Info Function AI Declaration No AI Used for this devlog period The attached photos show the new updates to the readme and docs.
Devlog 14 Progress Done I know this is a very delayed devlog, I had my exams mid way. I’m into the 20th hour of the project, most of the stuff is made. API System is ready, most of the code which would be shared across multiple functions is ready. First function, of Bulk Search and server lookup is also complete. Server lookup function has a really cool UI. Alongside with that, I have also added export option to the Bulk Server Search, you can use the exported file on other functions which take actions on server. Features Added/Worked on Completed Bulk Search and Server Lookup Added server list export Added Shipwrights Docs (Readme for shipwrights) Worked on fixing bugs and README What new I learnt I learnt to work with CSV files I learnt to spoof responses to provide hardcoded outputs (For shipwrights testing) I learnt how to read and save data into json and env I learnt to add images into my Readme AI Declaration A little bit AI was used in CSV saving mechanics, so its saved in a way so could be read back easily for processing later. Server Lookup’s UI was heavily created with help of AI, as I was not able to achieve that high information density without use of AI. Rest, updates in README and SHIPWRIGHTS.md were all done by hand with 0% AI. The attached image shows the new Server Lookup UI, new readme with banner and terminal header, shipwrights file, csv file output.
Changelog Repo Created on Git, Code Uploaded. V1: Added: Server & Info Fn. Welcome to wingspan folks! <3
Devlog 16 Progress Done The project is still on its reviewing stage, in the meantime, I have worked on releasing the executable release for both windows and linux. The executables are internally dynamic, so it updates to the latest wingspan version on every boot. Alongside, I have also worked on a lot of bugfixes, added more detailed logging, Autoboot after Setup and more. I have also worked on the purge function, specifically on the server purge feature. I have completed the export function and import function for the server lists. So server lists could be imported to action functions. I have also worked on reducing the boot time for linux, and on a fresh install, its as little as 5 seconds for the complete install and setup. I’ll be releasing more things after the ship gets approved! Features Added/Worked on Enhanced Logging System Added Release Executables/Binaries Added Auto Updater Added Importer Function for exported server-lists Fixed bugs and slight performance enhancement for windows Massive performance enhancement for linux What new I learnt I learnt to make a formal logging system I learnt to create binaries of python I learnt how to export and import and edit csv I learnt to optimize code on linux I learnt to make Auto Updaters and Version Checkers What I would be working on Completing server purge function Improving performance for windows systems Adding verification of exports while importing them Warnings before destructive action AI Declaration No AI was used in code in the duration of this devlog. AI was used in helping me with creating the executables from the code. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the Release Page of the project, Purge Window Screenshots and Export File Content Screenshots.
Devlog 17 Show and Tell #1 WINNER Project! 🏆 Progress Done Ship Approved! Yay! Also, Show and Tell Winner! So, during the span of this devlog, I have worked on creating release files for this project, in a way that they do not have to be updated everr! Also, I have worked on the Purge Function, and have completed the server list import, and have made major changes in server list export function, which now exports minimally required data only for security reasons. Also, I have made quite a lot of confirmations that the person has to fill in order for the servers to actually get deleted, which is a good practice so a person doesnt anciently delete their entire pterodactyl. Also, I have worked on advanced logging in the import system and a very smart directory checker. Also, exporting now adds the panel’s URL on top of the export file, so a wingspan session linked to another panel does not perform critical actions on wrong servers. It properly verifies the import file and gives a clear warning if needed. Features Added/Worked on Export Function Major Changes New Import Function Improved logging Purge Function Increased security and confirmations before taking critical actions. What new I learnt I learnt to export files I learnt to import files I learnt security and integrity tactics to prevent unwanted destruction I learnt to do better logging What I would be working on Completing server purge function Starting work on user purge function AI Declaration No AI was used in code in the duration of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached file shows and older video I recorded of me using the project.
Devlog 18 Progress Done Purge feature is now functional. Server purges are working as expected. I have added 4 purge methods. Parameters are Forced/Unforced, and Verified and Unverified.So, FV,FU,UV,UU. When you choose unforced method, it would ensure a clean deletion, and ensure the entire data is wiped. On a forced delete, it would delete it from frontend, and only attempt to clean it entirely. Force method is useful to delete servers whose nodes have been discontinued, or conditions where unforced wouldnt work. Verified feature ensures that the purge process goes as close to the expected outcome as possible, and if anything is detected which shouldnt be so, wingspan would prompt you there, so you can take manual action right there on the spot while it purges. Unverified means that wingspan would try its best to delete all the servers given in the importlist and would not prompt the user in case of discrepancies. Features Added/Worked on Import Verification Server Name Live Verification Completed Beta Purge Function Updated Menu to allow Purge Function Wingspan now needs an Admin API key with Full Perms (Readonly no longer works) What I would be working on Bugchecking all the features I made Attempting to delete some servers in massive quantities. Starting work on User Purge Function Do changes in README.md for the new purge function documentation. Find a good reliable Pterodactyl API Docs Website. AI Declaration No AI was used in code in the duration of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the Graphical UI of the Purge Function along with the questions it asks.
Devlog 19 Show and Tell #1 WINNER Project! 🏆 Progress Done Purge function has been completely created. I have worked on API Request Error Catching in duration of this devlog. I have integrated all the standard practices and error catching which is required, and now the program displays the error and a solution to fix it. Also, it tracks if there are any errors due to wingspan itself, and provides resolution! Great Stuff! I also started work on User Purge Function, which i’ll release in the ship after shipping Server Purge. There was a bug in the release file, which prevented auto update in windows. Fixed that. Features Added/Worked on Better API Requests to Pterodactyl Rate Limit detector and queue Error Catching and Resolution Server Purge Function Completed Started work on User Purge What new I learnt I learnt to work with industry standard error catching I learnt to make better API systems I learnt to work with queues and rate limiters I learnt to use DELETE Protocol What I would be working on Completing Documentation till here Shipping till Server Purge AI Declaration Claude was used to find out bug in release file only. No AI was used in code during the span of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the Release Page of the project, project homepage and some lovely previous votes screenshots.
ps: not an official devlog, just an update Show and Tell + Super Star This was another great show and tell, and OMG SUPER STAR! Thanks @Lazyllama ❤️ Ty guys, rly grateful!! Image shows me submitting to Show and Tell and 2nd Image showing my Super Star!
Devlog 20 Show and Tell #1 WINNER Project! (2nd Time) 🏆 Progress Done So, Wingspan now got 2 Show and Tell Awards! Yay! During span of this devlog, I have worked on the user purge feature. I gave a good read to the api documentation to work with user accounts. I started with fetching users along with their servers. Sorting them into separate lists based on ones who have servers and ones who dont. Next, presenting users with a selector menu to unselect people who they do not want to delete. I have completed till here, rest is left to finally, take confirmation 2 times and perform the action. Features Added/Worked on Logging System to User Purge & Server Purge Making User Purge Input validation for both User Purge and Server Purge What I would be working on Completing Documentation till here Shipping till Server Purge AI Declaration No AI was used in code during the span of this devlog. All places where AI was used in code, is mentioned properly in the source code. The attached image shows the new User Purge Interface.
Devlog 21 Progress Done BIG CHANGES DONE! I have added a lot of comments throughout the entire code, as some of my voters wanted that. Alongside, logging is super detailed now, along with a special debug mode, which makes it even more detailed! I also did a lot of code cleanups. There were a lot of functions which were not being used/degraded, I cleaned that. I also checked ALL the inputs of wingspan, and ensured they are being validated before use, and dont crash on incorrect input, which was a massive work. With this, i’m also working on a new feature, keyword purge. Instead of the word being in the server’s name to delete it, keyword purge checks if the word is absent, and deletes those servers only. Very useful for big community platforms to remove abandoned servers. A lot of small changes were done alongside this. Features Added/Worked on Highly Detailed Logging Logging Debug Mode for extended detail Massive code cleanups Input Validation Keyword Purge What new I learnt I learnt to work with mode advanced logging I learnt to maintain clean code I learnt to make special debug logging I learnt to handle nested functions better AI Declaration No AI was used in duration of this devlog. Places where AI was used in project, are marked in the source code. The attached video show the new keyword purge function images.
Devlog 22 Progress Done Stardance ending soon! Better hurry up! So, I have worked on the keyword purge function, it is mostly done, just bugchecking and testing it on actual dataset is left. Also, Adding logging to the new function is pending, which I would get done soon. I have also worked on input validation, so wingspan never crashes on an unexpected input. Next, i’ll be doing error handling and validation for the api_request() function, so all the pterodactyl’s responses are always handled properly. Moving towards making Wingspan a full blown professional software. Features Added/Worked on Debugging New Keyword Purge Function Extended Logging Input validation API Request response validation AI Declaration No AI was used in duration of this devlog. Places where AI was used in project, are marked in the source code. The attached photo shows me testing out the purge functions and error handling. Wingspan shows error cleanly and returns to homepage rather than crashing.
Devlog 23 Progress Done The user purge function was partly left and there were things to work on, I completed that. Alongside, I bugchecked the entire system on linux as well as python and found a lot of issues in the logic to fix. Have implemented fix for most of the issues I found. Just like I worked on input validation, i’ll need to do the same for api_request() for error catching and handling and same thing for server_selector to ensure you cant send an empty server list for processing and to handle “Q for quit” function. Wingspan is reaching final stages ⭐ Features Added/Worked on Overall Major bug fixes Completion of user purge function Input validation [Work Pending] More Bugchecking work pending AI Declaration No AI was used in duration of this devlog. Places where AI was used in project, are marked in the source code. The attached photo shows screenshots of the User Purge Function, Keyword Purge Function and related menus.
Devlog 24 Conclusion ✨ Wingspan’s development (in stardance) is coming to an end. Thankyou everyone for the extreme love and support you have offered to Wingspan. This is the last devlog, before the last ship. I have learnt lots of new things by interacting with all of you in show and tells, and seeing my votes. Thankyou HackClub Community for leading the way for wingspan. 😄 Milestones Achieved Super Star Project One of the topmost multiplier project in SD Show and Tell 2 Times Winner Github ~30+ Stars at time of writing ⭐ Stardance Blessed Project Development Flow Brainstormed & Created Wingspan Created Art for Wingspan Added system for self install dependencies Added Server Index Functionality Search Server Added Server Monitoring Functionality Server Info Added Exportlist and Importlist System Added Purge Functionality for Servers from Exports Purge Servers Added Purge Functionality for Users having empty accounts Purge Users Added Purge Functionality for Servers without Keywords Keyword Purge Added strict error monitoring and handling system Added highly detailed logging and debug logging Added validation for all kinds of input Debugging Development Complete! What I Learnt I learnt to work with logging library and different logging levels I learnt to make a formal logging system with special debug logging I learnt to read and save data into json and env I learnt to make a cool startup animation with ASCII I learnt to work with ASCII Color Codes I learnt to make args on python I learnt to work with Venv I learnt to work with Terminal Commands from python to install dependencies I learnt Graphic Design with Canva I learnt to work with Curses to make terminal UI I learnt to capture button clicks on terminal for functions I learnt to make my first usable intractable terminal UI from curses I learnt to use RestJS API system of Pterodactyl I learnt to use Requests in Python I learnt to capture data and filter/manipulate it from APIs I learnt to manage rate limits and error codes I learnt to work with massive data and make algorithms to convert to usable data I learnt to divide operations and perform load balancing for such bulk data I learnt to make really complicated nested loops I learnt to convert Json and Lists from 2D to 1D I learnt to work with CSV files I learnt how to export and import and edit csv I learnt to create binaries of python I learnt to optimize code on linux I learnt to make Auto Updaters and Version Checkers I learnt security and integrity tactics to prevent unwanted destruction I learnt to work with industry standard error catching I learnt to work with queues and rate limiters I learnt to use DELETE Protocol I learnt to maintain clean code I learnt to handle nested functions better I learnt to add images into my Readme AI Declaration wrt Overall Project It’s inevitable to use AI for a big scale project, but I have tried to avoid as much AI as I could, and have developed most of the things by hand. According to hackatime, AI use on this project is less than 3% of the total time spent on it. Places where AI was used in project, are marked properly with comments in the source code. The attached photo shows Banner of Wingspan, Wingspan Homepage, Past Votes
Ships:
Welcome to WingSpan, A project to bulk manage your self hosted hardware on pterodactyl. Easily search through servers, get detailed information, export lists based on precise filtering and more! It is made for people like me, who manage hundreds of servers daily, and need to perform bulk actions on them. Its posted on frictionless mission because it would make my life really easy as it automates a lot of my work and would save me a LOT of clicks! cant wait for you to try it out! <3
Hello! If you are new here, welcome! This is my flagship project called Wingspan, It’s used by system administrators and infrastructure managers to manage their virtual servers in bulk rather than one by one. This project works in the terminal with AMAZING Terminal UI! This is my second ship. I have worked on making the Server Purge Function, to easily delete servers in large quantities. In my previous ships, I worked on making the basics of the code and functions to index and search the database. I have received extremely positive comments for this project, and i’m really proud of making it! Do star it on github if you like this one!
Hello! WELCOME TO WINGSPAN 2 TIMES SHOW AND TELL WINNER + SUPER STAR PROJECT 🏆 If you are new here, welcome! This is my flagship project called Wingspan, It’s used by system administrators and infrastructure managers to manage their virtual servers in bulk rather than one by one. This project works in the terminal with AMAZING Terminal UI! This is my 3rd ship, I have made the User Purge and User handling functions this time. Functions have been built completely, and have moved to bugtesting stage! I have received extremely positive comments for this project, and i’m really proud of making it! Do star it on github if you like this one!
Hello Voters! This is Wingspan! An automation software for managing your physical infrastructure/homelab/datacenter running Pterodactyl. Wingspan provides you ability to take bulk actions on your pterodactyl, enabling you to manage hundreds of servers in one go. Wingspan runs as a terminal tool, and hence, works in both Windows and Linux, in both GUI and CLI versions. Wingspan is documented in great detail at Github! Achievements of Wingspan 🏆 Super Star Project One of the topmost multiplier project in SD Show and Tell 2 Times Winner Github ~30+ Stars at time of writing ⭐ SD Blessed Project AI USE Wingspan has less than 3% AI use throughout development. I am strict with using AI in my project. Wingspan is not a website! Please review properly before writing your votes! Ty!...
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1793580712.402755
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1793667112.402755
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5234
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CraftHub by @Axeno | Stardance
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Axeno
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1
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17.89
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:00:04Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CraftHub is a unified platform that makes it easy to discover and download Minecraft mods, plugins, modpacks, and more from multiple sources like Modrinth, SpigotMC, in one place.", "repo": "https://github.com/timeobvrt/CraftHub", "demo": "https://crafthub.axeno.me/"}]...
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[{"post_id": 72214, "ts": "202 [{"post_id": 72214, "ts": "2026-09-22T13:51:22Z", "hours": 5.5394, "text": "I reworked some of page components (again)"}, {"post_id": 69291, "ts": "2026-09-16T19:05:54Z", "hours": 1.3506, "text": "I reworked some of the page components to give them a more human feel, rather than an AI-generated one."}, {"post_id": 66178, "ts": "2026-09-11T20:46:49Z", "hours": 1.0422, "text": "I’ve added a new download modal to simplify downloads and list all available versions in one place"}, {"post_id": 66147, "ts": "2026-09-11T19:37:50Z", "hours": 6.1339, "text": "CraftHub now supports SpigotMC resources alongside Modrinth projects."}, {"post_id": 65113, "ts": "2026-09-10T00:51:56Z", "hours": 3.1531, "text": "I redesigned a large part of the website to give CraftHub cleaner and more consitent look. The search and project pages have been reworked, with better layouts, project cards, filter and overall navigation. The search system has been significantly improved. You can now filter projects by Minecraft version, loader and project type, as well as sort results by relevance, downloads, publish date, … I aso added pagination and improved support for projects that have multiple types such as projects available as both a mod and a plugin. The integration with the Modrinth API v3 has also been improved to better handle project data and filtering."}, {"post_id": 64873, "ts": "2026-09-09T15:56:17Z", "hours": 0.305, "text": "I set up the project using Laravel, Blade and Tailwind CSS, create the first version of homepage and started integrating the Modrinth API for project search."}]...
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Title: CraftHub by @Axeno | Stardance
Devlogs:
I Title: CraftHub by @Axeno | Stardance
Devlogs:
I set up the project using Laravel, Blade and Tailwind CSS, create the first version of homepage and started integrating the Modrinth API for project search.
I redesigned a large part of the website to give CraftHub cleaner and more consitent look. The search and project pages have been reworked, with better layouts, project cards, filter and overall navigation. The search system has been significantly improved. You can now filter projects by Minecraft version, loader and project type, as well as sort results by relevance, downloads, publish date, … I aso added pagination and improved support for projects that have multiple types such as projects available as both a mod and a plugin. The integration with the Modrinth API v3 has also been improved to better handle project data and filtering.
CraftHub now supports SpigotMC resources alongside Modrinth projects.
I’ve added a new download modal to simplify downloads and list all available versions in one place
I reworked some of the page components to give them a more human feel, rather than an AI-generated one.
I reworked some of page components (again)
Ships:
CraftHub is a unified platform that makes it easy to discover and download Minecraft mods, plugins, modpacks, and more from multiple sources like Modrinth, SpigotMC, in one place....
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1793580711.154164
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1793667111.154164
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56954
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Times by @Vishy | Stardance
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Vishy
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1
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7.0
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11
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:34:29Z", "hours": 7.0, "multiplier": 1.52, "payout": 11, "blessing": "neutral", "text": "Hello everyone I made a wordle and am hoping to make a whole series of NYT games, overall they require premium, and if I make a simpler and free version I think it will be very good. Currently I have made Wordle otherwise known as my version Fishle anyways go try it out, I am also in the process of making the tile game, but a little simpler less tiles and free. But lets talk about Fishle, in Fishle you have unlimited games and it has 5 thousand words to choose from, so that should keep you very occupied. Anyways I hope you guys have fun playing, so I ALSO MIGRATED FROM A DIFFERENT EVENT, that is why I have 7 hours and one devlog, but I am also glad stardance is extended, thank you so much guys enjoy!", "repo": "https://github.com/justvishy12/Fishy-Times", "demo": "https://justvishy12.github.io/Fishy-Times/"}]...
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[{"post_id": 73980, "ts": "202 [{"post_id": 73980, "ts": "2026-09-26T13:30:39Z", "hours": 6.9356, "text": "Finish Wordle Game I know this is my only devlog, but I am migrating from a different event . Hello everyone we are back to stardance, I thought it was done but nope, now I have time to do at least 30 hours. So I am scrapping this project but I will ship because this is like my first actual thing I made that users can do online, and it uses godot, so without further to do lets get into it. Game Making So we used alot of randi and button presses, randi for choosing the words and button for the keyboard. Also I have a 5 thousand word list of 5 letter english words, and some are simple others are not, so this should be very fun. Anyways I have tyles and I have a white text ontop of them, so each tile has a text box on it, and whenever u press or delete in the code it changes the variable number on where u are. And I use the characters check if it is in the choosen word or not and modulate it. This overall was very hard and took some time (not logged). I also spent a lot of time on figma creating the assets."}]...
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Title: Times by @Vishy | Stardance
Devlogs:
Finis Title: Times by @Vishy | Stardance
Devlogs:
Finish Wordle Game I know this is my only devlog, but I am migrating from a different event . Hello everyone we are back to stardance, I thought it was done but nope, now I have time to do at least 30 hours. So I am scrapping this project but I will ship because this is like my first actual thing I made that users can do online, and it uses godot, so without further to do lets get into it. Game Making So we used alot of randi and button presses, randi for choosing the words and button for the keyboard. Also I have a 5 thousand word list of 5 letter english words, and some are simple others are not, so this should be very fun. Anyways I have tyles and I have a white text ontop of them, so each tile has a text box on it, and whenever u press or delete in the code it changes the variable number on where u are. And I use the characters check if it is in the choosen word or not and modulate it. This overall was very hard and took some time (not logged). I also spent a lot of time on figma creating the assets.
Ships:
Hello everyone I made a wordle and am hoping to make a whole series of NYT games, overall they require premium, and if I make a simpler and free version I think it will be very good. Currently I have made Wordle otherwise known as my version Fishle anyways go try it out, I am also in the process of making the tile game, but a little simpler less tiles and free. But lets talk about Fishle, in Fishle you have unlimited games and it has 5 thousand words to choose from, so that should keep you very occupied. Anyways I hope you guys have fun playing, so I ALSO MIGRATED FROM A DIFFERENT EVENT, that is why I have 7 hours and one devlog, but I am also glad stardance is extended, thank you so much guys enjoy!...
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1793580708.3618171
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1793667108.3618171
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37553
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Privacy Policy Checker by @Christie | Stardance
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Christie
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1
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13.0
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154
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T06:49:12Z", "hours": 13.0, "multiplier": 12.15, "payout": 154, "blessing": "neutral", "text": "This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>", "repo": "https://github.com/Christie125/Policy_checker", "demo": "https://policychecker.christie.hackclub.app/"}]...
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[{"post_id": 78669, "ts": "202 [{"post_id": 78669, "ts": "2026-10-11T07:39:05Z", "hours": 3.7278, "text": "Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!"}, {"post_id": 73342, "ts": "2026-09-24T22:47:46Z", "hours": 4.7181, "text": "I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!"}, {"post_id": 57049, "ts": "2026-08-29T03:50:03Z", "hours": 2.5925, "text": "I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!"}, {"post_id": 44317, "ts": "2026-08-10T00:07:56Z", "hours": 0.4703, "text": "Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)"}, {"post_id": 36256, "ts": "2026-07-28T07:43:25Z", "hours": 0.8153, "text": "Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions)."}, {"post_id": 33742, "ts": "2026-07-23T21:57:44Z", "hours": 0.3575, "text": "I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later."}]...
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Title: Privacy Policy Checker by @Christie | Stard Title: Privacy Policy Checker by @Christie | Stardance
Devlogs:
I focused on building the first stage of the web app by coding the first way discover legal document links – scanning page footers using Requests and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. I also began implementing a second discovery method using robots.txt, which can now be loaded. This didn’t take me 19 minutes – over 2 hours, in fact – but I only discovered Stardance later.
Adding Scraping Robots.txt Functionality To get a more comprehensive link check, I made it so that my link searcher also scraped robots.txt of a domain, where more potential links may be lurking (hehehe). This is important because it will help me find more terms to scan, making my tool better! This was done in a similar process to the scraping footers function. However, I used response/request to get the robots.txt file instead of scanning as page with BeautifulSoup. Just as before, I scanned the links and checked for duplicates before adding to the main array. Yay! Below, you can see it in action (I combined the two functions).
Added scanning of robots.txt and sitemap.xml CHECKPOINTTT I finished building the first stage of the web app by coding the second and third ways way discover legal document links – scanning robots.txt and sitemap.xml using Requests, Python and BeautifulSoup, and filtering them against a list of keywords such as “privacy”, “terms”, and “cookies” and removing duplicates. Now I have three ways of finding links, and can move onto actually reading what’s inside them! Yay :)
I added a bunch of stuff to my app! To explain simply: -> I scrape the content off all the links using Beautiful Soup -> I push this content into AI to be summarised using Hack Club’s AI API -> Summarised terms and conditions are returned! This means I can work on my frontend now yayyyy!!!
I finished the logic for my app, putting together all the previous functions with Flask to make a functioning web app. Now all I have to do is add CSS!
Sorry about the bullet points, short on time.py Made SECRET_KEY mandatory: app now raises RuntimeError at startup if it’s missing, instead of silently running with None Added rate limiting via Flask-Limiter, returns a friendly 429 message when exceeded, added Flask_Limiter to requirements Wrapped the AI content-processing call in a try/except so a failure there shows an error message instead of crashing the request -Turned off debug mode for production added a “Back” button Fixed HTML typos Added a little bit of CSS! Deployed with Nest!!!! Yayyy I’m done!!
Ships:
This is a simple policy checker that allows you to enter a URL and check its policies. As a security-conscious person, I always found myself really frustrated that the 10000 legal policies every company has are impossible to a) find and b) parse, because they’re written in legalese. I built this tool to help me to find and check the policies of websites we use in normal English, using AI to summarize and explain them. I learnt how to use Python to scrape websites! It was super interesting to see how you can automate something that would otherwise involve a lot of manual searching and copying. One thing I found particularly interesting was considering the ethical side of things. Just because information is publicly accessible doesn’t necessarily mean it’s okay to collect and use it however you want, but also scraping a page is basically the same thing as visiting it, so I don’t really know what my opinion is here. After spending a long time working mostly with JavaScript, it was also nice to return to Python and refresh my memory! That doesn’t mean it was easy though – debugging my code was sometimes super difficult as I had lots of moving parts :) Getting to call AI models through an API was also pretty cool! It was interesting to see how you can integrate AI into your own code and build tools around it, rather than just interacting with AI through a chat interface. And finally, a huge thank you to Hack Club for providing free AI access and making it possible to experiment with these tools! It’s awesome to have the opportunity to learn, build, and explore new ideas without worrying about API costs. Also thanks to Claude for helping me deploy my project! ALSO ALSO IF YOU’RE READING THIS, THANK YOU SOO MUCH!! I REALLY WANT A RETRO COMPUTER MAGAZINE SO PLEASSEEE BE NICE TO ME :»>...
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1793580707.1680179
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1793667107.1680179
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56905
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OrbitTrace by @Jhenil | Stardance
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Jhenil
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1
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17.0
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328
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T00:35:53Z", "hours": 17.0, "multiplier": 19.06, "payout": 328, "blessing": "neutral", "text": "What Is It? I have made a 3D Earth Satellite Tracker. If you can explore and get live information about the satellites. It uses an API link which gives the code the data which it needs to go through a custom made equation and does calculations to update the satellite’s location accurately and create a projected path for it. The globe is custom made with THREE.js and Vite. Features 3D Earth Real Satellite Positions using Satellite.js Search Feature Select Satellites Camera zoom Predicted and completed orbital path Ground Track Satellite Position Replay Information Panel Loading Screen Unique Features The ground track feature is I think the best one because we all know that satellite’s orbit around Earth in circles but it looks different when you see it relative to the Earth. The satellites have weird wavy or boxy type paths if seen on the Earth’s surface. Another great feature is replay which can give you replay for the last 90 minutes. It will not be a full 90 minutes, it increments by 1 minute which makes the process of replay faster and you don’t have to sit there for 90 minutes or for the amount of time you have selected. Goal I have mentioned this a lot but I am really close to my goal for an A1 Mini 3D Printer. If you guys leave me great reviews about the project then I will be set for my goal. Thank you in advance to any one who has supported me or has rated my project.", "repo": "https://github.com/JP-code33/OrbitTrace", "demo": "https://orbit-trace-three.vercel.app/"}]...
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[{"post_id": 65662, "ts": "202 [{"post_id": 65662, "ts": "2026-09-10T23:17:45Z", "hours": 0.6525, "text": "Devlog - 8 I have never been this frustrated to deploy a website. When I went to deploy the website, it kept giving me errors and errors. The main fault was that Vite 8 used a rolldown to bundle dependencies. It couldn’t bundle my satellite.js as it used js and WASM. Then I tried many times to make the code forcefully use the JS version but it just didn’t work. Then I searched up and saw that Vite 8 causes this and if I downgrade to Vite 7 then it will work then I did that and finally the deployment was turned from errors to success message and now the site is finally live. I will be shipping this project soon. Thank you for the support once again!"}, {"post_id": 65594, "ts": "2026-09-10T20:41:14Z", "hours": 2.5822, "text": "Devlog - 7 I am happy to announce that OrbitTrace is complete . My own 3D satellite tracker is complete. For the last 2 hours I have focused on features which are Ground Track & Replay . Let’s start with Ground Track. The satellite on the model let’s us know that where the satellite is and the projected paths are just circles you may say. But Ground Track let’s you know the satellite is traveling relative to Earth. Like it travels in weird patterns around the Earth. The replay as you may guess is the where you can time travel. You can go behind in time for about 90 minutes to see where the satellite was. It increments per minute so it doesn’t take full 90 minutes to replay. Thank you for all the support. Goal As I have mentioned earlier this is my last project before and my last hope for A1 Mini 3D printer as it is getting hard to manage school and coding at the same time but I will try my best to work on more projects. I need around 200 more stardust and I think this project has the potential to achieve that. Thank everyone once again!"}, {"post_id": 64482, "ts": "2026-09-08T22:12:17Z", "hours": 2.9764, "text": "Devlog - 6 Ok guys, I think this was the hardest part of the project till now. I was trying to get the day/night version so it replicates the real earth. I this whole time figuring it out. Firstly I start up with math to actually figure out like astronomical values for the shader and to figure out where the Sun will be at what point of time but it didn’t work out but then I went to online libraries which let’s say also didn’t work as I could understand how to use it properly. I made so many changes through out this almost three hours but at the end I made a version where it sees users local time and adjusts the earth whether it will be day time or night time. Thank you and stay tuned!"}, {"post_id": 63632, "ts": "2026-09-07T15:39:56Z", "hours": 2.2867, "text": "Devlog - 5 Finally Finally . I have overcome the problem of syncing the latitude and longitude of the Earth and the satellites. So the main problem was, I used a tutorial to build the earth in 3D so what happened the Earth’s longitude at zero was -90 so because of that the calculations were being correct but the marker was being placed at a wrong latitude. Before I didn’t knew about that so I tried changing the math but that was correct and then when I figured out that is was at a wrong longitude, it was a simple fix as I just added +90 . Then I encountered another problem which was after a search the zoom controls and the drag controls for the earth became sketchy . That was because I was using a normal zoom function before but for zooming in on a satellite after the search it switched to x, y, z coordinate system and after just for normal zoom it tried to switch back to normal but couldn’t and that is why it became sketchy but I fixed that as well. Then I started to add features in. I have added satellite’s porjected path and completed path in now. You can see that in the video below. This was just like debugging. Thank you and stay tuned!"}, {"post_id": 63061, "ts": "2026-09-06T17:28:16Z", "hours": 2.4639, "text": "Devlog - 4 Right now it is being a bit too much of a trial and error debugging for me. I did manage to get all the satellites being added on the earth textured globe. There are around 16,000 satellites. I have separate code which asks the API for the data and then that data gets parsed and then it converts it to TLE and which is then used in the main code to make those markers. Then I added search feature and while making that search feature I noticed that still the syncing of the latitude & longitude of the textured earth and the satellites is still a big problem. I can’t get it too sync with each other . I will be continuing to debug and lets see what happens. Thank you & stay tuned!"}, {"post_id": 62319, "ts": "2026-09-05T17:00:25Z", "hours": 2.4547, "text": "Devlog - 3 In 2 hours I have worked on quite a few different things. Starting it off with a problem mentioned in the last devlog which was having the latitude and longitude of satellites matching that with the earth’s lat and lon. I have fixed that problem and it was quite a silly one because It the API which had me blocked for a temporary basis because I have requested a lot in a few amount of time. So, it was just no responding to the request and that is why the satellites where not appearing and stayed in the middle. Second I added a sliding panel for the satellite information in which I encountered a problem where I was using Raycaster and it detected every click rather than a specific satellite click so then I again did like trial and error process and got it to work at the end. Also created a new data folder so that the data for satellites stays separated from the main code. Next up I will be loading more of the satellites into the project. Thank you and stay tuned."}, {"post_id": 61758, "ts": "2026-09-04T20:18:27Z", "hours": 2.3228, "text": "Devlog - 2 Ok guys I have spent the time mostly getting the API working and gathering the TLE data which just means two line element data. I am currently getting data from CelesTrak and it is going quite good. I have also gotten the marker for the ISS on the globe. The part I am struggling with currently is the fact to sync the coordinates of the satellite with the earth and with the mouse movement. Currently I am trying many different things out like stopping the earth rotation and changing the camera location rather than the actual earth, just like trial and error. I have still not found a way to get this thing to work but I am continuing the trial and error process and will update about it in the next devlog. Thank you and stay tuned! Plus sorry for late devlog as I can’t really focus on coding much as the school has started and all."}, {"post_id": 59851, "ts": "2026-09-01T20:32:28Z", "hours": 1.4969, "text": "Devlog - 1 Thank you so for the support for SkyTrace . That project got great votes and helped me get closer to my goal for an A1 Mini 3D Printer . After seeing the success of SkyTrace, I have decided to make OrbitTrace. SkyTrace = Aviation enthusiast whereas OrbitTrace = Space enthusiast . Progress For the progress I worked on making a globe, make it rotate, follow the direction of the and I have added stars. This process for me was fairly quick because I have previously made a globe for 3d flight tracking but let just say it didn’t go well. But I am back to making globes. Currently, I have planned to make it a satellite tracker but as usual it is not going to be that simple. I am going to add more unique features to as I did to SkyTrace. It might take me longer to post devlogs because now I have to manage studies and coding which is getting a bit harder, but I will ship this project. Thank you & stay tuned!"}]...
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Title: OrbitTrace by @Jhenil | Stardance
Devlogs: Title: OrbitTrace by @Jhenil | Stardance
Devlogs:
Devlog - 1 Thank you so for the support for SkyTrace . That project got great votes and helped me get closer to my goal for an A1 Mini 3D Printer . After seeing the success of SkyTrace, I have decided to make OrbitTrace. SkyTrace = Aviation enthusiast whereas OrbitTrace = Space enthusiast . Progress For the progress I worked on making a globe, make it rotate, follow the direction of the and I have added stars. This process for me was fairly quick because I have previously made a globe for 3d flight tracking but let just say it didn’t go well. But I am back to making globes. Currently, I have planned to make it a satellite tracker but as usual it is not going to be that simple. I am going to add more unique features to as I did to SkyTrace. It might take me longer to post devlogs because now I have to manage studies and coding which is getting a bit harder, but I will ship this project. Thank you & stay tuned!
Devlog - 2 Ok guys I have spent the time mostly getting the API working and gathering the TLE data which just means two line element data. I am currently getting data from CelesTrak and it is going quite good. I have also gotten the marker for the ISS on the globe. The part I am struggling with currently is the fact to sync the coordinates of the satellite with the earth and with the mouse movement. Currently I am trying many different things out like stopping the earth rotation and changing the camera location rather than the actual earth, just like trial and error. I have still not found a way to get this thing to work but I am continuing the trial and error process and will update about it in the next devlog. Thank you and stay tuned! Plus sorry for late devlog as I can’t really focus on coding much as the school has started and all.
Devlog - 3 In 2 hours I have worked on quite a few different things. Starting it off with a problem mentioned in the last devlog which was having the latitude and longitude of satellites matching that with the earth’s lat and lon. I have fixed that problem and it was quite a silly one because It the API which had me blocked for a temporary basis because I have requested a lot in a few amount of time. So, it was just no responding to the request and that is why the satellites where not appearing and stayed in the middle. Second I added a sliding panel for the satellite information in which I encountered a problem where I was using Raycaster and it detected every click rather than a specific satellite click so then I again did like trial and error process and got it to work at the end. Also created a new data folder so that the data for satellites stays separated from the main code. Next up I will be loading more of the satellites into the project. Thank you and stay tuned.
Devlog - 4 Right now it is being a bit too much of a trial and error debugging for me. I did manage to get all the satellites being added on the earth textured globe. There are around 16,000 satellites. I have separate code which asks the API for the data and then that data gets parsed and then it converts it to TLE and which is then used in the main code to make those markers. Then I added search feature and while making that search feature I noticed that still the syncing of the latitude & longitude of the textured earth and the satellites is still a big problem. I can’t get it too sync with each other . I will be continuing to debug and lets see what happens. Thank you & stay tuned!
Devlog - 5 Finally Finally . I have overcome the problem of syncing the latitude and longitude of the Earth and the satellites. So the main problem was, I used a tutorial to build the earth in 3D so what happened the Earth’s longitude at zero was -90 so because of that the calculations were being correct but the marker was being placed at a wrong latitude. Before I didn’t knew about that so I tried changing the math but that was correct and then when I figured out that is was at a wrong longitude, it was a simple fix as I just added +90 . Then I encountered another problem which was after a search the zoom controls and the drag controls for the earth became sketchy . That was because I was using a normal zoom function before but for zooming in on a satellite after the search it switched to x, y, z coordinate system and after just for normal zoom it tried to switch back to normal but couldn’t and that is why it became sketchy but I fixed that as well. Then I started to add features in. I have added satellite’s porjected path and completed path in now. You can see that in the video below. This was just like debugging. Thank you and stay tuned!
Devlog - 6 Ok guys, I think this was the hardest part of the project till now. I was trying to get the day/night version so it replicates the real earth. I this whole time figuring it out. Firstly I start up with math to actually figure out like astronomical values for the shader and to figure out where the Sun will be at what point of time but it didn’t work out but then I went to online libraries which let’s say also didn’t work as I could understand how to use it properly. I made so many changes through out this almost three hours but at the end I made a version where it sees users local time and adjusts the earth whether it will be day time or night time. Thank you and stay tuned!
Devlog - 7 I am happy to announce that OrbitTrace is complete . My own 3D satellite tracker is complete. For the last 2 hours I have focused on features which are Ground Track & Replay . Let’s start with Ground Track. The satellite on the model let’s us know that where the satellite is and the projected paths are just circles you may say. But Ground Track let’s you know the satellite is traveling relative to Earth. Like it travels in weird patterns around the Earth. The replay as you may guess is the where you can time travel. You can go behind in time for about 90 minutes to see where the satellite was. It increments per minute so it doesn’t take full 90 minutes to replay. Thank you for all the support. Goal As I have mentioned earlier this is my last project before and my last hope for A1 Mini 3D printer as it is getting hard to manage school and coding at the same time but I will try my best to work on more projects. I need around 200 more stardust and I think this project has the potential to achieve that. Thank everyone once again!
Devlog - 8 I have never been this frustrated to deploy a website. When I went to deploy the website, it kept giving me errors and errors. The main fault was that Vite 8 used a rolldown to bundle dependencies. It couldn’t bundle my satellite.js as it used js and WASM. Then I tried many times to make the code forcefully use the JS version but it just didn’t work. Then I searched up and saw that Vite 8 causes this and if I downgrade to Vite 7 then it will work then I did that and finally the deployment was turned from errors to success message and now the site is finally live. I will be shipping this project soon. Thank you for the support once again!
Ships:
What Is It? I have made a 3D Earth Satellite Tracker. If you can explore and get live information about the satellites. It uses an API link which gives the code the data which it needs to go through a custom made equation and does calculations to update the satellite’s location accurately and create a projected path for it. The globe is custom made with THREE.js and Vite. Features 3D Earth Real Satellite Positions using Satellite.js Search Feature Select Satellites Camera zoom Predicted and completed orbital path Ground Track Satellite Position Replay Information Panel Loading Screen Unique Features The ground track feature is I think the best one because we all know that satellite’s orbit around Earth in circles but it looks different when you see it relative to the Earth. The satellites have weird wavy or boxy type paths if seen on the Earth’s surface. Another great feature is replay which can give you replay for the last 90 minutes. It will not be a full 90 minutes, it increments by 1 minute which makes the process of replay faster and you don’t have to sit there for 90 minutes or for the amount of time you have selected. Goal I have mentioned this a lot but I am really close to my goal for an A1 Mini 3D Printer. If you guys leave me great reviews about the project then I will be set for my goal. Thank you in advance to any one who has supported me or has rated my project....
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1793580705.9667335
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1793667105.9667335
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14535
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Issued YSWS by @Acidicts | Stardance
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Acidicts
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2
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92.0
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1431
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-28T16:15:34Z", "hours": 3.0, "multiplier": 18.73, "payout": 48, "blessing": "neutral", "text": "Mostly did Admin and stuff for behind the scenes to make fufillment a easier experience for it. Created batches which will be used for fulfilment in sessions as it would give me better ideas of which orders have been pending for longer and prevents me sitting doing 50 orders, non-stop.", "repo": "https://github.com/Acidicts/Issued", "demo": "https://issued.bing-bong.uk"}, {"ship_num": 2, "ts": "2026-10-01T17:03:11Z", "hours": 89.0, "multiplier": 15.53, "payout": 1383, "blessing": "neutral", "text": "Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)", "repo": "https://github.com/Acidicts/Issued", "demo": "https://issued.bing-bong.uk"}]...
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[{"post_id": 78879, "ts": "202 [{"post_id": 78879, "ts": "2026-10-11T21:05:08Z", "hours": 2.5772, "text": "I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates."}, {"post_id": 75924, "ts": "2026-10-01T16:48:57Z", "hours": 0.6297, "text": "Deploying on coolify and fixing bugs with that + encrypting current db"}, {"post_id": 75729, "ts": "2026-09-30T21:34:41Z", "hours": 1.0775, "text": "Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff )."}, {"post_id": 75254, "ts": "2026-09-29T16:08:17Z", "hours": 3.9967, "text": "## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db )."}, {"post_id": 74657, "ts": "2026-09-27T21:33:33Z", "hours": 2.8042, "text": "Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 ."}, {"post_id": 74176, "ts": "2026-09-26T21:01:23Z", "hours": 9.8606, "text": "Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c )."}, {"post_id": 71158, "ts": "2026-09-20T11:24:58Z", "hours": 2.1222, "text": "Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling."}, {"post_id": 70827, "ts": "2026-09-19T20:44:04Z", "hours": 7.9789, "text": "Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons."}, {"post_id": 65654, "ts": "2026-09-10T22:45:01Z", "hours": 4.65, "text": "Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 ."}, {"post_id": 63555, "ts": "2026-09-07T13:59:01Z", "hours": 4.54, "text": "Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit"}, {"post_id": 62972, "ts": "2026-09-06T15:23:56Z", "hours": 7.4994, "text": "Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow"}, {"post_id": 61811, "ts": "2026-09-04T21:55:13Z", "hours": 3.1611, "text": "Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd ))."}, {"post_id": 60507, "ts": "2026-09-02T21:52:42Z", "hours": 5.5383, "text": "I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)"}, {"post_id": 59213, "ts": "2026-08-31T21:41:46Z", "hours": 2.8433, "text": "Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview."}, {"post_id": 58236, "ts": "2026-08-30T16:26:21Z", "hours": 8.9714, "text": "Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one"}, {"post_id": 53048, "ts": "2026-08-23T13:14:54Z", "hours": 4.1422, "text": "Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups"}, {"post_id": 50653, "ts": "2026-08-19T22:27:11Z", "hours": 3.3331, "text": "Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview."}, {"post_id": 37237, "ts": "2026-07-29T19:53:07Z", "hours": 0.3972, "text": "Improved the New Order Page to be neater, and better themed along the colour scheme"}, {"post_id": 37220, "ts": "2026-07-29T19:25:45Z", "hours": 1.2728, "text": "Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes."}, {"post_id": 35739, "ts": "2026-07-27T11:35:58Z", "hours": 1.3936, "text": "Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs"}, {"post_id": 35463, "ts": "2026-07-26T22:10:06Z", "hours": 1.1911, "text": "Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion."}, {"post_id": 34704, "ts": "2026-07-25T17:05:22Z", "hours": 1.6431, "text": "Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems."}, {"post_id": 32945, "ts": "2026-07-22T13:01:39Z", "hours": 1.1947, "text": "Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability."}, {"post_id": 32314, "ts": "2026-07-21T12:27:35Z", "hours": 0.3503, "text": "Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance."}, {"post_id": 32039, "ts": "2026-07-20T22:30:02Z", "hours": 1.2369, "text": "Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files."}, {"post_id": 30900, "ts": "2026-07-18T21:33:53Z", "hours": 0.9747, "text": "feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table"}, {"post_id": 26210, "ts": "2026-07-10T21:30:31Z", "hours": 0.6197, "text": "Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects."}, {"post_id": 20347, "ts": "2026-07-01T22:27:04Z", "hours": 0.7008, "text": "fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page"}, {"post_id": 19576, "ts": "2026-06-30T22:24:00Z", "hours": 1.3847, "text": "Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme"}, {"post_id": 13382, "ts": "2026-06-21T22:29:32Z", "hours": 0.6847, "text": "Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)"}, {"post_id": 12184, "ts": "2026-06-19T21:59:46Z", "hours": 2.8486, "text": "Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies"}]...
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Title: Issued YSWS by @Acidicts | Stardance
Devlo Title: Issued YSWS by @Acidicts | Stardance
Devlogs:
Summary Major update: background removal, UI improvements, model fixes, and CI stability. Changes Added RemoveBackgroundJob with rembg CLI for automatic background removal Created Image and DesignEditSession models; updated schema comments Added brand.css and regulated form partial for new/edit designs Added dark mode support and image preview scaling Enabled PostgreSQL extensions; switched dev DB to SQLite Removed stale migrations (verified, trust columns from users) Cleaned up model validations and associations Fixed CI test suite with updated fixtures Removed node_modules from git; added to .gitignore Removed unused editor and dashboard views Updated Gemfile/Gemfile.lock dependencies
Add design image gallery with viewer page- Add image route, controller action, and full-size viewer template Add gallery grid on show page with hover overlays and timestamps Fix partial render syntax (collection with as: :image)
Used claude to brainstorm colour schemes and layouts. Created this new dashboard design and transitioned the rest of the site to follow the colour scheme
fix(auth): update product params to include thread_cost instead of cost_gbp - replace deprecated cost_gbp parameter with thread_cost in product creation/update - adjust database migration to add thread_cost column to products table, added shop, added notification page
Key Milestones & Features The project has made solid strides in building out core admin functionality and refining user interactions: Admin Controller Tests : Comprehensive tests for the dashboard, orders, and products controllers were added, ensuring reliability and laying groundwork for future expansions. Form Submission Control : A disable button feature was implemented in the design-form component to prevent multiple submissions, improving UX and reducing backend load. Dashboard Updates : The dashboard_controller.rb received updates (specifics pending documentation), likely enhancing core admin workflows. Current Status The admin interface is shaping up with test-covered controllers and polished frontend interactions. Testing prioritization suggests a focus on stability, while form improvements reflect attention to user-centric details. The project appears in an active development phase, with July 2026 commits indicating recent momentum. Things Learnt Test-Driven Practices : Adding controller tests early highlights the team’s emphasis on maintainable, scalable code. Form UX Nuances : Disabling submission buttons during processing is a small but impactful tweak to prevent errors and improve responsiveness. Documentation Gaps : The vague “Update dashboard_controller.rb” commit underscores the importance of descriptive commit messages for clarity in collaborative projects.
feat(database): migrate from SQLite to PostgreSQL and switch to Redis infrastructure- replace sqlite3 with PostgreSQL database adapter in Gemfile and config configure Redis for caching, Action Cable, and Active Job instead of Solid adapters add guide attribute to User model for onboarding flow control implement user existence validation in ApplicationController refactor CSS architecture by moving stylesheets to components directory create shared designs.css stylesheet for design pages with responsive styling update todo partial to check guide flag before displaying onboarding prompts add migration for guide column on users table
Update README, moved CSS files, fixed issues between pages (styling)Include planning file entry, revise README wording, and remove dashboard and notifications stylesheet files.
Add CurrencyConvertible include and cost conversion helpersInclude CurrencyConvertible in ApplicationHelper and Product, add cost_usd and cost_gbp methods, remove obsolete gbp_to_usd, usd_per_gbp and fetch_usd_conversion_rates, rename cost column comment, and adjust product inheritance.
Replace admin view inline styles with stylesheet_link_tag importsRemoved large embedded CSS from multiple admin templates and switched to external stylesheet links for consistency and maintainability.
Project Summary: Admin & Infrastructure Progress Key Milestones & Features Built 🛠️ Admin Product Management UI : Added a full admin interface for product management, including preview capabilities, environment variable integration, and updated order flow logic. This enables admins to efficiently manage product listings and track orders. 🆓 Privacy Enhancements : Implemented a “hide PII” controller to anonymize user data in the UI, ensuring sensitive information is protected in user-facing tables. 🧪 Product Cost Handling : Validated GBP pricing logic for products, ensuring accurate cost handling in the British Pounds currency. 🛠️ CI/CD & Dependency Updates : Configured PostgreSQL in CI pipelines, updated database URLs, and bumped Ruby gem versions to ensure a stable, up-to-date environment. 🎨 Styling Cleanup : Replaced inline styles in admin views with stylesheet_link_tag imports, improving maintainability and separation of concerns. Current Status The project now has a functional admin dashboard for product and order management, with privacy features baked into user data displays. Infrastructure is PostgreSQL-ready in CI, and styling practices align with modern Rails conventions. Core e-commerce logic (pricing, currency) is under testing, with environment variables streamlining configuration. Lessons Learned Privacy by Design : Integrating PII protection early simplifies compliance and reduces technical debt. Infrastructure as Code : Automating PostgreSQL setup in CI saves manual effort and reduces environment inconsistencies. Maintainable Styles : Moving to external stylesheets improves collaboration and long-term code hygiene. Order Page Started Created a functional order page Currency Handling : Explicit GBP validation highlights the need for clear financial logic in order systems.
Dropdown Styling & Component Replacement The design form’s dropdown interface was overhauled to improve visual consistency and user experience. A native <select> element was replaced with a custom-styled solution using 3ab7405 , allowing for greater flexibility in aligning with the project’s aesthetic goals. This change ensures smoother integration with the overall theme and avoids browser-specific styling quirks. CSS Refactoring & Theme Variables Design form styling was fully refactored in 928b7b0 , introducing global theme variables to streamline color, spacing, and typography management. This move simplifies future theme adjustments and promotes code reuse. Model defaults were also standardized to reduce redundancy in form initialization logic, making the codebase more maintainable. Admin Test Redirects In 2af0071 , the admin test workflow was updated to automatically redirect to the products list URL after test submissions. This improves user navigation by providing immediate feedback and next steps, ensuring a cohesive backend experience. Current Status The frontend is now more thematically consistent, with design forms serving as a primary focus area. Admin workflows are being optimized for clarity and efficiency, though backend test processing logic remains pending integration. The codebase is gradually adopting a modular structure, particularly for UI components and configuration. Things Learnt Custom dropdowns using CSS and JavaScript offer better cross-browser compatibility than styling native <select> elements. Theme variables significantly reduce the effort required for UI adjustments, especially as the project scales. Redirects in admin flows should be designed with user context in mind to avoid confusion.
Add brand colors, badge styles, and redesign pagesAdd brand color variables, badge styles, and a full redesign of design pages with responsive layouts, fixed redirect stuff, optimised by using one erb engine call for designs
Rename admin-product to products and refactor CSS, controller, and views. Updated class names and CSS variables, added .no-product-grid and .dashed-break styles. Simplified image loading logic in the product preview controller, and replaced large inline layout styles with external stylesheet includes.
Improved the New Order Page to be neater, and better themed along the colour scheme
Created Printful API Integration and improved order screen to allow better customisations Add Printful import endpoint and order preview UI improvementsImplemented Printful product import, added order preview generation, UI styles, and controller changes for drag‑resize‑rotate preview.
Added Variants for size and colors with stock for each printful region facility. Stimulus target which groups the variants by colour and deletes empty groups
Print area management UI & backend ( a42a00d ): Built a full stack for managing print areas (think “where the design goes” on a shirt front or back). This includes models to store print area dimensions, controllers to handle CRUD ops, and RESTful routes to tie it all together. The frontend now lets users drag/drop to define print zones with responsive positioning ( position: absolute + transform: scale to handle dynamic sizing). Edge case: Products with multiple print areas (e.g., front + back) now render distinct configurations without clobbering state. Printful service & stock syncing ( 7b5d817 ): Added printful_id to product models to map Issued products to Printful’s inventory. UI updates to display Printful sync status (green checkmarks for success, red alerts for failures). Technical tangents The print area system was a slow make. For example: To ensure designs stay within printable bounds, I had to calculate dynamic margins based on product type (e.g., a hoodie’s print area ≠ a mug’s). This involved hacking some trigonometry into the frontend to snap selections to “safe zones.” On the backend, I’m using ActiveRecord callbacks to validate print area dimensions against product specs. If a user tries to set a print area wider than the product allows It raises a PrintAreaOutOfBounds error Future features The actual ship flow and being able to edit multiple print areas instead of just the one
Since the last update, I’ve focused on enhancing the order preview system to support complex design workflows and improving image navigation for multi-image configurations. Recent changes Added multi-image preview navigation with left/right arrow buttons and an index display (e.g., “Image 2 of 5”) to streamline design review workflows ( b269fe5 ). This change directly addresses the need to review multiple design iterations in a single view without page reloads. Refactored the order preview component to support multiple print areas with independently configurable design images. This involved restructuring the preview logic to handle dynamic print area definitions while maintaining consistent state across design selections ( 0545118 ). The refactor enables customers to visualize different designs on separate print areas (e.g., front/back/ sleeves) within the same order preview.
I’ve focused on refining the shop page styling, header positioning, and cost handling logic ( d10a9c51 ). The recent batch of work involved schema adjustments for a product enabled flag, adding support for cost and thread costs ( 82f9f2d1 ), applying a schema fix ( 3f8bcb8a ), fixing CI pipeline issues ( 71e98a ), and pushing updates to production ( ca19da29 ). Recent changes Added an image variants system and updated views to utilize thumb and display variants specifically ( a2e4eb28 ). Implemented cost handling updates, including a specific support for thread costs alongside general product cost tracking ( 82f9f2d1 ). Added an auto annotaterb script executed within the Rails migration process ( 7d07d278 ). Applied schema fixes to ensure data integrity during the recent updates ( 3f8bcb8a ). Updated the RSVP page styles and refreshed the thanks template ( 217945eb ). Refined header positioning and shop page styling across the frontend ( d10a9c51 ). Added a product enabled flag to control product visibility and state in the system ( 82f9f2d1 ). Whats next: Umm, so whats next I think would be adding balance_events so you can trace changes in balances(spending/earning)
Recent changes Added support for balance events and thread adjustments to improve financial tracking accuracy. This also included an update to the notification rendering system to safely handle these new data types without breaking existing templates (commit: ( faed39b57619 )). Fixed the positioning of the design box within the product editor. This specifically addresses display issues occurring when editing products via /admin/products/<id>/edit (commit: ( aa4e314b5dcd )).
Added Devlogs and changed hackatime projects to be multi model per design. Move hackatime project linkage from a single designs.hackatime_project column to a has_many hackatime_projects model, syncing each project’s time and aggregating totals on designs. Add devlogs, ship_requests, ships, and comments models/routes/views for design logging and shipping, and make balance_events polymorphic.Update designs controller, helpers, and views to render multiple project pills, allow adding/removing linked projects, and show a combined hackatime/image/devlog layout. Add redcarpet for Markdown rendering and adjust CSS for dark mode, responsive galleries, and pill controls. Added Devlogs and the prep for adding the shipping flow I added devlogs to the project in prep for the shipping flow
Recent changes Fixed a failure in the CI/CD pipeline commit Implemented status tracking for balance events and refined the underlying thread logic associated with them commit Refactored the token rendering component for render_encoded to allow {{design: design.id}} making a pill, to improve display fidelity and added an edit functionality for devlog entries commit Integrated support for uploading images directly within the devlog interface and established links to corresponding Hackatime projects commit
Recent changes Ship request flow and SVG conversion : Added support for processing ship requests, handling SVG conversions, and validating devlog images before submission 8ca9b5d9 . Nil safety for Hackatime projects : Wrapped the @hackatime_projects variable in an Array structure to prevent nil errors when retrieving project data a29691ff . CI environment and test ordering : Set RAILS_ENV=test for the CI setup process and reordered the sequence of test steps to improve execution reliability 2968d162 . Authorization consolidation : Refactored authorization guards and consolidated the linking logic for Hackatime projects 4c2b1836 .
Recent changes Add comments to devlogs and ship requests Implement polymorphic Comment model with CommentsController, Stimulus-driven collapsing comment box, markdown preview form, and styles. Comments will be rendered by Turbo frames and allow editing by owner/admin. This is what else is included in this change: Encryption of hackclub_access_token and hackclub_refresh_token through ActiveRecord encryption, including config, env sample and migration task for already existing non-encrypted tokens. SSL enforcement in production (assume_ssl, force_ssl). Update filter_parameters to strip out sensitive information and OAuth tokens from logs. Fix ExchangeRate API call to include Bearer authentication header. Sanitization of devlogs HTML output through SafeListSanitizer. Update Design#can_make_devlog to can_make_devlog? method and restrict can_ship? check to devlogs without ship request. Add SRI integrity attribute to marked/DOMPurify scripts loaded from CDNs. UI improvements: styles for disabled buttons, utility class for hover-underline effect, devlog cards layout and info icons.
Recent changes Comment delete, Turbo Comment Box, and ship request fade functionality Add #destroy functionality to the comments with owner permission, path, delete button, and dependent comments. Make use of valid commentable_type/id while building comments and make responses as Turbo streams and wrap up comments within a Turbo frame. Resize the comment box according to the content changes detected by the MutationObserver. Make ship request modal and overlay fade in and out. Consider higher level ship request as blockers for all ship requests. Comment card and comment list styling.
Recent changes Added ship request reviews, resubmission logic, and R2 storage integration for tracking reviewed submissions ( 41b1e43 ). Started on the review workflow Started on Resubmission logic Set up support for cloudflare R2 Guarded Hack Club token persistence behind encryption configuration, ensuring tokens are only stored when encryption is explicitly enabled ( a4b6d0c ).
Made Notifications Useful Recent changes Persistent unread state for unanswered boolean notifications Notifications with unresolved boolean actions (e.g., approvals) now remain marked as unread until explicitly addressed. This ensures users revisit pending decisions. Commit: 39aabb2 . Interactive notification replies with approval time tracking Added support for direct replies to notifications, along with timestamp logging for when approvals are finalized. This enables granular tracking of response times for actionable alerts. Commit: 6ac80f9 .
## Recent changes Notifications: Unanswered notifications now retain their unread status until explicitly addressed. This ensures users can distinguish between pending and resolved interactions without relying on manual state updates ( 751a370 ). Security: Authentication workflows, file uploads, and resource authorization checks have been updated with additional safeguards. Specifics include input validation and access control refinements, though implementation details are not disclosed in the commit message ( 97e48db ).
Recent changes - Installed Bundler 4.0.4 in the Dockerfile to standardize gem management across environments ( 88ba659 ). - Ensured the verification directory exists for SVG upload tests, addressing missing file system setup in test workflows ( 83f2e53 ). - Resolved a Turbo conflict in order steps, likely related to event streaming or frame rendering in Rails views ( e8d08f4 ). Updated navigation unread counts dynamically from notification events, improving real-time feedback for user activity ( a75f6ff ).
Deploying on coolify and fixing bugs with that + encrypting current db
I created the fulfilment system for a fulfilment team to use Recent changes Removed redundant save! calls and updated fulfillment tests to reduce unnecessary database operations and align test logic with current behavior 9acc056 . Added a fulfillment role, batch pipeline, and popup controller to support new workflow automation and UI interactions afa7a20 . The popup controller likely handles transient UI elements like notifications or modals. Fixed a crash in /designs preview rendering by resolving an issue blocking Ruby scan/lint CI, ensuring previews no longer fail unexpectedly ( 911f035 ). Corrected a stray question mark in a design preview image tag to prevent malformed HTML output ( 955dd6c ). Added a note about YSWS draft sponsorship documentation, possibly for tracking external partnerships or funding discussions ( d92d571 ). No performance optimizations or subsystem overhauls were addressed in this cycle. Next steps depend on external feedback and test coverage improvements implied by recent test updates.
Ships:
Shipped!!! There are a bunch of features and stuff that I have added to this since flavortown, from the ordering system to devlogs and ship flow. Project Info This is the ruby on rails app for the ysws draft #issued where YS: Designs made with Code WS: Clothes and other swag with those designs Features added: A bunch of features have been added and I have separated them to 3 categories Major ones for functionality, quality of life for feel and use, security for data security. New Major Features: Designs view now is more detailed including hackatime projects and images from devlogs and ships Ship flow system so you can submit to the ysws Product Design system (admin only - for making the shop items by importing from printful via api) Order system using lots of hotwired turbo (choose color, design placement rotation and scale) Notifications (3 types Normal which provides info and 2 others Boolean which gets a yes or no answer and text which gets a written answer Reviewer Panel which shows pending ships to review with some data on (need to add hackatime info for it though) Storing Reviewer proof videos in a cloudflare R2 storage Quality-Of-Life: Added better UI/UX with some issues with need for ironing out (eg font change from workbench to ‘lexend’ and ‘space mono’ Kept a consistent style through the site, although some panels might need better border colour On login it redirects to the page you logged in by Security: I added User DB encryption to protect user data stored on the postgres database instance, such as name and email Summary Made the functional part of the ysws site (Designs, ordering, shipping) Added more security for user data Improved UI(Font and colour scheme)
Mostly did Admin and stuff for behind the scenes to make fufillment a easier experience for it. Created batches which will be used for fulfilment in sessions as it would give me better ideas of which orders have been pending for longer and prevents me sitting doing 50 orders, non-stop....
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1793580701.7272434
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1793667101.7272434
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37551
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Roguelike by @Alexander_Wolf | Stardance
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Alexander_Wolf
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1
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12.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T16:00:30Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists", "repo": "https://github.com/Wolf-Alexander/Roguelike", "demo": "https://ciferwolf.itch.io/roguelike"}]...
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[{"post_id": 74528, "ts": "202 [{"post_id": 74528, "ts": "2026-09-27T15:58:43Z", "hours": 6.045, "text": "Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details"}, {"post_id": 31684, "ts": "2026-07-20T09:21:14Z", "hours": 5.5831, "text": "Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system"}]...
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Title: Roguelike by @Alexander_Wolf | Stardance
D Title: Roguelike by @Alexander_Wolf | Stardance
Devlogs:
Devlog #1 I am working on a Roguelike game (Name will be decided later). The game will include a few dungeon levels, as well as a boss at the end. Currently I’m working on a prefab for the levels, as seen in the screenshot. I’ve also already created the character and wrote a PlayerMovement script. The Player also has animations. The Assets are from itch.io (I’ll drop the links to them in my README, once I’ve created it) My next task will be creating the mobs and in additon to that a sort of combat system
Devlog #2 I’ve added enemys and a goal (a coin) to the game. You attack with X and it actually does knockback. I’m still improving on the game and adding some details
Ships:
So somehow I’ve finished this first level. Of course any things are missing and there are still issues, but please view this as a version 0.1 and not a finished v1.0. Interactions with the enemies and the goal coin work, but the visuals are buggy. The project is still in process, but I’m proud of what already exists...
|
1793580700.5915914
|
1793667100.5915914
|
|
56884
|
SpideyyOS by @kingkev | Stardance
|
kingkev
|
1
|
10.2
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T22:02:25Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience.", "repo": "https://github.com/Lunaa133/spideyy", "demo": "https://lunaa133.github.io/spideyy/"}]...
|
[{"post_id": 76412, "ts": "202 [{"post_id": 76412, "ts": "2026-10-03T13:42:49Z", "hours": 1.1956, "text": "ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️"}, {"post_id": 66632, "ts": "2026-09-12T14:14:35Z", "hours": 1.0242, "text": "school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope"}, {"post_id": 62915, "ts": "2026-09-06T13:33:17Z", "hours": 0.5494, "text": "2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️"}, {"post_id": 62254, "ts": "2026-09-05T15:08:37Z", "hours": 0.7883, "text": "day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva"}, {"post_id": 61787, "ts": "2026-09-04T21:22:39Z", "hours": 1.4436, "text": "created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy"}, {"post_id": 60547, "ts": "2026-09-02T23:13:19Z", "hours": 0.5756, "text": "i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:"}, {"post_id": 60501, "ts": "2026-09-02T21:31:36Z", "hours": 0.9014, "text": "DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))"}, {"post_id": 60115, "ts": "2026-09-02T08:48:10Z", "hours": 0.855, "text": "now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :("}, {"post_id": 59919, "ts": "2026-09-01T22:59:07Z", "hours": 0.875, "text": "DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?"}, {"post_id": 59268, "ts": "2026-08-31T23:27:29Z", "hours": 0.9244, "text": "im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D"}, {"post_id": 59209, "ts": "2026-08-31T21:31:18Z", "hours": 0.3842, "text": "better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!"}, {"post_id": 59197, "ts": "2026-08-31T21:04:23Z", "hours": 0.2694, "text": "js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY"}]...
|
Title: SpideyyOS by @kingkev | Stardance
Devlogs: Title: SpideyyOS by @kingkev | Stardance
Devlogs:
js getting started!! i rlly wanna dedicate this to peter parker. the texts dont look so pleasant atm tho. ill js trust the process ig YEY
better obv!! at least its now aligned to the center, tho it still looks off :( but i love the background!!!
im bout to get started w the JavaScript part. ive spent 90-120 mins so far - i had to get the right design. but eventually i got the look i wanted for the interface (more or less). im planning to add more pictures of Andrew Garfield’s spiderman to the left alongside some more links. the “ANDREW” written one leads to the wiki page of Andrew G. maybe i can add some edits or smt, i ll figure that out later. yeah, thats all for day-1, i guess :D
DAY 2 ? - part 3 of the jam i guess !!!“welcome” window is on the wayyy!!!!! it took me a while to create this design (why?? - this is basically a classic “error” window you can easily find, right? well, i couldn’t find the right size so I grabbed an image from pinterest which was about half the size of this picture here. and, yeah, with some adjustions here we are. i feel like im spending too much time on the visuals before mastering the functions. however, i also know it would be harder to come back later and arrange these stuff sooo :D btw do you know if there s a way i can log those hours i spent on the design to hackatime?
now the welcome screen is draggable !!!!!!!!!!! im so happy :D the code seemed so overwhelming so i spent some while trying to understand that. but it all figured outt, so YEYYY ! i also changed the top bar’s colors so that it would match the picture on the left and the welcome window, but now it hurts my eyes. i will take care of that later ig, but really it looks weird :(
DAY 3!! fixed the color of the top bar, added some pictures to the left and found a better initial position for the opening window. and i, for some reason, feel the need to state that (sadly D,:) im not peter parker and this os is js build with my huge respect to the character and the actor. js making things clear. yeah thats all i guess. huge thx to whoever is reading these :))
i ve tried making the left bar scrollable and added more pics YEYY. thats all for day 3. new pics:
created my first app. it’s a simple notes app, im planning to change the window design to make it look more like a notebook. and also huge thx to @253_Mathilde_IYKYK for sharing this website where i took the little spider gif. “highlighting” the icon to show it was clicked didn’t seem right for this design. so i decided it would be cute if a spider showed up instead. yeyyy
day 5-6? im not gonna write days anymore its hard to keep track of them. anyway so i played with the notes app a bit, now you can add and delete pages and notebooks. and i also designed a page-ish image in canva
2nd app!!!! :)))))))))))))))) im so happy rn. music is very essential imo. the music app is working, however im gonna change the graphics, it is js too plain atm. and there is a problem w/ the playing order, i’ll make some adjustments about that. but we are getting closer to the first ship and i cannot wait to start the 2nd webOS mission. im js so so so excited!! 🕸️
school began so i lost my streak and everything, but still i wanna see the second OS mission so here we are. im working on the readme cuz well … yeah once im done its time to ship !!! i hope
ok so a new feature: you can now change your icon’s themes!!! YEYYYY. additional icons ⬇️ 🕷️
Ships:
SpideyyOS is a spiderman themed os. (spiderman is a super hero who’s real identity is peter parker.) there are two apps, the two that i consider to be the most important: a place to dump your ideas (noteess) and a basic need (yeah im talking about MUSIC). other than those, there is a scrollable bar with peter’s pictures. inspiration timeee: ive always thought how cool peter parker is, with all his nerdy interests and style and all. he just has his vibe that makes everything he do, just look different - in a good way. he is a tech guy, i mean he built his suit from scratch. so basically it wasn’t hard to connect anything including tech, to him - especially when i admire him greatly. i dont wanna bore you with these btw, but the theme was a great excitement for me and i really wanted to share how i feel about it :D so thx for your patience....
|
1793580698.5670567
|
1793667098.5670567
|
|
56873
|
Smart Switchboard by @yashtakhtani | Stardance
|
yashtakhtani
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T14:00:53Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room.", "repo": "https://github.com/Yash-Takhtani/Smart-Switchboard", "demo": ""}]...
|
[{"post_id": 77286, "ts": "202 [{"post_id": 77286, "ts": "2026-10-06T13:20:06Z", "hours": 9.4656, "text": "Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works"}, {"post_id": 64123, "ts": "2026-09-08T10:11:12Z", "hours": 2.7467, "text": "Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware."}, {"post_id": 62694, "ts": "2026-09-06T05:42:54Z", "hours": 0.7236, "text": "Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them."}, {"post_id": 62308, "ts": "2026-09-05T16:39:58Z", "hours": 0.3806, "text": "Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though."}, {"post_id": 62281, "ts": "2026-09-05T16:01:16Z", "hours": 1.2669, "text": "Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo."}, {"post_id": 61592, "ts": "2026-09-04T16:02:48Z", "hours": 1.5167, "text": "Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border."}, {"post_id": 61308, "ts": "2026-09-04T05:00:50Z", "hours": 1.1336, "text": "Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-"}, {"post_id": 59164, "ts": "2026-08-31T19:54:07Z", "hours": 0.7733, "text": "Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators."}]...
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Title: Smart Switchboard by @yashtakhtani | Starda Title: Smart Switchboard by @yashtakhtani | Stardance
Devlogs:
Devlog 1 Smart Switchboard I am working on this smart switch board. It will have 4 buttons and rotary encoder switch controlling non smart devices with relays and a smartlight and smartfan with their API. 2 buttons will be controlling 2 lights via a relay and 1 button will be controlling a socket with relay. 1 button will control a smartbulb via esp 32. Then a smartfan will be controlled by a rotary encoder switch with smart fan api. I started working on the schematic and wasted so much time looking for the right symbol and footprints of a relay module. Right now its pretty messy I will fix this and also add LED indicators.
Devlog 2 I reworked the schematic. My light bulb has some kind proprietary way of controlling and doesn’t have any simple API. So I just added another relay. I also added LED’s which will act as indicators around my switches and rotary. I already have socket so I will reuse it. I did the wiring and since everything is not on a single pcb and things have to be placed far away I will just keep this as a schematic and not make a pcb. -_-
Devlog 3 I made a simple 3D for the switchboard plate. It has holes to place the LEDs, push buttons and rotary. The buttons and rotary will also be 3D printed. The plug socket will be stuck behind it. Next I need to add screw holes to mount it and a border.
Devlog 4 Finished the 3D model I just finished with the 3D model. I have made the complete base with borders. I measured the position of screw holes in my current switchboard and placed the screw holes in this accordingly. However I don’t know how do I hide these screw holes. I just added these circular caps. It is not the best solution so if you have any ideas on how can I cover the screw holes then pls tell me in comments. I also made and initialised the github repo.
Devlog 5 README! Made a Readme specifying the entire project and also a Bill Of Materials (BOM). The firmware part is still left though.
Devlog 6 Made a simple webpage Today I made a simple html and css page which will be used to control the devices. It just has a title and a few buttons in a grid. Later I will map javascript functions to actually control them.
Devlog 7 Completed the Firmware The firmware is also ready!!! I made the firmware through which you could control the 4 relays mapped to 3 lights and a socket with either the webserver or the physical buttons. The led lights would respond accordingly. The rotary will be used to control my smart fan via an IR blaster API. Right now it might not be he best but I will improve and fix bugs once I get the hardware.
Built! I made the switchboard. I came up with one issue only. The led are 2mm wide so its basically not possible to solder them. other than that it works
Ships:
I have made the smart switchboard, it makes the non smart devices in the room actually smart. I faced a few challenges. Mainly the led lights, they were 2mm wide and I could not solder them at all. 2nd the switches. I wanted to order buttons but I ordered buttons which toggle. however this was as easy fix I just stuck some cardboard on the bottom so they don’t go all the way in and it worked. now I didn’t install it completely because it’s a rented place and mounting was way complicated then it is supposed to be so I just connected and tested with one of the bulbs in my room....
|
1793580695.473172
|
1793667095.473172
|
|
22354
|
Dev-Tools by @Pradhya | Stardance
|
Pradhya
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T16:12:06Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So, what ive made is a tool that helps me (yes, mainly me because why not. You can use it too tho!!) develop my other stuff ie enclave messenger, and that has like a LOT of like repetitive stuff which i wanted to reduce likeee python3 ../dev-tools/sigh.py (yes its sigh.py not sign.py . i just wanted some fun tbh) and i plan to add a lot more stuff and improve my messenger so i added a lot of stuff i needed while making this and a clock. The challenging part was to like package this and like get it to pypi. Andddddd figure out what i wanted to do here. Like… idk D: Im proud that i managed to like package this and like get it to pypi so i can learn and like package my messenger properly when i redo it… soonnnnnnn The installation guide/process is in the readme.md or just run pipx install project-enclave-tools", "repo": "https://github.com/Project-Enclave/project-enclave-tools", "demo": "https://pypi.org/project/project-enclave-tools/"}]...
|
[{"post_id": 77075, "ts": "202 [{"post_id": 77075, "ts": "2026-10-05T15:49:26Z", "hours": 1.875, "text": "Added MORE HELPERS for stuff like Project init Diagnostic Changelog Version Release Asset Improved: Signing (that was the only thing i could improve t_t) Config management"}, {"post_id": 76080, "ts": "2026-10-02T08:36:34Z", "hours": 3.315, "text": "It fucking works! Added signing Need to add verification, upload to custom server, proper config file, etc Yay!"}]...
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Title: Dev-Tools by @Pradhya | Stardance
Devlogs: Title: Dev-Tools by @Pradhya | Stardance
Devlogs:
It fucking works! Added signing Need to add verification, upload to custom server, proper config file, etc Yay!
Added MORE HELPERS for stuff like Project init Diagnostic Changelog Version Release Asset Improved: Signing (that was the only thing i could improve t_t) Config management
Ships:
So, what ive made is a tool that helps me (yes, mainly me because why not. You can use it too tho!!) develop my other stuff ie enclave messenger, and that has like a LOT of like repetitive stuff which i wanted to reduce likeee python3 ../dev-tools/sigh.py (yes its sigh.py not sign.py . i just wanted some fun tbh) and i plan to add a lot more stuff and improve my messenger so i added a lot of stuff i needed while making this and a clock. The challenging part was to like package this and like get it to pypi. Andddddd figure out what i wanted to do here. Like… idk D: Im proud that i managed to like package this and like get it to pypi so i can learn and like package my messenger properly when i redo it… soonnnnnnn The installation guide/process is in the readme.md or just run pipx install project-enclave-tools...
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1793580694.3237746
|
1793667094.3237746
|
|
14492
|
Tides simulation by @kuba_ch101 | Stardance
|
kuba_ch101
|
2
|
70.0
|
1348
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-25T17:20:40Z", "hours": 3.0, "multiplier": 13.27, "payout": 40, "blessing": "neutral", "text": "Ship #2 Many peaple in the reviews suggested adding some type of tutorial, so I added one. It was written with no AI, there might still be some grammar mistakes, but I hope the tutorial will be helpful.", "repo": "https://github.com/kubach101/tides-symulation", "demo": "https://kubach101.github.io/tides-symulation/"}, {"ship_num": 2, "ts": "2026-09-09T18:13:23Z", "hours": 67.0, "multiplier": 19.43, "payout": 1308, "blessing": "neutral", "text": "I made a simualation of tides generated on a planet by a satelite. I made it in C and OpenGL which I compiled(using emscriptem) to WebAssembly and WebGL. Then I added controls to make it interractive. I am verry proud that I menaged to compute the shape of the water almost entirely on a GPU shader. I also made a custom camera system which enables rotating along vectors other than the 3 main axes. The simulation isnt super accurate but it can serve for eg. educational purposes.", "repo": "https://github.com/kubach101/tides-symulation", "demo": "https://kubach101.github.io/tides-symulation/"}]...
|
[{"post_id": 82696, "ts": "202 [{"post_id": 82696, "ts": "2026-10-25T16:56:20Z", "hours": 0.7083, "text": "Added a reopening button for the tutorial and polished other things, project ready to ship :)"}, {"post_id": 71044, "ts": "2026-09-20T07:39:59Z", "hours": 1.6219, "text": "I added the tutorial, I wrote it by myself so there might be some uncought mistakes left, since English is not my native language. I think I explained it well and now the what some simulation parameters doshould be clear. Drawing is also made by me."}, {"post_id": 66249, "ts": "2026-09-11T23:31:02Z", "hours": 0.7003, "text": "Hello everyone It is my first devlog after the ship. People who rated my project had a great suggestion to make a tutorial, so I got to work. It will be in a form of a toggled window with instructions and explanations."}, {"post_id": 64810, "ts": "2026-09-09T14:19:19Z", "hours": 3.5808, "text": "I added different screen size support and a mobile layout. I also chaneged the UI SO now the whole canvas is likę a trackpad and you can zoom with scroll/fingers"}, {"post_id": 40430, "ts": "2026-08-03T22:52:15Z", "hours": 1.4511, "text": "I wrote the readme and I am almost ready to ship! Photos of progress:"}, {"post_id": 39663, "ts": "2026-08-02T19:50:11Z", "hours": 2.835, "text": "I improved the camera movement by making the rotation not based on the 3 main axes and instead based on the new ones created by the movement on the touchpad. It was quite hard to integrate everything but now the camera moves verry smooth. I also fixed a bug in the fragment shader which was breaking the alpha value of the oceanand now it looks much better."}, {"post_id": 38164, "ts": "2026-07-31T12:42:44Z", "hours": 9.9228, "text": "I added a UI to the web page! It features: -camera controls: rotating, zooming and home position -simulation parameters which you can change with sliders. Everything is conected to the simulation via “cwrap”, which makes you able to use some of your functions, from the c program, in java script. I went through multiple layout and I am still not shure if I will keep this one. This was my first time building something like this so I took some help from the AI while making the trackpad and the sliders."}, {"post_id": 30380, "ts": "2026-07-17T21:15:25Z", "hours": 3.7669, "text": "I added a trail behind the satelite to make this more interesting and a direction indicator(which you can turn off) so you know where the satelite is when you zoom in. I also started working on the shell file which basically grabs the render and ads html features. All the info and other thing will be in this grey area(for now, maybe I will change them later)."}, {"post_id": 29838, "ts": "2026-07-16T23:55:00Z", "hours": 2.7969, "text": "BIG NEWS! I was finally able to convert my C code to WASM using emscripten. I run it on local hosted server but I still cant make it work on github pages. I also moved part of physics calculations to a specified shader which should significantly boost the performace."}, {"post_id": 29122, "ts": "2026-07-15T19:47:38Z", "hours": 6.1136, "text": "I optimized my simulation and added a camera orientation indicator(top-right corner). It was much harder than I expected but It looks cool."}, {"post_id": 16529, "ts": "2026-06-26T21:50:43Z", "hours": 2.1425, "text": "I am now working on rewriting may program so I can later convert it to WASM using emscriptem. I also made the satelite distance modifiable."}, {"post_id": 15170, "ts": "2026-06-24T17:22:23Z", "hours": 1.9231, "text": "Added an option for user input. Now I will focus on adding friction to the moving ocean."}, {"post_id": 14889, "ts": "2026-06-24T05:27:16Z", "hours": 3.1589, "text": "I fixed some scaling bugs, but there still some left and i cant figure how to fix them. I also need to add friction soon. View after fixing radious bug:"}, {"post_id": 13728, "ts": "2026-06-22T14:36:56Z", "hours": 1.1089, "text": "I replaced some floats with doubles for better precision and improved the information tab."}, {"post_id": 13324, "ts": "2026-06-21T20:22:08Z", "hours": 6.9411, "text": "Made a huge rework today: -Reworked the entire pipeline and data structures to make code cleaner and more efficient. -Fixed some physics mistakes with scales I made before. -Fixed rendering bug which appeared when I chaned rendering order to a propper one."}, {"post_id": 12781, "ts": "2026-06-20T21:58:28Z", "hours": 1.9731, "text": "Made a custom Information tab, It shows simulation data. This took me some time, but I am happy with the results."}, {"post_id": 12635, "ts": "2026-06-20T17:10:22Z", "hours": 2.8864, "text": "I added camera movement, for now the camera is centered on the planet but I might change it in the future. I neede to add and rework few functions to make this work. There was also a major problem, which I learnt is called “gimbal lock”. Before I fixed It the camera was getting flipped when It rotated 90 degrees. There is also a zoom option(2’nd picture)."}, {"post_id": 12466, "ts": "2026-06-20T11:04:40Z", "hours": 3.9556, "text": "I scaled everything to real proportions of earth and moon. Improved pipeline by adding rendering functions and reducing the number of shaders. Made the moon orbit, to see it move I added a second time scale(not based on SI) to make the orbits fast without affecting other scales. I still need to correct the water based on updated moon position."}, {"post_id": 11516, "ts": "2026-06-18T20:13:46Z", "hours": 3.4372, "text": "Finaly the geometry is calculated by the satelite’s gravity. In a normal scenario the wouldn’t be visible in that scale so I needed to bring the moon verry close to the planet(It is now invisible) and increese its mass. I am planning to make a zoom options so the deformations will be vissible even with the real data"}, {"post_id": 7363, "ts": "2026-06-12T08:29:15Z", "hours": 0.3783, "text": "I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that). Of course i needed to scale it a bit, so you can see the water deformation. It looks realy cool when the water is “streched” too much:"}, {"post_id": 7128, "ts": "2026-06-11T22:11:05Z", "hours": 2.5839, "text": "Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break. Current view:"}, {"post_id": 6862, "ts": "2026-06-11T14:49:20Z", "hours": 1.865, "text": "I improved my shader for solid bodies: -shading responds to motion(previously it looked like the light sorce was moving with the object) -now the shading is done per pixel(not per vertex) -a bit of color is added to the opposite side Here you can see before and after:"}, {"post_id": 6373, "ts": "2026-06-10T18:47:00Z", "hours": 2.5058, "text": "Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird."}, {"post_id": 5897, "ts": "2026-06-09T21:18:17Z", "hours": 1.9833, "text": "Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part."}]...
|
Title: Tides simulation by @kuba_ch101 | Stardance Title: Tides simulation by @kuba_ch101 | Stardance
Devlogs:
Made basic pipeline for my symulation, improved shader use by creating helpful functions. This will be the core of the planet(it wont change geometry) so that was the easier part.
Today i focused on the physics part of the fluid shape. I used quadrupolar tidal bulge approximation via P₂ Legendre polynomial. In terms of physics it sounds complicated, but was easier than i exepected. However I spend a lot of time trying to get the geometry right, becaose my sphere generating algorithm is pretty weird.
I improved my shader for solid bodies: -shading responds to motion(previously it looked like the light sorce was moving with the object) -now the shading is done per pixel(not per vertex) -a bit of color is added to the opposite side Here you can see before and after:
Fixed a huge geometry bug, made a shader for the water layer. The hardest part was configuring the pipeline so that the water layer and core don’t interfere whith themselfs and break. Current view:
I tested the fluid deformation in real time(made a small menu to debug it). It wasnt calculated based on physics, i was just incrementing position(this is position of the right peak, the rest is calculated based on that). Of course i needed to scale it a bit, so you can see the water deformation. It looks realy cool when the water is “streched” too much:
Finaly the geometry is calculated by the satelite’s gravity. In a normal scenario the wouldn’t be visible in that scale so I needed to bring the moon verry close to the planet(It is now invisible) and increese its mass. I am planning to make a zoom options so the deformations will be vissible even with the real data
I scaled everything to real proportions of earth and moon. Improved pipeline by adding rendering functions and reducing the number of shaders. Made the moon orbit, to see it move I added a second time scale(not based on SI) to make the orbits fast without affecting other scales. I still need to correct the water based on updated moon position.
I added camera movement, for now the camera is centered on the planet but I might change it in the future. I neede to add and rework few functions to make this work. There was also a major problem, which I learnt is called “gimbal lock”. Before I fixed It the camera was getting flipped when It rotated 90 degrees. There is also a zoom option(2’nd picture).
Made a custom Information tab, It shows simulation data. This took me some time, but I am happy with the results.
Made a huge rework today: -Reworked the entire pipeline and data structures to make code cleaner and more efficient. -Fixed some physics mistakes with scales I made before. -Fixed rendering bug which appeared when I chaned rendering order to a propper one.
I replaced some floats with doubles for better precision and improved the information tab.
I fixed some scaling bugs, but there still some left and i cant figure how to fix them. I also need to add friction soon. View after fixing radious bug:
Added an option for user input. Now I will focus on adding friction to the moving ocean.
I am now working on rewriting may program so I can later convert it to WASM using emscriptem. I also made the satelite distance modifiable.
I optimized my simulation and added a camera orientation indicator(top-right corner). It was much harder than I expected but It looks cool.
BIG NEWS! I was finally able to convert my C code to WASM using emscripten. I run it on local hosted server but I still cant make it work on github pages. I also moved part of physics calculations to a specified shader which should significantly boost the performace.
I added a trail behind the satelite to make this more interesting and a direction indicator(which you can turn off) so you know where the satelite is when you zoom in. I also started working on the shell file which basically grabs the render and ads html features. All the info and other thing will be in this grey area(for now, maybe I will change them later).
I added a UI to the web page! It features: -camera controls: rotating, zooming and home position -simulation parameters which you can change with sliders. Everything is conected to the simulation via “cwrap”, which makes you able to use some of your functions, from the c program, in java script. I went through multiple layout and I am still not shure if I will keep this one. This was my first time building something like this so I took some help from the AI while making the trackpad and the sliders.
I improved the camera movement by making the rotation not based on the 3 main axes and instead based on the new ones created by the movement on the touchpad. It was quite hard to integrate everything but now the camera moves verry smooth. I also fixed a bug in the fragment shader which was breaking the alpha value of the oceanand now it looks much better.
I wrote the readme and I am almost ready to ship! Photos of progress:
I added different screen size support and a mobile layout. I also chaneged the UI SO now the whole canvas is likę a trackpad and you can zoom with scroll/fingers
Hello everyone It is my first devlog after the ship. People who rated my project had a great suggestion to make a tutorial, so I got to work. It will be in a form of a toggled window with instructions and explanations.
I added the tutorial, I wrote it by myself so there might be some uncought mistakes left, since English is not my native language. I think I explained it well and now the what some simulation parameters doshould be clear. Drawing is also made by me.
Added a reopening button for the tutorial and polished other things, project ready to ship :)
Ships:
I made a simualation of tides generated on a planet by a satelite. I made it in C and OpenGL which I compiled(using emscriptem) to WebAssembly and WebGL. Then I added controls to make it interractive. I am verry proud that I menaged to compute the shape of the water almost entirely on a GPU shader. I also made a custom camera system which enables rotating along vectors other than the 3 main axes. The simulation isnt super accurate but it can serve for eg. educational purposes.
Ship #2 Many peaple in the reviews suggested adding some type of tutorial, so I added one. It was written with no AI, there might still be some grammar mistakes, but I hope the tutorial will be helpful....
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1793580692.374028
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1793667092.374028
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56827
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Making my old 2015 laptop not suck (it has windows Making my old 2015 laptop not suck (it has windows 8...) by @mateiang169 | Stardance...
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mateiang169
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1
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8.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T17:59:42Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I revived my old 2015 laptop that was stuck on Windows 8 and super slow! I fully disassembled and cleaned the hardware, replaced the dry thermal paste, wiped the drive, and installed a fresh copy of Windows 11 with all the necessary drivers and software. The most challenging part was dealing with repeated Rufus crashes while creating the bootable USB drive, as well as carefully taking apart the laptop without damaging any internal components. I’m really proud of taking a completely unusable machine and optimizing it into a fast, functional laptop that can now handle tasks and apps that were impossible on old Windows 8. What you should know if you want to try this project: Anyone can do this, and I highly recommend it! Unless your PC is way too ancient, this is a fantastic beginner-friendly project. It teaches you so much about electronics, hardware maintenance, operating systems, and software setup. It’s super fun and satisfying to take an old, sluggish laptop and transform it into a clean, fast machine!", "repo": "https://github.com/mateiang169-create/2015-laptop-upgrade", "demo": ""}]...
|
[{"post_id": 61604, "ts": "202 [{"post_id": 61604, "ts": "2026-09-04T16:19:46Z", "hours": 5.8817, "text": "So today i installed the necessary like drivers, gpu drivers and steam. And i will keep making my laptop better by optimising it as much as possible."}, {"post_id": 59658, "ts": "2026-09-01T16:00:09Z", "hours": 1.6431, "text": "So today i just started a new project in which i am trying to make my old laptop not suck by putting windows 11 on it (it had windows 8 on it…), optimizing it and trying after to game on it. Btw it has an intel core i5 4000U, a GTX 820M 1gb vram and 8 gigs of ddr3."}]...
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Title: Making my old 2015 laptop not suck (it has Title: Making my old 2015 laptop not suck (it has windows 8...) by @mateiang169 | Stardance
Devlogs:
So today i just started a new project in which i am trying to make my old laptop not suck by putting windows 11 on it (it had windows 8 on it…), optimizing it and trying after to game on it. Btw it has an intel core i5 4000U, a GTX 820M 1gb vram and 8 gigs of ddr3.
So today i installed the necessary like drivers, gpu drivers and steam. And i will keep making my laptop better by optimising it as much as possible.
Ships:
I revived my old 2015 laptop that was stuck on Windows 8 and super slow! I fully disassembled and cleaned the hardware, replaced the dry thermal paste, wiped the drive, and installed a fresh copy of Windows 11 with all the necessary drivers and software. The most challenging part was dealing with repeated Rufus crashes while creating the bootable USB drive, as well as carefully taking apart the laptop without damaging any internal components. I’m really proud of taking a completely unusable machine and optimizing it into a fast, functional laptop that can now handle tasks and apps that were impossible on old Windows 8. What you should know if you want to try this project: Anyone can do this, and I highly recommend it! Unless your PC is way too ancient, this is a fantastic beginner-friendly project. It teaches you so much about electronics, hardware maintenance, operating systems, and software setup. It’s super fun and satisfying to take an old, sluggish laptop and transform it into a clean, fast machine!...
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1793580688.9660113
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1793667088.9660113
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56806
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Pixel-Run by @shauryaey246 | Stardance
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shauryaey246
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1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T06:32:50Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "#“Pixel-Run” The game that contains 2 minigames, themes based on: Mario and Space Invaders The user have only have to use spacebar and arrow keys for controls. I hope you would like the game, Thank You!", "repo": "https://github.com/Shaurya-ey/Pixel-Run", "demo": "https://maverick-ed.itch.io/pixel-run"}]...
|
[{"post_id": 67628, "ts": "202 [{"post_id": 67628, "ts": "2026-09-13T19:34:54Z", "hours": 1.9186, "text": "Done with the Project!! So, i’m now finally done with the final part of my game which was the minigame-2. I also uploaded it to “itch.io”, Here: https://shaurya-gen.itch.io/pixel-run (don’t forget to comment down) now looking forward to get this approved!"}, {"post_id": 67473, "ts": "2026-09-13T16:10:16Z", "hours": 2.4578, "text": "Done with 1st minigame + Started off with 2nd Update time!! So i’m done with my 1st minigame which is mario run. Also i did some work on my 2nd minigame which is inspired by space invaders, done with firing of bullets by the space -craft + placed some enemies which requires some programming and setup so that they would die when fired which is not happening atp. See ya! after completing my 2nd minigame."}, {"post_id": 66126, "ts": "2026-09-11T18:55:52Z", "hours": 3.6514, "text": "#2. Done with level part and character movements+interactions I’m done with 1st minigame and in it with almost everything like: -Basic character movements. -Coin animation+collection logic (reconnecting signals for coins). -Level design. -Timer thingy. BUT, I have some issues for now and want some improvements to do in my first minigame, which are: I really have to add “GAME OVER” and “COMPLETED” messages at the end of the playable interface. I’m facing a bug in the game timer of 10s, like whn counting back it redirects me to finish page at ‘6s’. Other possible improvements… Timelapse: https://lapse.hackclub.com/timelapse/30Y2rYvWrVl _"}, {"post_id": 65086, "ts": "2026-09-09T23:38:58Z", "hours": 2.0417, "text": "#1.First Devlog: So i have started building the basic structure, by following the guide. What things im done with till now: -basic art creation -start,settings and quit buttons creation -organizing file structure and stuff(although it still looks messy) -basic code push till timer thingy. Timelapse links: https://lapse.hackclub.com/timelapse/P1AlfhgU8RZY and https://lapse.hackclub.com/timelapse/tqONbf-HNPeF"}]...
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Title: Pixel-Run by @shauryaey246 | Stardance
Dev Title: Pixel-Run by @shauryaey246 | Stardance
Devlogs:
#1.First Devlog: So i have started building the basic structure, by following the guide. What things im done with till now: -basic art creation -start,settings and quit buttons creation -organizing file structure and stuff(although it still looks messy) -basic code push till timer thingy. Timelapse links: https://lapse.hackclub.com/timelapse/P1AlfhgU8RZY and https://lapse.hackclub.com/timelapse/tqONbf-HNPeF
#2. Done with level part and character movements+interactions I’m done with 1st minigame and in it with almost everything like: -Basic character movements. -Coin animation+collection logic (reconnecting signals for coins). -Level design. -Timer thingy. BUT, I have some issues for now and want some improvements to do in my first minigame, which are: I really have to add “GAME OVER” and “COMPLETED” messages at the end of the playable interface. I’m facing a bug in the game timer of 10s, like whn counting back it redirects me to finish page at ‘6s’. Other possible improvements… Timelapse: https://lapse.hackclub.com/timelapse/30Y2rYvWrVl _
Done with 1st minigame + Started off with 2nd Update time!! So i’m done with my 1st minigame which is mario run. Also i did some work on my 2nd minigame which is inspired by space invaders, done with firing of bullets by the space -craft + placed some enemies which requires some programming and setup so that they would die when fired which is not happening atp. See ya! after completing my 2nd minigame.
Done with the Project!! So, i’m now finally done with the final part of my game which was the minigame-2. I also uploaded it to “itch.io”, Here: https://shaurya-gen.itch.io/pixel-run (don’t forget to comment down) now looking forward to get this approved!
Ships:
#“Pixel-Run” The game that contains 2 minigames, themes based on: Mario and Space Invaders The user have only have to use spacebar and arrow keys for controls. I hope you would like the game, Thank You!...
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1793580687.7892208
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1793667087.7892208
|
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4439
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Variable hue led strip controller by @hrushal | St Variable hue led strip controller by @hrushal | Stardance...
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hrushal
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1
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11.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:08:10Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too", "repo": "https://github.com/Hrushal-Nikhare/12v-rgb-led-strip-common-anode-driver", "demo": ""}]...
|
[{"post_id": 73657, "ts": "202 [{"post_id": 73657, "ts": "2026-09-25T16:27:21Z", "hours": 0.9, "text": "MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details"}, {"post_id": 73628, "ts": "2026-09-25T15:09:34Z", "hours": 1.3667, "text": "WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram"}, {"post_id": 68201, "ts": "2026-09-14T18:09:27Z", "hours": 4.1167, "text": "555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭"}, {"post_id": 23654, "ts": "2026-07-06T19:18:09Z", "hours": 1.5333, "text": "Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)"}, {"post_id": 13083, "ts": "2026-06-21T12:38:16Z", "hours": 1.7589, "text": "Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)"}, {"post_id": 710, "ts": "2026-06-02T09:17:07Z", "hours": 1.0128, "text": "Worked on Fixing the circuit And schematic"}]...
|
Title: Variable hue led strip controller by @hrush Title: Variable hue led strip controller by @hrushal | Stardance
Devlogs:
Worked on Fixing the circuit And schematic
Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)
Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)
555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭
WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram
MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details
Ships:
12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too...
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1793580686.579116
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1793667086.579116
|
|
56787
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Dama MarketPlace by @suchaz7539 | Stardance
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suchaz7539
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1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T15:39:52Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An ecommerce website", "repo": "https://github.com/surafel7539/Dama", "demo": "https://dama-ach4-alpha.vercel.app/"}]...
|
[{"post_id": 59633, "ts": "202 [{"post_id": 59633, "ts": "2026-09-01T15:35:08Z", "hours": 0.3342, "text": "Yesterday I began the marketplace page and today i finished it"}, {"post_id": 58960, "ts": "2026-08-31T14:57:44Z", "hours": 27.3186, "text": "An Ecommerce Website called Dama"}]...
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Title: Dama MarketPlace by @suchaz7539 | Stardance Title: Dama MarketPlace by @suchaz7539 | Stardance
Devlogs:
An Ecommerce Website called Dama
Yesterday I began the marketplace page and today i finished it
Ships:
An ecommerce website...
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1793580685.4118247
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1793667085.4118247
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51635
|
What's YOUR flight path? by @Sandhana | Starda What's YOUR flight path? by @Sandhana | Stardance...
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Sandhana
|
1
|
11.0
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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."}]...
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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....
|
1793580680.6707704
|
1793667080.6707704
|
|
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)....
|
1793580679.4780498
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1793667079.4780498
|
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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)...
|
1793580678.276374
|
1793667078.276374
|
|
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....
|
1793580677.1339996
|
1793667077.1339996
|
|
56718
|
emma's site by @emma | Stardance
|
emma
|
1
|
16.0
|
0
|
[{"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"}]...
|
[{"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 :)"}]...
|
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...
|
1793580675.969851
|
1793667075.969851
|
|
56694
|
[MOVED] Discord User Apps Bot by @stefdp | Stardan [MOVED] Discord User Apps Bot by @stefdp | Stardance...
|
stefdp
|
1
|
85.0
|
0
|
[{"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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1793580674.6944041
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1793667074.6944041
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51505
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Simon_pocket by @joris | Stardance
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joris
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1
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15.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T10:19:34Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits.", "repo": "https://github.com/JorisBar/Simon_pocket", "demo": ""}]...
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[{"post_id": 71325, "ts": "202 [{"post_id": 71325, "ts": "2026-09-20T17:06:37Z", "hours": 0.7, "text": "I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem."}, {"post_id": 62788, "ts": "2026-09-06T09:38:25Z", "hours": 3.2003, "text": "I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing."}, {"post_id": 56440, "ts": "2026-08-28T06:33:06Z", "hours": 5.6667, "text": "I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results."}, {"post_id": 51524, "ts": "2026-08-21T09:05:24Z", "hours": 2.0833, "text": "Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good"}, {"post_id": 50940, "ts": "2026-08-20T12:31:58Z", "hours": 1.1833, "text": "I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams."}, {"post_id": 50846, "ts": "2026-08-20T09:10:28Z", "hours": 2.2167, "text": "I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly."}]...
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Title: Simon_pocket by @joris | Stardance
Devlogs Title: Simon_pocket by @joris | Stardance
Devlogs:
I created a block diagram to explain the gameplay of my project. I did it in diagrams.net. I really like how it looks and it makes my README.md way better. I also fixed file formats of some images, because github doesnt suppord PDFs in the README and i had a hard time exporting .svg files. I later realised that i can put a black rectangle behind my PCB svg and now the constrast is really good and i can see everything clearly.
I started 2 diagrams for my project’s code/game logic. I will put them in my README file on my github. At first i had a hard time figuring out how to display the code logic, but after talking to Gemini i decided to do 2 different diagrams: one for system state transitions and the other for how the code is structured. I attached images of both unfinnished diagrams.
Today I finished 2 diagrams for the code logic and took a screenshot of my Fusion workspace to put in my README file. I also took 2 images of the real soldered PCBs. The README is starting to look really good
I just soldered 2 PCBs by hand and 5 PCBs using a solder paste stencil. I was very suprised that the solder paste and stencil were easy to use. Using the stencil, i soldered 5 PCBs in about the same time it would have taken me to solder 1 PCB by hand. The stencil also improved the solder quality. It looks way better than doing it by hand. Even though i used a cheap solder paste, I still got great results.
I just updated the Simon_pocket housing 3D model. It now has a tighter locking mechanism and a thinner loop for connecting to key rings. I am also finishing up my README document. I have created all of the diagrams and pictures i need. I attached a picture of the old and the new versions of the housing.
I just prepared a few 3D printed housings and PCBs. My 3D printed parts have bridges that don’t turn out very well, so i need to use some tools to grind them down. I think that my filament is wet, so I’m experiencing this problem.
Ships:
I made Simon_pocket - a pocket version of the classic simon says game. I designed a PCB, wrote bare metal code for the microcontroller and designed an enclosure. I am very happy with the PCB and code, but it think that I need to improve my 3D modeling skills and make better models in the future. I am really happy that i was able to learn so much about the programming of STM32 microcontrollers even if it took a long time. In the future i hope to make projects with more interesting electronic circuits....
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1793580673.5222518
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1793667073.5222518
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29670
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Eiffel tower by @B754a | Stardance
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B754a
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1
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9.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-11T03:27:56Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result.", "repo": "https://github.com/B754a-Dev/Eiffel-Tower", "demo": "https://makerworld.com/en/models/3421357-eiffel-tower"}]...
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[{"post_id": 78458, "ts": "202 [{"post_id": 78458, "ts": "2026-10-10T20:48:30Z", "hours": 0.6908, "text": "Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this."}, {"post_id": 74598, "ts": "2026-09-27T18:38:23Z", "hours": 3.3272, "text": "Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!"}, {"post_id": 41696, "ts": "2026-08-06T02:39:22Z", "hours": 3.3167, "text": "Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out."}, {"post_id": 36802, "ts": "2026-07-29T02:59:40Z", "hours": 1.7331, "text": "I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!"}]...
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Title: Eiffel tower by @B754a | Stardance
Devlogs Title: Eiffel tower by @B754a | Stardance
Devlogs:
I’m working on the Eiffel tower right now, I need to add more to it but these are the thing I have right now What I’ve added Foundation (the foundation is the blue part) The main legs or the Pylons (4 large angled pieces) Arched Braces / Arches (Curved pieces between legs) Rim / Guard Rail / Trim (The yellow strip at the top, and blue, and orange) Support Beams / Columns ( Vertical pieces supporting the platform) Cross Braces ( Small pieces connecting the legs) Corner Cap / Connector (The blue, yellow, light blue and white pieces on the corner) What I Want to add (veg) More details to the body such as the grid support, also have the guardrail have holes in it adding the rest of the base and and coloring it to the correct color. Some of the challenges was making the arches because the arch has such a weird shape to it and this was hard to sketch it out but eventually I found the right tool. Another problem was when I tried to mirror it, it wasn’t faced the right way, I overcame this challenge by using the transform tool to rotate it into place then used the same tool to move it into place. this will be a very fun project to make, This is my second cad project and of course I will try to make it look more alike the real thing but so far its looking good!
Hi, I am making the Eiffel tower with onshape, this is what it looks like right now! this part was painful but worth it! Challenges There was many challenges such as the Corner Column (The green part) This one was very hard, because I couldn’t extrude it to make it filled in so it wasn’t paper thin but it didn’t work so I had to work around it by making a box then extruding it then cutting off the access pieces I didn’t need (such as the pieces that hang out) so I had to make a sketch to outline and cut it the final result looks very clean now! I also did have troubles on the Decorative Arch (Arch Rib / Spandrel Arch and the yellow one) This was hard because it was such a unique shape that I had to sketch something new for each one then the cutouts didn’t work on each side (It didn’t fit correctly) so I had to make it custom for each one this was one of the longer edits. Then I did have to shrink the Decorative Arch because it didn’t fit correctly (this piece was thin) the pattern was also hard but all I did was did a quick sketch to make it looks like the real thing. My last thing was the Rivet (The red circle) the rivet mirrored good but it didn’t mirror in the right spot so I had to transform it so it would move then I had to mirror it one the other side, this was the real challenge because it didn’t rotate correct. What I had to do to fix it was easy. All I had to do was make a sketch and make it vertical this way I could make it rotate properly. Process What I will do is add the detail first this will make it so when I change it its better to fix all the errors first then later on because you might forget some. I will go layer by layer for detail (fist layer ill try to do as much detail as I can). What I need to work on I will also not have the same amount of Rivet that the Eiffel tower has just because the Eiffel tower has about 2.5 million Rivets. More Detail I will need some work on the truss Platforms (1st, 2nd, and 3rd Levels) Railings Observation Deck Tower Shaft Broadcast Antenna adding more Rivets Conclusion I cant wait to show your more on this project I feel really happy on how this turned out and exited to see how it will turn out.
Hello, I’m currently making the Eiffel tower with onshape. This is what its looking like right now! What I’m working on rn I’m trying to improve the detail of the Eiffel tower such as the supports and the Gard rails. I also want to improve the top of the Eiffel tower as that is the most detailed part of it What has been done(new list) -All 3 layers -crossbeams -beams (up and down) Challenges I have had many challenges such as the Eiffel tower had 4 floors instead of 3 so I had to make the beams bigger to close it off. The size was hard to do because some pillars have to be the same size exactly so that was a challenge. Conclusion this project is very fun and I’m almost done I can wait to keep you guys updated!
Eiffel Tower done!!!!! This is what the Eiffel Tower looks like now . I fixed the colors of the Eiffel Tower to be more realistic like the real thing. Challenges The one challenge that I had was coloring everything because some of the colors did not look realistic at all compared to the real Eiffel Tower, so I had to change the colors like halfway through, but I got it to work out! Conclusion This was super fun and exciting to make. I really liked learning all the features of Onshape, and I had a really good time doing this . I would recommend this.
Ships:
This is my project Eiffel Tower!!! What is this project about? This project is about my journey from making my project Eiffel tower, This was a very cool project it took me a lot of time to learn about the Eiffel tower like how to Eiffel tower used to be a different color that it actually is. But it was fun to learn about the Eiffel tower and also learning more Onshape controls. Why did I want to make this? I wanted to make this project because I want more stardust so I can buy the keyboard in the shop, I’m very close so I thought that I could finish this before the deadline (before the deadline expanded) How hard was it to make? It was pretty hard to make, Ill give you some examples like the actual shape of the Eiffel tower. The shape is very hard to perfect like the beams ; there is the triangle pattern to make the beams stronger . The next one was color because the color did not match, but I will follow it up more in challenges. Challenges Some of the challenges where colors (follow up) the colors where very hard to do because I wasn’t sure what the Eiffel tower looked like (color) so I colored it all grey but when I looed it up it was a copper color so I had to change it back that took me 40 minutes to do but now it looks very nice. Another challenge was the shape of the structure. The Eiffel tower has a very unique shape it has all theses curves sharp edges and little details I had to implement I didn’t add all the little details but I did the best I could and I think it looks pretty realistic. Conclusion In all, this was one of the funniest projects I made! I really enjoyed working on it and it make me learn about real structures like the Eiffel tower. so in conclusion I think this was a great learning experience and a fun experience! The pictures at the bottom is the finished result....
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1793580672.3541832
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1793667072.3541832
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46587
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DayFlow-Pro by @Julian | Stardance
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Julian
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T05:20:47Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)", "repo": "https://github.com/GhostlyJunior/DayFlow-Pro", "demo": "https://ghostlyjunior.github.io/DayFlow-Pro/"}]...
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[{"post_id": 66370, "ts": "202 [{"post_id": 66370, "ts": "2026-09-12T05:12:58Z", "hours": 1.0111, "text": "I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity"}, {"post_id": 63348, "ts": "2026-09-07T03:48:23Z", "hours": 2.6561, "text": "I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)"}, {"post_id": 58319, "ts": "2026-08-30T18:14:10Z", "hours": 12.6053, "text": "hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea."}]...
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Title: DayFlow-Pro by @Julian | Stardance
Devlogs Title: DayFlow-Pro by @Julian | Stardance
Devlogs:
hiiii, I started DayFlow Pro by figuring out what I actually wanted the project to become. At first, it was basically just a personal tool made around the way I organize my own school life, but while building it I decided to turn it into something that could be useful for other students too. I worked on the main HTML structure, planned out the different sections, added elective courses so users could build their own schedules, and made options to reset levels, reset streaks, or log out whenever they wanted. I also started building a language system so the website could be switched between different languages with one click. On top of the coding, I gave DayFlow its own identity by creating a logo, setting up social media accounts, adding a copyright notice, and designing Cod, a little book mascot inspired by 90s-style characters. It’s still a work in progress, but this was the point where DayFlow started feeling like an actual project instead of just an idea.
I have finished 25% of the style.css, I already programmed the entire visual part of the login and utilities, although I need to correct things since as seen in the first image it looks smudged and you can see all the sections in one, at least it no longer looks like a skeleton :)
I have finished DayFlow:), and although I know that I did not upload many devlogs, I made them very long, the screenshots reflect what dayflow looks like visually, and some programming lines about the project, obviously there were tears, obviously there were frustrations and Just on the last day I finished but I found errors, I had to use a touch of ia but only for that, the truth is I do this project for a graphics tablet for haven, help me and thank you, I did this project based on my needs and I always went to bed at 11PM for work and programming, thank you for the opportunity
Ships:
Now I am sending DayFlow in its initial but ignagural state, and since I hated it in the last devlog I did, I did it for an investment in haven, in truth it was a project that put my soul into it, because it was something that helped me for my academic life, that’s how I want it to be for other people:)...
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1793580671.18231
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1793667071.18231
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36706
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hariharan ( portfolio ) by @hariharann | Stardance
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hariharann
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2
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90.0
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1637
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[{"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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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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[{"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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1793580667.1894777
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1793667067.1894777
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|
46545
|
Time Out by @Will_boss | Stardance
|
Will_boss
|
1
|
11.0
|
84
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T02:11:13Z", "hours": 11.0, "multiplier": 8.42, "payout": 84, "blessing": "neutral", "text": "This is an adventure game where u have to run out of time, The hardest part I to make the game stop when the timer stops", "repo": "https://github.com/Wi-ai/Time-Out", "demo": "https://itch.io/embed-upload/18573812?color=333333"}]...
|
[{"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...
|
1793580666.0584936
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1793667066.0584936
|
|
51395
|
Untitled project by @Arushh | Stardance
|
Arushh
|
1
|
48.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T01:28:28Z", "hours": 48.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!", "repo": "https://github.com/Arush2008/PC-Info-guide", "demo": "https://pcguide.dino.icu"}]...
|
[{"post_id": 73797, "ts": "202 [{"post_id": 73797, "ts": "2026-09-26T01:13:20Z", "hours": 1.61, "text": "I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before."}, {"post_id": 73476, "ts": "2026-09-25T06:21:14Z", "hours": 0.93, "text": "I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database."}, {"post_id": 63989, "ts": "2026-09-08T02:43:23Z", "hours": 45.4914, "text": "This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github."}]...
|
Title: Untitled project by @Arushh | Stardance
De Title: Untitled project by @Arushh | Stardance
Devlogs:
This is my first devlog although I already have finished this webiste as I was working on it for a different program but the program was ended and I was not able to get approved and havent got benefit from it ! So just want to put it here so my coding time does not go on waste although I learned a lot but still ! I had around 10 devlogs there as well ! I am soo bad at making devlogs as I always forget to add them but I have over 70 commits in the github.
I build new tables and coded the python quaries for those tables as I wanted to build a many to many relationship to make it more complex as I never tried making one although its not fully many to many but I was confued with this section only and I dont want to spend a lot more time on this section so I just added a little complex database with idea of many to many relationship where the build, brand and build components talks to each others with the other components to save the build and display the build from the components to the database and the website ! I changed my actual build table so it displays minimal stuff insted of repeting the components and I also had to change the html codes due to the change in the database.
I fixed a lot of stuff in this log firstly I added rename and delete button in the saved builds which remove the saved build and rename the builds name. I also fixed the database and then I fixed the backends so the website is more secure from getting broken or bypassed by user. Like I put the limitation of cherecters on the saved build name. I did it in the backend insted of html so people cannot break it using inspect. I also fixed the search filter so the user cannot put negative values in the price and for search even if user search with special characters the function will show nothing insted of showing all the parts as before.
Ships:
After finishing the whole websites building stage I think the website is good although it was not as expected for example the styles were a little different then I expected mainly because of the less content in style and less colours but overall the website works as it should be and based on the working style of the website it works better than I expected it does its job and what the website is made for. It has a lot of components to work around with and build its own pc from scratch from not knowing anything to be able to build a pc in the pc builder. The user could save the build and could also see the other builds saved by other users. The website have large amount of learning material for each component which allows the user to learn from a large about of data for each component and each component has a dedicated learning page so the user can fully understand 1 part before moving to the other part. During the testing I started testing the basic function like if all the buttons, links and things work or not but then I started testing a little advanced things like messing with terminals and consoles to break the website and tried to bypass a feature in a very unexpected way. Mostly everything worked some feature didnt work which I forgot to add while making the website but I quicking fixed those things. But the overall testing part was good enough and it showed me that most of the important features are working and are not able to be broken easily. While testing I found multiple errors which I completely forgot to add in the website for example I forgot to add the limit on the words on the save build so the user was able to write long build names which I didn’t wanted so I had to add a limitation on it and I also didn’t realize the search feature allows special cheractors and the result does not display the correct search result instead shows all the component although it is not supposed to show any so I fixed those issues so I had to add some features and edit some routes and queries on them to add the limitation not just in html so that would not be bypassable and I changed few functions in the filter option so its more advanced on finding the correct name and giving no results for unintended things. The best thing about this website was that the database was working really well with the flask and python codes including some javascript and everything was connected even if one thing broke everything in the database also broke but at the end everything worked just right and I didn’t have many issues in that part. could use the component data, allow the user to create a build and then save that build to the database. The saved build could then be displayed again later. The search and filtering system also allowed users to find components more easily. This showed the planning of using everything together and then implementing it worked very well without any issues. One of the biggest challenge while making this website was working with complex database which was a very wide range data with a lot of components to it and then the many to many relationship which was super complicated and then the database codes to make things up working with together was the most challenging part although it turned out to be working really well. Another challenging part was to add a large amount of learning material in the website which I was able to do really quickly using the help of AI and adding the component to the database to display them in the website including the image where I had to manually add all the images for each of the component to make it look more professional then random image. If I would have changed things from my website from now I would have definitely have worked more on styling adding more gaming vibe and colourful animations. But overall I am happy with what I finished with ! Thank youu soo much enjoy using the website as I have put a lot of effort on it. thank you again !!!...
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1793580664.8795702
|
1793667064.8795702
|