|
4123
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Maze Game by @averagestardancefan | Stardance
|
averagestardancefan
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T21:37:35Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here is my completed project: I created a randomly generated maze game that you can play in your VS Code terminal. It was hard. I’m not like super-duper experienced, I’ve only really done programming through my school, so this ultimately pretty simple program took me over seven hours to write. In the end I think it works just how I expected and I’m happy with how it turned out. I tried a few methods for maze generation and tried my best to do it all on my own without just looking up preexisting maze generation strategies. The method I ended up using is a recursive one that finds all valid neighbors of a point on the maze grid and runs itself on each of those neighbors in a randomized order. When it recurses it branches out to that spot which guarantees that the maze is completely connected and that you won’t be stuck in a loop. Through the github page you should have access to the file. If you download and run it separately just make sure you have the latest Java version because it uses enhanced switch-case blocks whose syntax is exclusive to the newest Java. If anything is wrong with my code please tell me so I can fix it and republish. Thanks!", "repo": "https://github.com/garetelis/Maze-Game", "demo": "https://github.com/garetelis/Maze-Game/releases"}]...
|
[{"post_id": 4526, "ts": "2026 [{"post_id": 4526, "ts": "2026-06-07T21:26:28Z", "hours": 1.5894, "text": "I finished and now I’m ready to ship my project. As far as I can tell it works without any bugs but who knows."}, {"post_id": 1874, "ts": "2026-06-04T02:43:58Z", "hours": 0.6736, "text": "Hehe I did it now"}, {"post_id": 1289, "ts": "2026-06-03T05:50:26Z", "hours": 1.8269, "text": "I am now trying recursion… it is even harder."}, {"post_id": 1013, "ts": "2026-06-02T20:04:07Z", "hours": 0.9372, "text": "THIS IS SOMETHING, it’s not correct, but it is doing at least a thing"}, {"post_id": 962, "ts": "2026-06-02T18:52:45Z", "hours": 1.9108, "text": "Guys this is really hard. Random generation is like… not easy."}, {"post_id": 627, "ts": "2026-06-02T04:12:58Z", "hours": 0.5047, "text": "So far I have the ability to make the size of the maze and it will randomly pick a unique start and end square."}]...
|
Title: Maze Game by @averagestardancefan | Stardan Title: Maze Game by @averagestardancefan | Stardance
Devlogs:
So far I have the ability to make the size of the maze and it will randomly pick a unique start and end square.
Guys this is really hard. Random generation is like… not easy.
THIS IS SOMETHING, it’s not correct, but it is doing at least a thing
I am now trying recursion… it is even harder.
Hehe I did it now
I finished and now I’m ready to ship my project. As far as I can tell it works without any bugs but who knows.
Ships:
Here is my completed project: I created a randomly generated maze game that you can play in your VS Code terminal. It was hard. I’m not like super-duper experienced, I’ve only really done programming through my school, so this ultimately pretty simple program took me over seven hours to write. In the end I think it works just how I expected and I’m happy with how it turned out. I tried a few methods for maze generation and tried my best to do it all on my own without just looking up preexisting maze generation strategies. The method I ended up using is a recursive one that finds all valid neighbors of a point on the maze grid and runs itself on each of those neighbors in a randomized order. When it recurses it branches out to that spot which guarantees that the maze is completely connected and that you won’t be stuck in a loop. Through the github page you should have access to the file. If you download and run it separately just make sure you have the latest Java version because it uses enhanced switch-case blocks whose syntax is exclusive to the newest Java. If anything is wrong with my code please tell me so I can fix it and republish. Thanks!...
|
1792983152.9955888
|
1793069552.9955888
|
|
4125
|
PHANTOM_LEGION by @PhantomPilot4729 | Stardance
|
PhantomPilot4729
|
1
|
12.92
|
54
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T04:32:14Z", "hours": 8.0, "multiplier": 7.76, "payout": 54, "blessing": "neutral", "text": "So, I made a program that is largely for data mining for specific things on the internet. Uses OSINT tools such as Maltego, as well as internet archives. Best way to launch it is osint-agent gui, if it doesn’t want to work all the time.", "repo": "https://github.com/PhantomPilot4729/PHANTOM_LEIGON", "demo": "https://github.com/PhantomPilot4729/PHANTOM_LEGION/releases/tag/MK1.0.0-DEMO"}]...
|
[{"post_id": 9573, "ts": "2026 [{"post_id": 9573, "ts": "2026-06-15T23:01:17Z", "hours": 4.9203, "text": "So, Currently doing some research on the next stages for the PHANTOM_LEGION project. Specifically, improving the quality of the ship, migrating to C# or CSS or C++ for more optimized performance per-device, as well as considering using TOR to search the web to help maximize privacy. In addition, R&D has begun for a man-portable unit that can gather real-time info on devices around the user."}, {"post_id": 1883, "ts": "2026-06-04T03:15:19Z", "hours": 3.4153, "text": "Upped the ESP32 Firmware, patched holes. Now passes all github tests, seems to be working flawlessly. Here’s the current scuffed UI"}, {"post_id": 1187, "ts": "2026-06-03T01:23:40Z", "hours": 3.2028, "text": "Largely been working on making the portable version, involved a crap ton of python and trying to figure out how to use the arduino proprietary C"}, {"post_id": 644, "ts": "2026-06-02T05:00:13Z", "hours": 0.8869, "text": "Patching holes, trying to add ESP32 server hosting, so I can access this from anywhere in the world. driving me crazy though how it’s not working properly."}]...
|
Title: PHANTOM_LEGION by @PhantomPilot4729 | Stard Title: PHANTOM_LEGION by @PhantomPilot4729 | Stardance
Devlogs:
Patching holes, trying to add ESP32 server hosting, so I can access this from anywhere in the world. driving me crazy though how it’s not working properly.
Largely been working on making the portable version, involved a crap ton of python and trying to figure out how to use the arduino proprietary C
Upped the ESP32 Firmware, patched holes. Now passes all github tests, seems to be working flawlessly. Here’s the current scuffed UI
So, Currently doing some research on the next stages for the PHANTOM_LEGION project. Specifically, improving the quality of the ship, migrating to C# or CSS or C++ for more optimized performance per-device, as well as considering using TOR to search the web to help maximize privacy. In addition, R&D has begun for a man-portable unit that can gather real-time info on devices around the user.
Ships:
So, I made a program that is largely for data mining for specific things on the internet. Uses OSINT tools such as Maltego, as well as internet archives. Best way to launch it is osint-agent gui, if it doesn’t want to work all the time....
|
1792983173.207227
|
1793069573.207227
|
|
4130
|
A Walkable map by @mr_peoplez161 | Stardance
|
mr_peoplez161
|
1
|
27.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T02:31:26Z", "hours": 27.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons .", "repo": "https://github.com/Santiago543292/AntiVirus-Map", "demo": "https://github.com/Santiago543292/AntiVirus-Map/releases/tag/source-only-clean-ecb76d7"}]...
|
[{"post_id": 22498, "ts": "202 [{"post_id": 22498, "ts": "2026-07-05T00:15:06Z", "hours": 15.9822, "text": "all done with the map so this section is done"}, {"post_id": 4472, "ts": "2026-06-07T20:01:11Z", "hours": 1.5758, "text": "better map to add on to"}, {"post_id": 4021, "ts": "2026-06-07T05:55:17Z", "hours": 2.705, "text": "new house added to the map"}, {"post_id": 3345, "ts": "2026-06-06T07:14:05Z", "hours": 3.9397, "text": "Upgraded my map to look better and also tried to make the movement work"}, {"post_id": 3093, "ts": "2026-06-06T00:11:20Z", "hours": 3.1922, "text": "I made a simple house to start off my world"}]...
|
Title: A Walkable map by @mr_peoplez161 | Stardanc Title: A Walkable map by @mr_peoplez161 | Stardance
Devlogs:
I made a simple house to start off my world
Upgraded my map to look better and also tried to make the movement work
new house added to the map
better map to add on to
all done with the map so this section is done
Ships:
I made a map for my game that i will create later on and this is only the map part of the game just for testing reasons ....
|
1793000958.646878
|
1793087358.646878
|
|
4146
|
Hand Wave by @asanghvi | Stardance
|
asanghvi
|
1
|
12.0
|
161
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T23:25:58Z", "hours": 12.0, "multiplier": 17.07, "payout": 161, "blessing": "neutral", "text": "I made Hand Wave, an app that turns ASL fingerspelling into spoken words using an iPhone camera or Meta glasses. Cross-platform, too. Featured on NBC. It’s still early, so expect rough edges!", "repo": "https://github.com/aadisang/hand-wave", "demo": "https://handwave.sh"}]...
|
[{"post_id": 30430, "ts": "202 [{"post_id": 30430, "ts": "2026-07-17T23:24:11Z", "hours": 7.0147, "text": "The last few weeks have mostly been me fixing all the unglamorous stuff like code quality and performance. I rebuilt a good chunk of the recognition pipeline, improved accuracy, fixed camera and streaming issues, added better logging, and spent way too much time getting CI and TestFlight releases working. But, Hand Wave is finally on TestFlight now! Unfortunately Meta’s SDK prevents me from shipping to the App Store just yet, but this is as close to ‘shipped’ as I can get. Just gotta record a demo now."}, {"post_id": 22687, "ts": "2026-07-05T07:42:42Z", "hours": 1.2294, "text": "Finished! Sat Codex on a 16hr goal loop to try and optimize the CTC beam, fixed the harness, got the mobile app looking great. Ready to ship :)"}, {"post_id": 11110, "ts": "2026-06-18T05:27:14Z", "hours": 3.735, "text": "Finally got a working version (pictured here is the result after fingerspelling machine learning properly, with <100ms latency!). Almost finished with the mobile app bridge that will let me connect the Meta AI glasses I have to the inference server I’m hosting on Modal, that’s running locally here. Got featured on NBC as well a few weeks ago – https://go.aadisanghvi.com/nbc Soon will have the entire thing launched. The idea is to have a fully closed loop with just wearable smart glasses, which are, hopefully, gonna be huge tech in the near future. So in theory, I could look at someone that’s hearing impaired, watch them sign, and hear translations in my ear! Currently limited by compute capacity on Modal (my inference provider), and my own machine learning model. Unfortunately wasn’t able to track the time I spent training the model, but I used the dataset from Google’s fingerspelling Kaggle competition. An early version is already shipped! Almost ready to record a launch vid."}]...
|
Title: Hand Wave by @asanghvi | Stardance
Devlogs Title: Hand Wave by @asanghvi | Stardance
Devlogs:
Finally got a working version (pictured here is the result after fingerspelling machine learning properly, with <100ms latency!). Almost finished with the mobile app bridge that will let me connect the Meta AI glasses I have to the inference server I’m hosting on Modal, that’s running locally here. Got featured on NBC as well a few weeks ago – https://go.aadisanghvi.com/nbc Soon will have the entire thing launched. The idea is to have a fully closed loop with just wearable smart glasses, which are, hopefully, gonna be huge tech in the near future. So in theory, I could look at someone that’s hearing impaired, watch them sign, and hear translations in my ear! Currently limited by compute capacity on Modal (my inference provider), and my own machine learning model. Unfortunately wasn’t able to track the time I spent training the model, but I used the dataset from Google’s fingerspelling Kaggle competition. An early version is already shipped! Almost ready to record a launch vid.
Finished! Sat Codex on a 16hr goal loop to try and optimize the CTC beam, fixed the harness, got the mobile app looking great. Ready to ship :)
The last few weeks have mostly been me fixing all the unglamorous stuff like code quality and performance. I rebuilt a good chunk of the recognition pipeline, improved accuracy, fixed camera and streaming issues, added better logging, and spent way too much time getting CI and TestFlight releases working. But, Hand Wave is finally on TestFlight now! Unfortunately Meta’s SDK prevents me from shipping to the App Store just yet, but this is as close to ‘shipped’ as I can get. Just gotta record a demo now.
Ships:
I made Hand Wave, an app that turns ASL fingerspelling into spoken words using an iPhone camera or Meta glasses. Cross-platform, too. Featured on NBC. It’s still early, so expect rough edges!...
|
1792968530.1503458
|
1793054930.1503458
|
|
4153
|
concept animation by @nyx_charbonneau | Stardance
|
nyx_charbonneau
|
1
|
24.0
|
17
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T22:07:53Z", "hours": 24.0, "multiplier": 1.16, "payout": 17, "blessing": "neutral", "text": "I made a concept animation of an idea I had a while ago! Feel free to use the blender file and rigging for fun!", "repo": "https://github.com/Btlrobot/conceptvid", "demo": "https://youtube.com/shorts/Gg6LPFUAXsw?feature=share"}]...
|
[{"post_id": 21186, "ts": "202 [{"post_id": 21186, "ts": "2026-07-03T00:15:10Z", "hours": 4.6128, "text": "worked on a bunch of stuff and managed to get it to export right (I think…?) I accidentally put 250 as end instead of 80 like intended, so i quickly set it to 83 to save it. I think the next step is to make sure it goes with the song correctly then finish!!"}, {"post_id": 19707, "ts": "2026-07-01T03:14:19Z", "hours": 19.1872, "text": "So far I’ve been working on rigging, making sure the rig actually functions, adding text, and just in general trying to learn how to make animations in blender, since I’m new to it."}]...
|
Title: concept animation by @nyx_charbonneau | Sta Title: concept animation by @nyx_charbonneau | Stardance
Devlogs:
So far I’ve been working on rigging, making sure the rig actually functions, adding text, and just in general trying to learn how to make animations in blender, since I’m new to it.
worked on a bunch of stuff and managed to get it to export right (I think…?) I accidentally put 250 as end instead of 80 like intended, so i quickly set it to 83 to save it. I think the next step is to make sure it goes with the song correctly then finish!!
Ships:
I made a concept animation of an idea I had a while ago! Feel free to use the blender file and rigging for fun!...
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1792986771.7559142
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1793073171.7559142
|
|
4157
|
lander by @mahmoud | Stardance
|
mahmoud
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T07:30:43Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My first terminal games in raw C++, and also my first interaction with ASCII art. I worked on this one 3 months ago then I forgot it, so I will just ship it anyway 😭", "repo": "https://github.com/mahmuudsarhan/lander", "demo": "https://mahmuudsarhan.itch.io/lander"}]...
|
[{"post_id": 1028, "ts": "2026 [{"post_id": 1028, "ts": "2026-06-02T20:20:34Z", "hours": 2.2372, "text": "Added a fuel burn animation to look explosive, (assuming your definition of “explosive” is flashing punctuation marks) The window now auto-maximizes on launch 3.Cleaned up the math loops so the game logic doesn’t break NOTE: It is definitely not the most visually stunning game in the world, but I hope you enjoy trying to beat it ¯ _ (ツ)_/¯"}, {"post_id": 694, "ts": "2026-06-02T08:06:50Z", "hours": 2.0036, "text": "A terminal game where you control a spacecraft to land safely on the moon, just finished the core logic and will start adding animation"}]...
|
Title: lander by @mahmoud | Stardance
Devlogs:
A Title: lander by @mahmoud | Stardance
Devlogs:
A terminal game where you control a spacecraft to land safely on the moon, just finished the core logic and will start adding animation
Added a fuel burn animation to look explosive, (assuming your definition of “explosive” is flashing punctuation marks) The window now auto-maximizes on launch 3.Cleaned up the math loops so the game logic doesn’t break NOTE: It is definitely not the most visually stunning game in the world, but I hope you enjoy trying to beat it ¯ _ (ツ)_/¯
Ships:
My first terminal games in raw C++, and also my first interaction with ASCII art. I worked on this one 3 months ago then I forgot it, so I will just ship it anyway 😭...
|
1792997261.5736296
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1793083661.5736296
|
|
4175
|
Cloudiee RC plane by @naadix_ind | Stardance
|
naadix_ind
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1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T01:51:40Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cloudiee is a Rc plane made for fun and learning. It was created by customized hardware and materials like depron sheets etc.", "repo": "https://github.com/harshitpandey-lang/Cloudiee-RC-Plane", "demo": ""}]...
|
[{"post_id": 5317, "ts": "2026 [{"post_id": 5317, "ts": "2026-06-09T01:43:12Z", "hours": 1.1811, "text": "the plane is completed and ready to be shipped"}, {"post_id": 798, "ts": "2026-06-02T13:56:20Z", "hours": 1.9103, "text": "This is an rc plane made by me which id DIY"}]...
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Title: Cloudiee RC plane by @naadix_ind | Stardanc Title: Cloudiee RC plane by @naadix_ind | Stardance
Devlogs:
This is an rc plane made by me which id DIY
the plane is completed and ready to be shipped
Ships:
Cloudiee is a Rc plane made for fun and learning. It was created by customized hardware and materials like depron sheets etc....
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1792983201.0348234
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1793069601.0348234
|
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4177
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offline mini gaming console by @shyamks1828 | Star offline mini gaming console by @shyamks1828 | Stardance...
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shyamks1828
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1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T06:20:41Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am making a retro games gameboy of sorts. its not completed yet. I just wanna spread a product that helps kill time offline for very cheap. I will be upgrading certain aspects like power source and be adding more games and interactive interface. any suggestion reac out to me.", "repo": "https://github.com/coderrcboy/arduino-game-boy", "demo": ""}]...
|
[{"post_id": 15680, "ts": "202 [{"post_id": 15680, "ts": "2026-06-25T14:23:29Z", "hours": 0.3833, "text": "this is iteration 1 . please gimme feedbacks. i will be reworking the case design. also there are some glitches in the code pls do advice after trying it out."}, {"post_id": 12880, "ts": "2026-06-21T03:12:48Z", "hours": 0.4092, "text": "Hi guys im trying to revive nostalgia by making a gameboy like console with arduino nano to play classic retro games am still coding first game. i am visualising a final gameboy with many game options which u can choose from menu."}, {"post_id": 8691, "ts": "2026-06-14T13:14:07Z", "hours": 0.2947, "text": "Hi guys Im working on a mini arduino nano console of sorts where you can play simple retro offline anywhere. My goal in thus community is to publish projects that spread joy! Hope to take this to completion amidst my hectic school schedule!"}]...
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Title: offline mini gaming console by @shyamks1828 Title: offline mini gaming console by @shyamks1828 | Stardance
Devlogs:
Hi guys Im working on a mini arduino nano console of sorts where you can play simple retro offline anywhere. My goal in thus community is to publish projects that spread joy! Hope to take this to completion amidst my hectic school schedule!
Hi guys im trying to revive nostalgia by making a gameboy like console with arduino nano to play classic retro games am still coding first game. i am visualising a final gameboy with many game options which u can choose from menu.
this is iteration 1 . please gimme feedbacks. i will be reworking the case design. also there are some glitches in the code pls do advice after trying it out.
Ships:
I am making a retro games gameboy of sorts. its not completed yet. I just wanna spread a product that helps kill time offline for very cheap. I will be upgrading certain aspects like power source and be adding more games and interactive interface. any suggestion reac out to me....
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1792878505.5100656
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1793742505.5100656
|
|
4181
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Waste seggregation by @periwalpratham0 | Stardance
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periwalpratham0
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-10T11:48:14Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "HELLO!, So I made a NIR spectroscopy machine which can filter between Wood,plastic,Metal and BIO! all the code and the data(i manually scanned)", "repo": "https://github.com/PeriwalPratham/NIR/", "demo": ""}]...
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[{"post_id": 6176, "ts": "2026 [{"post_id": 6176, "ts": "2026-06-10T11:42:34Z", "hours": 1.5425, "text": "locked in the code"}, {"post_id": 979, "ts": "2026-06-02T19:17:30Z", "hours": 2.5989, "text": "Testing the working of a spectrometer and recording values’s and storing and compiling and creating a ml model and using live python code to run it on my ESP32"}]...
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Title: Waste seggregation by @periwalpratham0 | St Title: Waste seggregation by @periwalpratham0 | Stardance
Devlogs:
Testing the working of a spectrometer and recording values’s and storing and compiling and creating a ml model and using live python code to run it on my ESP32
locked in the code
Ships:
HELLO!, So I made a NIR spectroscopy machine which can filter between Wood,plastic,Metal and BIO! all the code and the data(i manually scanned)...
|
1792986864.7940218
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1793073264.7940218
|
|
4190
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Claude Second Brain Harness by @xerneas | Stardanc Claude Second Brain Harness by @xerneas | Stardance...
|
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T19:56:31Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Claude Harness that is light enough and not extra enough for daily use. After messing around with openclaw I saw that the costs and features were simply too extra. This is a great life planner that can be run simply even with lower end models like claude haiku.", "repo": "https://github.com/xerneas3318/claude-monorepo", "demo": "https://github.com/xerneas3318/claude-monorepo/releases/tag/v1.0.0"}]...
|
[{"post_id": 7019, "ts": "2026 [{"post_id": 7019, "ts": "2026-06-11T19:34:17Z", "hours": 0.2214, "text": "What it is A markdown-only second-brain that Claude Code reads at every session start and edits as you talk to it. Everything lives as plain .md files in a fixed directory tree- no database, no proprietary format. Two repos, one system brain-template: the harness itself. CLAUDE.md (the session-start instructions Claude reads), a templates/ folder, and a directory skeleton (daily/, backlog/, goals/, notes/, projects/, routines/, memory/, archive/). Drop your real notes in, edit memory/context.md, and Claude becomes a proactive planner. ClaudePlanner: the phone + sync layer on top of the harness. iOS app (SwiftUI) for Today/Browse views with tap-to-toggle, drag reorder, talk-to-Claude with on-device speech. A Node sync-daemon does bidirectional brain/ ↔ Firestore sync. A Fastify relay exposes the Claude Agent SDK with Firebase auth + MCP tools (list_today, read_file, add_task, check_task). Flow You write/edit a task in daily/today.md (or tell Claude on phone, or check a box). sync-daemon mirrors the change to Firestore. iOS app live-listens and updates instantly. Closing the loop: when Claude (on phone or terminal) edits files via the relay, sync-daemon writes them back to disk. Full iOS and server support will be shown soon"}]...
|
Title: Claude Second Brain Harness by @xerneas | S Title: Claude Second Brain Harness by @xerneas | Stardance
Devlogs:
What it is A markdown-only second-brain that Claude Code reads at every session start and edits as you talk to it. Everything lives as plain .md files in a fixed directory tree- no database, no proprietary format. Two repos, one system brain-template: the harness itself. CLAUDE.md (the session-start instructions Claude reads), a templates/ folder, and a directory skeleton (daily/, backlog/, goals/, notes/, projects/, routines/, memory/, archive/). Drop your real notes in, edit memory/context.md, and Claude becomes a proactive planner. ClaudePlanner: the phone + sync layer on top of the harness. iOS app (SwiftUI) for Today/Browse views with tap-to-toggle, drag reorder, talk-to-Claude with on-device speech. A Node sync-daemon does bidirectional brain/ ↔ Firestore sync. A Fastify relay exposes the Claude Agent SDK with Firebase auth + MCP tools (list_today, read_file, add_task, check_task). Flow You write/edit a task in daily/today.md (or tell Claude on phone, or check a box). sync-daemon mirrors the change to Firestore. iOS app live-listens and updates instantly. Closing the loop: when Claude (on phone or terminal) edits files via the relay, sync-daemon writes them back to disk. Full iOS and server support will be shown soon
Ships:
Claude Harness that is light enough and not extra enough for daily use. After messing around with openclaw I saw that the costs and features were simply too extra. This is a great life planner that can be run simply even with lower end models like claude haiku....
|
1792878737.4575262
|
1793742737.4575262
|
|
4196
|
Echoes of Aetheria by @SGAGOATED | Stardance
|
SGAGOATED
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T06:17:13Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I recently built a 2D survival game inspired by the building and exploration style of Fortnite and Minecraft. My biggest challenge was a technical issue with importing images, which required me to manually construct all game objects directly through code. Despite that hurdle, I am really proud of the final visual aesthetic and how polished the overall environment looks. To test the project, simply run the script in your local environment and use your mouse and keyboard to interact with the world.", "repo": "https://github.com/Chrislaina/Echoes-of-Aetheria", "demo": "https://echoesof-aetheria.netlify.app/"}]...
|
[{"post_id": 3140, "ts": "2026 [{"post_id": 3140, "ts": "2026-06-06T00:25:06Z", "hours": 20.5667, "text": "Added health bars and a beacon to protect from the zombies."}, {"post_id": 641, "ts": "2026-06-02T04:57:19Z", "hours": 4.0386, "text": "Just came back to the project. What I did: Organized my code, like 1500 lines of pure mess. Made the map generation work!!!"}]...
|
Title: Echoes of Aetheria by @SGAGOATED | Stardanc Title: Echoes of Aetheria by @SGAGOATED | Stardance
Devlogs:
Just came back to the project. What I did: Organized my code, like 1500 lines of pure mess. Made the map generation work!!!
Added health bars and a beacon to protect from the zombies.
Ships:
I recently built a 2D survival game inspired by the building and exploration style of Fortnite and Minecraft. My biggest challenge was a technical issue with importing images, which required me to manually construct all game objects directly through code. Despite that hurdle, I am really proud of the final visual aesthetic and how polished the overall environment looks. To test the project, simply run the script in your local environment and use your mouse and keyboard to interact with the world....
|
1792968771.1829967
|
1793055171.1829967
|
|
4200
|
My personal portfolio by @nisarga | Stardance
|
nisarga
|
1
|
0.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T15:38:56Z", "hours": 0.0, "multiplier": 2.65, "payout": 21, "blessing": "neutral", "text": "I have been working on this project from a week now continuously everyday. and I think I am at a stage where I can ship this project first time. While building this website my focus was not on building a really cool project, but learning and understanding what i am building. And I think my have achieved that goal. I now know basics of HTML and Tailwind CSS with some simple Vanilla JS. After building this, now I don’t need to be just share my github profile when some one asks on slack, “What projects have you worked on?”. Now i can just share them my portfolio showing my work proudly. I have not used AI to any part of the website directly. I sure have used it to troubleshoot some bugs and understand code. nothing more then that. I hope my efforts were worth the time and you won’t discard my hard work while rating this project. Thank you folks…!", "repo": "https://github.com/nisarga-hb/my-website", "demo": "https://nisarga-hb.github.io/my-website/"}]...
|
[{"post_id": 3542, "ts": "2026 [{"post_id": 3542, "ts": "2026-06-06T15:01:59Z", "hours": 0.0, "text": "I have done too many things and I forgot to add devlogs time to time, sorry for that. But I am including everthing in this one log. Please spare my ignorance. i took this project because, when someone asked me what have you worked on, I had nothing to show them my work except my github profile. Unique things in my website that I added (after stardance started), making it special include the yellow dot cursor, sliding morph animated preloader, Cool looking things like ring in contact page and a nice projects display section. The Dot cursor : The inspiration for this was the unique cursor in Beest.hackclub.com website. I also wanted something like that but I wanted it to be simple as well. So I made it into a dot. To be honest I love dots. So when you are in my website all you can use to navigate is this yellow little ball. I hope its cute(Not as cute as me though) Sliding Prloader : I wanted to make a preloader for my website, but I wanted it to be different from the usual ones. So I came up with this idea of sliding morph animation. It took me a lot of time to make it, but I am happy with the result. Initially I added a circular animation, the normal one we see everyday when things buffer, yeah yeah that one. But then I worked out this. The ring in contact page : This is something very simple when you just seeit as it is. But what I did uniquely is making it responsive. Try it on a mobile. You will see the magic. it looks simple but is elegent. Projects diplay section in index page : I have kept this simple because it is the 3rd iteration that you see in the website. I have failed 2 times with this one. See, I made it simple first, It was just boring and of nothing good, just a square box. Then I made a scroll, similar to the one you look but for some reason it refused to get postioned properly. No matter what I did, flex justify center allign center, nothing worked. So I had to redo evrthing again and finally ended up with this one. I added hover and links to repo to make it more asthetic and useful and not jsut display. Rest mentionable is the design style and colours. I have learned some design concepts to make this website nice. Hope you like it and It was worth it. #HACKGIRL"}]...
|
Title: My personal portfolio by @nisarga | Stardan Title: My personal portfolio by @nisarga | Stardance
Devlogs:
I have done too many things and I forgot to add devlogs time to time, sorry for that. But I am including everthing in this one log. Please spare my ignorance. i took this project because, when someone asked me what have you worked on, I had nothing to show them my work except my github profile. Unique things in my website that I added (after stardance started), making it special include the yellow dot cursor, sliding morph animated preloader, Cool looking things like ring in contact page and a nice projects display section. The Dot cursor : The inspiration for this was the unique cursor in Beest.hackclub.com website. I also wanted something like that but I wanted it to be simple as well. So I made it into a dot. To be honest I love dots. So when you are in my website all you can use to navigate is this yellow little ball. I hope its cute(Not as cute as me though) Sliding Prloader : I wanted to make a preloader for my website, but I wanted it to be different from the usual ones. So I came up with this idea of sliding morph animation. It took me a lot of time to make it, but I am happy with the result. Initially I added a circular animation, the normal one we see everyday when things buffer, yeah yeah that one. But then I worked out this. The ring in contact page : This is something very simple when you just seeit as it is. But what I did uniquely is making it responsive. Try it on a mobile. You will see the magic. it looks simple but is elegent. Projects diplay section in index page : I have kept this simple because it is the 3rd iteration that you see in the website. I have failed 2 times with this one. See, I made it simple first, It was just boring and of nothing good, just a square box. Then I made a scroll, similar to the one you look but for some reason it refused to get postioned properly. No matter what I did, flex justify center allign center, nothing worked. So I had to redo evrthing again and finally ended up with this one. I added hover and links to repo to make it more asthetic and useful and not jsut display. Rest mentionable is the design style and colours. I have learned some design concepts to make this website nice. Hope you like it and It was worth it. #HACKGIRL
Ships:
I have been working on this project from a week now continuously everyday. and I think I am at a stage where I can ship this project first time. While building this website my focus was not on building a really cool project, but learning and understanding what i am building. And I think my have achieved that goal. I now know basics of HTML and Tailwind CSS with some simple Vanilla JS. After building this, now I don’t need to be just share my github profile when some one asks on slack, “What projects have you worked on?”. Now i can just share them my portfolio showing my work proudly. I have not used AI to any part of the website directly. I sure have used it to troubleshoot some bugs and understand code. nothing more then that. I hope my efforts were worth the time and you won’t discard my hard work while rating this project. Thank you folks…!...
|
1792986492.5209963
|
1793072892.5209963
|
|
4212
|
Pc sim dashboard by @keledanko23 | Stardance
|
keledanko23
|
1
|
53.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T15:11:11Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It was hard to guess the numbers, but how i said there will be continuing about the real hardware", "repo": "https://github.com/keledanko23/Octavia-1-dashboard", "demo": ""}]...
|
[{"post_id": 57228, "ts": "202 [{"post_id": 57228, "ts": "2026-08-29T10:19:04Z", "hours": 5.6872, "text": "Finally finished the pcb, it´s ready for order, i will drop the files in the repo"}, {"post_id": 50866, "ts": "2026-08-20T10:06:18Z", "hours": 9.3222, "text": "Fixed the layout, changed some expensive IC-s to cheaper ones, almost finished"}, {"post_id": 47664, "ts": "2026-08-15T18:26:35Z", "hours": 9.3339, "text": "Added the components and conected most of the traces but I can´t make it cleaner, and i ran the DRC it said it has 250 errors and 110 alerts so i have a lot of work to do"}, {"post_id": 45674, "ts": "2026-08-12T09:58:53Z", "hours": 7.0847, "text": "Drawed the schematic, it was really hard because I did not find some IC-s and had to draw them myself, at first it had 56errors but i managed to fix it"}, {"post_id": 44558, "ts": "2026-08-10T12:13:50Z", "hours": 3.81, "text": "Finaly got a chance to use a scaner to scan the pcb, imported it into kicad ad fixed al the kholes location and the form of the pcb, the pcb form is now finished"}, {"post_id": 41488, "ts": "2026-08-05T18:46:23Z", "hours": 9.2803, "text": "Started building the pcb outlines and holes, unfortunatly lot of the holes arent on their places where they should be even if i mesure 10 times, at least the outline is finally the form i need and some of the holes ar on their places"}, {"post_id": 39986, "ts": "2026-08-03T10:31:36Z", "hours": 3.8394, "text": "Started mapping out the pcb so i can recreate it later, added 1more led to the prototype, tried to add 2more but they burned out"}, {"post_id": 13147, "ts": "2026-06-21T14:53:38Z", "hours": 4.7842, "text": "Finally completed the python code for the dashboard, you can find the file in my github repo"}, {"post_id": 2230, "ts": "2026-06-04T16:48:25Z", "hours": 0.3217, "text": "oda Octavia MK1 Dashboard Project 1. Hardware Progress Mapped out the Skoda Octavia MK1 cluster pinout (K.13+, K.15+, EPC, ABS, etc.) and designed the circuit for the VID29-05/JD62C854F stepper motor driver ICs. Soldered the prototype onto a perfboard, separating the 12V motor power from the 5V logic control. Secured the critical connections with hot glue for vibration resistance. 2. Software Development Built a PC simulator and control panel in Python using tkinter. The Challenge: After streamlining the code, the gauge needles lost their continuous movement and started snapping instantly to new values. The Fix: Solved this by implementing an asynchronous loop using window.after(16, animation_loop). It now updates at ~60 FPS, smoothly easing the current position toward the target value (moving 8% of the remaining distance per frame). Also fixed a quick syntax error in the UI dictionary styling."}]...
|
Title: Pc sim dashboard by @keledanko23 | Stardanc Title: Pc sim dashboard by @keledanko23 | Stardance
Devlogs:
oda Octavia MK1 Dashboard Project 1. Hardware Progress Mapped out the Skoda Octavia MK1 cluster pinout (K.13+, K.15+, EPC, ABS, etc.) and designed the circuit for the VID29-05/JD62C854F stepper motor driver ICs. Soldered the prototype onto a perfboard, separating the 12V motor power from the 5V logic control. Secured the critical connections with hot glue for vibration resistance. 2. Software Development Built a PC simulator and control panel in Python using tkinter. The Challenge: After streamlining the code, the gauge needles lost their continuous movement and started snapping instantly to new values. The Fix: Solved this by implementing an asynchronous loop using window.after(16, animation_loop). It now updates at ~60 FPS, smoothly easing the current position toward the target value (moving 8% of the remaining distance per frame). Also fixed a quick syntax error in the UI dictionary styling.
Finally completed the python code for the dashboard, you can find the file in my github repo
Started mapping out the pcb so i can recreate it later, added 1more led to the prototype, tried to add 2more but they burned out
Started building the pcb outlines and holes, unfortunatly lot of the holes arent on their places where they should be even if i mesure 10 times, at least the outline is finally the form i need and some of the holes ar on their places
Finaly got a chance to use a scaner to scan the pcb, imported it into kicad ad fixed al the kholes location and the form of the pcb, the pcb form is now finished
Drawed the schematic, it was really hard because I did not find some IC-s and had to draw them myself, at first it had 56errors but i managed to fix it
Added the components and conected most of the traces but I can´t make it cleaner, and i ran the DRC it said it has 250 errors and 110 alerts so i have a lot of work to do
Fixed the layout, changed some expensive IC-s to cheaper ones, almost finished
Finally finished the pcb, it´s ready for order, i will drop the files in the repo
Ships:
It was hard to guess the numbers, but how i said there will be continuing about the real hardware...
|
1792982840.1705732
|
1793069240.1705732
|
|
4238
|
red bull tracker by @neset | Stardance
|
neset
|
1
|
22.29
|
336
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T20:00:22Z", "hours": 22.0, "multiplier": 15.51, "payout": 336, "blessing": "neutral", "text": "this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma.", "repo": "https://github.com/nesetkab/redbull", "demo": "https://redbull.nesetk.com"}]...
|
[{"post_id": 77666, "ts": "202 [{"post_id": 77666, "ts": "2026-10-07T19:35:28Z", "hours": 0.2911, "text": "bug fixes"}, {"post_id": 77399, "ts": "2026-10-06T19:58:44Z", "hours": 2.0128, "text": "ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks"}, {"post_id": 19639, "ts": "2026-07-01T00:46:56Z", "hours": 1.6789, "text": "more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi"}, {"post_id": 18904, "ts": "2026-06-30T02:59:09Z", "hours": 2.9706, "text": "im highkey across the country but wtv working on makign picker ux way better look at this yummy anim"}, {"post_id": 16070, "ts": "2026-06-26T03:45:21Z", "hours": 1.8869, "text": "working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there"}, {"post_id": 15365, "ts": "2026-06-24T23:49:42Z", "hours": 0.5797, "text": "wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world"}, {"post_id": 15160, "ts": "2026-06-24T17:02:58Z", "hours": 0.585, "text": "statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!"}, {"post_id": 13894, "ts": "2026-06-22T19:36:41Z", "hours": 2.8711, "text": "LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!"}, {"post_id": 12791, "ts": "2026-06-20T22:21:44Z", "hours": 1.43, "text": "new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!"}, {"post_id": 12279, "ts": "2026-06-20T01:40:43Z", "hours": 0.5042, "text": "havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333"}, {"post_id": 12267, "ts": "2026-06-20T01:01:09Z", "hours": 1.1347, "text": "multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!"}, {"post_id": 11668, "ts": "2026-06-19T00:38:31Z", "hours": 0.5356, "text": "added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice."}, {"post_id": 11048, "ts": "2026-06-18T02:29:21Z", "hours": 0.6739, "text": "today count works now. i wanna go eep but ill work on data analysis tmr"}, {"post_id": 11000, "ts": "2026-06-18T00:52:01Z", "hours": 1.2214, "text": "deleting works now. the beginnings of a viewer exists"}, {"post_id": 10916, "ts": "2026-06-17T21:50:28Z", "hours": 0.4422, "text": "finally added all of the red bull flavors, including the sugarfree ones"}, {"post_id": 10709, "ts": "2026-06-17T15:59:38Z", "hours": 3.16, "text": "i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats"}]...
|
Title: red bull tracker by @neset | Stardance
Dev Title: red bull tracker by @neset | Stardance
Devlogs:
i’m now able to choose a redbull and add it! red bulls are stored in a psql database which keeps track of the red bull name, whether its sugarfree or not, and the date it was submitted. todo: add more redbulls! make a more visual data viewer graphs to see my statistics host this so other ppl can see my stats
finally added all of the red bull flavors, including the sugarfree ones
deleting works now. the beginnings of a viewer exists
today count works now. i wanna go eep but ill work on data analysis tmr
added data sorting by day into the tracker! groups by today, yesterday, and then weekly. plan is to add day sorting within those weeks next. also, need to add a way to submit multiple of the same redbull without repeatedly submitting. also, adding statistics would be nice.
multi-submit works* improved ux a LOT, i really like these tilted incrementers i want to change it so that SF is a toggle rather than a diff redbull, to decrease scrolling (better ux) submitter is VERY chopped rn (that’s why there’s the asterisk) multi submit repeatedly adds the redbull into a list which works but is kind of chopped. also, SF toggle doesn’t rly work. once i restructure the picker, im going to design icons for plus, minus, and SF, improve ui/ux a bit more, and then add data statistics. after that, i think it’ll be good to ship !!!
havent finished the data part yet but i want to make a dev log because look at how BEAUTIFUL the new icons look <3333
new redbull designs that are more accurate to the real thing! fixed some ux bugs todo: make ui look better add monster? i love monster data analysis ship!
LOTS done. changed how data is stored to allow for more drinks to be added added “caffeine” attribute in order to track my caffeine intake (addiction) added statistics in order to track how many redbulls im actually drinking began adding other drinks to do: finalize the UX of how drinks are chosen add more drinks! finish statistics to be more functional and look more pretty ship!
statistics are a lot more prettyyyyy fixed mobile handling for statistics todo: add more drinks drink chooser ui ship!
wowzers statistics tooltips need to fix the labels hitting each other $state() might be the best thing in the world
working on looks! statistics looks much better still a lot to do to finish it up, but i’m almost there
im highkey across the country but wtv working on makign picker ux way better look at this yummy anim
more progress on ui, adding more drinks, polishing drink picker. currently on amtrack so very bad wifi
ready to ship! added an intro explaining what this is added cookies so u can track ur own data made my data global for everyone to see minor bug fixes todo: add more drinks
bug fixes
Ships:
this is a caffeine drink tracker allowing you to add and track your caffeine intake across multiple days. i wrote it using svelte and postgresql. this was one of my first projects that i wrote with svelte, so i learned quite a bit about it. i also did custom art and design for each of the drinks in figma....
|
1793004709.6281958
|
1793091109.6281958
|
|
4252
|
DariBot by @Dari | Stardance
|
Dari
|
1
|
1.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T07:59:35Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot with 3 basic functions. The first (and simplest) is a roulette function. You type in /dsb-roulette [black or red], and it lets you know if you won or not. Overall, this function was pretty easy to implement. The next 2 commands are pretty similar, as they are basically AI prompts. /dsb-explain [input] and /dsb-love [Insert name] both respond with ai-generated text that comes from Groq. For the love command, the only user input is the name, while for the explain command, you can input any topic you want explained. I hosted this bot with Railway (considering it was past midnight when I applied for Nest).", "repo": "https://github.com/CoDari1/bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0B7ZHHNG0K"}]...
|
[{"post_id": 1865, "ts": "2026 [{"post_id": 1865, "ts": "2026-06-04T02:28:34Z", "hours": 0.6053, "text": "I changed the name from Dari to DariBot, figured out how to make the responses show up in public chat, and updated the project so it is able to be shipped!"}, {"post_id": 680, "ts": "2026-06-02T07:28:37Z", "hours": 0.3542, "text": "Finished adding a Roulette and explain command!"}, {"post_id": 658, "ts": "2026-06-02T06:00:48Z", "hours": 0.3553, "text": "Got the love message working!"}]...
|
Title: DariBot by @Dari | Stardance
Devlogs:
Got Title: DariBot by @Dari | Stardance
Devlogs:
Got the love message working!
Finished adding a Roulette and explain command!
I changed the name from Dari to DariBot, figured out how to make the responses show up in public chat, and updated the project so it is able to be shipped!
Ships:
I made a slack bot with 3 basic functions. The first (and simplest) is a roulette function. You type in /dsb-roulette [black or red], and it lets you know if you won or not. Overall, this function was pretty easy to implement. The next 2 commands are pretty similar, as they are basically AI prompts. /dsb-explain [input] and /dsb-love [Insert name] both respond with ai-generated text that comes from Groq. For the love command, the only user input is the name, while for the explain command, you can input any topic you want explained. I hosted this bot with Railway (considering it was past midnight when I applied for Nest)....
|
1792968946.5861511
|
1793055346.5861511
|
|
4274
|
AI Workshop by @shaurwadhawan | Stardance
|
shaurwadhawan
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T01:31:34Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a somewhat polished Next.js portfolio with Tailwind and Framer Motion, focused on premium motion - with help of gpt 5.0, a strong hero section, and refined project cards. the main challenge imo was cleaning up the repo so GitHub would accept it (removing build artifacts like node_modules/.next and fixing a JSX issue in Hero.js), and the key point is that the app is ready to deploy publicly, it just needs a Vercel/Netlify deployment for a shareable live URL.", "repo": "https://github.com/shaurwadhawan/AI-workshop", "demo": "https://ai-workshop-rho-rouge.vercel.app/"}]...
|
[{"post_id": 739, "ts": "2026- [{"post_id": 739, "ts": "2026-06-02T11:17:55Z", "hours": 1.1308, "text": "Working on developing a site using next.js for my personal profile and advertising. Experimenting with custom scroll animations and cool ui/ux effects"}]...
|
Title: AI Workshop by @shaurwadhawan | Stardance
Title: AI Workshop by @shaurwadhawan | Stardance
Devlogs:
Working on developing a site using next.js for my personal profile and advertising. Experimenting with custom scroll animations and cool ui/ux effects
Ships:
I built a somewhat polished Next.js portfolio with Tailwind and Framer Motion, focused on premium motion - with help of gpt 5.0, a strong hero section, and refined project cards. the main challenge imo was cleaning up the repo so GitHub would accept it (removing build artifacts like node_modules/.next and fixing a JSX issue in Hero.js), and the key point is that the app is ready to deploy publicly, it just needs a Vercel/Netlify deployment for a shareable live URL....
|
1792983007.5109982
|
1793069407.5109982
|
|
4275
|
Tic Tac Toe by @pizza | Stardance
|
pizza
|
1
|
9.0
|
66
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T18:40:15Z", "hours": 9.0, "multiplier": 8.56, "payout": 66, "blessing": "neutral", "text": "I made a basic Tic-Tac-Toe game. The most challenging part was the Minimax algorithm and designing the interface with ncurse library. I am so proud of myself that i was able to pull it off. Please keep in mind before juding that i am a completely beginner who is new into the space and it’s my first project.", "repo": "https://github.com/emperor47anshu-cmyk/tictactoe", "demo": "https://github.com/emperor47anshu-cmyk/tictactoe/releases/tag/v1.0.0"}]...
|
[{"post_id": 4788, "ts": "2026 [{"post_id": 4788, "ts": "2026-06-08T08:53:30Z", "hours": 1.2769, "text": "Hey Everyone, I made some serious improvement in my project. I used ncurses library to improve the UI and i fixed the repetitive board which before kept coming to a single board to look more asthetic and a premium finished product. what bugs i faced: bracket hell : i stuck because of a unwanted random bracket it has to be solved because it was ruining the rest of the code. fogot to declare: i forget to declare the prototype and update the rest of the code where i was using printBoard(board) to printBoard(board,cursor_row,cursor_col) to use the arrow keys to look more refine."}, {"post_id": 2670, "ts": "2026-06-05T10:45:53Z", "hours": 1.0122, "text": "Added Difficulty bar: Hey Everyone , After struggling to beat AI in my Tic-Tac-toe project i threw some restrictions to beat AI using Difficulty levels. Bugs i encountered: The Bracket: I somehow endup mixing all of the backets here and there and it took me a while to fix the trap and because of the bracket trap everytime user was playing PvP AI was playing instead of player 2 for which everytime player 2 was winnin but at the end somehow i managed to fix it. SETTING up Difficulty Bar: when i was trying to set up the difficulty bar to easy it was taking random guesses but it was looking realistic because the grid has only 9 blocks to move but it was still better although i dropped the idea previously saying it was too dumb but yeah sometimes it makes sense and in Medium difficulty it uses 50% of it brain and the rest random guesses but the game changes at Hard i also call it Unbeatable level here you can rarely beat AI even if you try so hard you will meet draw everytime. i am slowly trying to express myself, Happy Coding hour PIZZA:)"}, {"post_id": 2315, "ts": "2026-06-04T19:00:36Z", "hours": 3.6425, "text": "Implementation of Minimax: Hey everyone, As you know i was trying to build computer vs player, i tried to build the algorithm minimax but failed miserably last time so prepared myself and built the computer vs player so lets talk about what problems i faced during the build. What Bugs i Faced ? The Rage-Quitting AI: Once the AI stopped cheating, it started giving up entirely. I had a bug where I forgot to tell the Minimax algorithm what a “Draw” was. Because it didn’t know how to return a 0 for a tie, it assumed a full board was the worst possible outcome in the universe. If I trapped the AI in a fork where it knew it couldn’t win, it would literally skip its turn and refuse to play! I had to build a fallback block to force it to accept its fate. Over writing issue: there was a time where i made a system where a player couldn’t overwrite ai but AI could and when i saw that it broke me and even after fixing the bug the same error kept coming cause it was stupit of me who didn’t save the new edition. The Silent Fails: At one point, I tried to implement Player vs. Player mode, but when it was Player 2’s turn, the game would just print the board twice and loop back to Player 1. I had completely forgotten to write the scanf input logic for the second player! The code was just reaching that block. Over powered AI: Now one mistake i made and don’t want anyone to repeat is to put a controller over AI so that you can realistically beat AI or u will be lost everytime and even if u try hard it will be draw at max. What to fix THE Controller for AI: as i said before i want to implement a difficulty system to reduce the power of AI. Improving the interface: i want to improve the interface to make it more fun. Thanks for Reading, Happy coding :)"}, {"post_id": 1663, "ts": "2026-06-03T20:01:53Z", "hours": 0.5753, "text": "was trying to improve my project by allowing player to play with the computer but i just couldn’t finish it well so will come back with better solution and the random computer felt so dumb to me i don’t want anyone to experience that ! Yeah that’s it if any want want to share idea am Open to consider any ideas :)"}, {"post_id": 814, "ts": "2026-06-02T14:24:57Z", "hours": 2.4089, "text": "after joining cs50 a month ago am finally able to build a tic tac toe .Now its a basic but i will try to improve it and those semicolon became my greatest obstacle but still somehow i cracked it and will try to make it more interactive with automation and all"}]...
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Title: Tic Tac Toe by @pizza | Stardance
Devlogs: Title: Tic Tac Toe by @pizza | Stardance
Devlogs:
after joining cs50 a month ago am finally able to build a tic tac toe .Now its a basic but i will try to improve it and those semicolon became my greatest obstacle but still somehow i cracked it and will try to make it more interactive with automation and all
was trying to improve my project by allowing player to play with the computer but i just couldn’t finish it well so will come back with better solution and the random computer felt so dumb to me i don’t want anyone to experience that ! Yeah that’s it if any want want to share idea am Open to consider any ideas :)
Implementation of Minimax: Hey everyone, As you know i was trying to build computer vs player, i tried to build the algorithm minimax but failed miserably last time so prepared myself and built the computer vs player so lets talk about what problems i faced during the build. What Bugs i Faced ? The Rage-Quitting AI: Once the AI stopped cheating, it started giving up entirely. I had a bug where I forgot to tell the Minimax algorithm what a “Draw” was. Because it didn’t know how to return a 0 for a tie, it assumed a full board was the worst possible outcome in the universe. If I trapped the AI in a fork where it knew it couldn’t win, it would literally skip its turn and refuse to play! I had to build a fallback block to force it to accept its fate. Over writing issue: there was a time where i made a system where a player couldn’t overwrite ai but AI could and when i saw that it broke me and even after fixing the bug the same error kept coming cause it was stupit of me who didn’t save the new edition. The Silent Fails: At one point, I tried to implement Player vs. Player mode, but when it was Player 2’s turn, the game would just print the board twice and loop back to Player 1. I had completely forgotten to write the scanf input logic for the second player! The code was just reaching that block. Over powered AI: Now one mistake i made and don’t want anyone to repeat is to put a controller over AI so that you can realistically beat AI or u will be lost everytime and even if u try hard it will be draw at max. What to fix THE Controller for AI: as i said before i want to implement a difficulty system to reduce the power of AI. Improving the interface: i want to improve the interface to make it more fun. Thanks for Reading, Happy coding :)
Added Difficulty bar: Hey Everyone , After struggling to beat AI in my Tic-Tac-toe project i threw some restrictions to beat AI using Difficulty levels. Bugs i encountered: The Bracket: I somehow endup mixing all of the backets here and there and it took me a while to fix the trap and because of the bracket trap everytime user was playing PvP AI was playing instead of player 2 for which everytime player 2 was winnin but at the end somehow i managed to fix it. SETTING up Difficulty Bar: when i was trying to set up the difficulty bar to easy it was taking random guesses but it was looking realistic because the grid has only 9 blocks to move but it was still better although i dropped the idea previously saying it was too dumb but yeah sometimes it makes sense and in Medium difficulty it uses 50% of it brain and the rest random guesses but the game changes at Hard i also call it Unbeatable level here you can rarely beat AI even if you try so hard you will meet draw everytime. i am slowly trying to express myself, Happy Coding hour PIZZA:)
Hey Everyone, I made some serious improvement in my project. I used ncurses library to improve the UI and i fixed the repetitive board which before kept coming to a single board to look more asthetic and a premium finished product. what bugs i faced: bracket hell : i stuck because of a unwanted random bracket it has to be solved because it was ruining the rest of the code. fogot to declare: i forget to declare the prototype and update the rest of the code where i was using printBoard(board) to printBoard(board,cursor_row,cursor_col) to use the arrow keys to look more refine.
Ships:
I made a basic Tic-Tac-Toe game. The most challenging part was the Minimax algorithm and designing the interface with ncurse library. I am so proud of myself that i was able to pull it off. Please keep in mind before juding that i am a completely beginner who is new into the space and it’s my first project....
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1792979809.6303809
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1793066209.6303809
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4282
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My first slack bot! by @DimensionLess | Stardance
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DimensionLess
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1
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2.25
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T14:42:50Z", "hours": 2.0, "multiplier": 3.03, "payout": 4, "blessing": "neutral", "text": "Zenith is Live! 🚀 It’s done. After spending the whole day building and debugging, Zenith is now live 24/7 on Hack Club Nest. What I Built A Slack bot that tracks what’s happening in space in real time. It has 11 slash commands powered by NASA, SpaceX, and ISS APIs. I also added: A daily space digest posted automatically every morning SpaceX launch alerts sent one hour before liftoff The Journey I started by setting up the Slack app and implementing all the slash commands. I hit a wall early when GitHub blocked my pushes because I accidentally committed my .env file containing my API tokens. I had to rewrite the entire Git history to remove it. Lesson learned. After deploying to Hack Club Nest, most of the commands just… didn’t work. It turned out that Nest blocks outbound HTTPS requests, so all of my NASA and SpaceX API calls were silently failing. Changing every https:// URL to http:// fixed everything instantly. One of those bugs that takes hours to find and five seconds to fix. After that, everything clicked into place. Commands /zenith-apod — NASA Astronomy Picture of the Day /zenith-iss — Live ISS location with a Google Maps link /zenith-spacex — Latest SpaceX launch information /zenith-nextlaunch — Next upcoming launch with countdown /zenith-mars — Latest Mars rover photo /zenith-astronauts — Who’s in space right now /zenith-asteroids — Near-Earth asteroids for today /zenith-space-report — Quick daily space summary /zenith-planet [name] — Facts about any planet /zenith-help — List all available commands I’m really happy with how this turned out. This was my first time deploying something to a real Linux server and keeping it running with systemd . It feels great to see it running 24/7.", "repo": "https://github.com/6255127/Slack-bot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354?entry_point=default_oauth&geocode=en-gb"}]...
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[{"post_id": 19148, "ts": "202 [{"post_id": 19148, "ts": "2026-06-30T12:04:18Z", "hours": 0.2528, "text": "/zenith-mars, /zenith-spacex and a couple others just stopped responding and i couldnt figure out why for a bit. turns out it wasnt my code at all. the SpaceX API got archived on GitHub back on June 6th, its basically dead now. NASA’s Mars Photos endpoint was down too, separate issue entirely. so i just pulled both out. replaced them with two new commands that use NASA’s APIs that are actually still alive: /zenith-earth — latest photo of Earth from the EPIC camera on the DSCOVR satellite /zenith-neo-week — biggest asteroid passing by Earth this week one thing to know — dont fire commands back to back without waiting for a reply first, you’ll hit NASA’s rate limit and the second one fails silently. took me way too long to realize this was also why APOD was acting weird earlier, not an actual bug."}, {"post_id": 18373, "ts": "2026-06-29T14:37:56Z", "hours": 0.9917, "text": "ok so yesterday i deployed the bot and was hyped to test it… and half the commands just didn’t work. spent today figuring out why. what was broken? turns out the server still had the old code even though i pushed to GitHub. git pull was failing quietly because of file conflicts so nothing actually updated. force reset it and it finally synced. then i hit another wall — Hack Club Nest blocks outbound HTTPS. every NASA and SpaceX API call was dying with SSL error 525. the commands that used plain HTTP like /zenith-iss worked perfectly the whole time, i just didn’t notice. switched all the URLs from https:// to http:// and everything came back to life. NASA API commands working now: /zenith-apod — NASA astronomy picture of the day /zenith-mars — latest Mars rover photo /zenith-asteroids` — near Earth asteroids today /zenith-spacex — latest SpaceX launch info /zenith-nextlaunch — next upcoming launch + countdown /zenith-space-report — quick space summary daily dashboard added: a morning digest that posts to #space-alerts every day at 8am. hits NASA, SpaceX, and Open Notify all at once and wraps it into one message — photo of the day, latest launch, and how many people are floating in space right now. pretty happy with how it turned out. —"}, {"post_id": 18289, "ts": "2026-06-29T12:02:11Z", "hours": 0.8522, "text": "so i wanted to build something that combined two things i actually care about — coding and space. ended up making a slack bot called Zenith that pulls live data from NASA and SpaceX through slash commands. commands i built /zenith-ping — check if bot is alive /zenith-apod — NASA astronomy picture of the day /zenith-iss — live ISS location with google maps link /zenith-spacex — latest SpaceX launch info /zenith-nextlaunch — next upcoming launch + countdown /zenith-mars — latest Mars rover photo /zenith-astronauts — who is in space right now /zenith-asteroids — near Earth asteroids today /zenith-space-report — quick space summary /zenith-planet [name] — facts about any planet /zenith-help — show all commands"}, {"post_id": 18243, "ts": "2026-06-29T09:57:33Z", "hours": 0.6122, "text": "Started working on my slack bot called zenith which would tell u about some fun facts about space"}]...
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Title: My first slack bot! by @DimensionLess | Sta Title: My first slack bot! by @DimensionLess | Stardance
Devlogs:
Started working on my slack bot called zenith which would tell u about some fun facts about space
so i wanted to build something that combined two things i actually care about — coding and space. ended up making a slack bot called Zenith that pulls live data from NASA and SpaceX through slash commands. commands i built /zenith-ping — check if bot is alive /zenith-apod — NASA astronomy picture of the day /zenith-iss — live ISS location with google maps link /zenith-spacex — latest SpaceX launch info /zenith-nextlaunch — next upcoming launch + countdown /zenith-mars — latest Mars rover photo /zenith-astronauts — who is in space right now /zenith-asteroids — near Earth asteroids today /zenith-space-report — quick space summary /zenith-planet [name] — facts about any planet /zenith-help — show all commands
ok so yesterday i deployed the bot and was hyped to test it… and half the commands just didn’t work. spent today figuring out why. what was broken? turns out the server still had the old code even though i pushed to GitHub. git pull was failing quietly because of file conflicts so nothing actually updated. force reset it and it finally synced. then i hit another wall — Hack Club Nest blocks outbound HTTPS. every NASA and SpaceX API call was dying with SSL error 525. the commands that used plain HTTP like /zenith-iss worked perfectly the whole time, i just didn’t notice. switched all the URLs from https:// to http:// and everything came back to life. NASA API commands working now: /zenith-apod — NASA astronomy picture of the day /zenith-mars — latest Mars rover photo /zenith-asteroids` — near Earth asteroids today /zenith-spacex — latest SpaceX launch info /zenith-nextlaunch — next upcoming launch + countdown /zenith-space-report — quick space summary daily dashboard added: a morning digest that posts to #space-alerts every day at 8am. hits NASA, SpaceX, and Open Notify all at once and wraps it into one message — photo of the day, latest launch, and how many people are floating in space right now. pretty happy with how it turned out. —
/zenith-mars, /zenith-spacex and a couple others just stopped responding and i couldnt figure out why for a bit. turns out it wasnt my code at all. the SpaceX API got archived on GitHub back on June 6th, its basically dead now. NASA’s Mars Photos endpoint was down too, separate issue entirely. so i just pulled both out. replaced them with two new commands that use NASA’s APIs that are actually still alive: /zenith-earth — latest photo of Earth from the EPIC camera on the DSCOVR satellite /zenith-neo-week — biggest asteroid passing by Earth this week one thing to know — dont fire commands back to back without waiting for a reply first, you’ll hit NASA’s rate limit and the second one fails silently. took me way too long to realize this was also why APOD was acting weird earlier, not an actual bug.
Ships:
Zenith is Live! 🚀 It’s done. After spending the whole day building and debugging, Zenith is now live 24/7 on Hack Club Nest. What I Built A Slack bot that tracks what’s happening in space in real time. It has 11 slash commands powered by NASA, SpaceX, and ISS APIs. I also added: A daily space digest posted automatically every morning SpaceX launch alerts sent one hour before liftoff The Journey I started by setting up the Slack app and implementing all the slash commands. I hit a wall early when GitHub blocked my pushes because I accidentally committed my .env file containing my API tokens. I had to rewrite the entire Git history to remove it. Lesson learned. After deploying to Hack Club Nest, most of the commands just… didn’t work. It turned out that Nest blocks outbound HTTPS requests, so all of my NASA and SpaceX API calls were silently failing. Changing every https:// URL to http:// fixed everything instantly. One of those bugs that takes hours to find and five seconds to fix. After that, everything clicked into place. Commands /zenith-apod — NASA Astronomy Picture of the Day /zenith-iss — Live ISS location with a Google Maps link /zenith-spacex — Latest SpaceX launch information /zenith-nextlaunch — Next upcoming launch with countdown /zenith-mars — Latest Mars rover photo /zenith-astronauts — Who’s in space right now /zenith-asteroids — Near-Earth asteroids for today /zenith-space-report — Quick daily space summary /zenith-planet [name] — Facts about any planet /zenith-help — List all available commands I’m really happy with how this turned out. This was my first time deploying something to a real Linux server and keeping it running with systemd . It feels great to see it running 24/7....
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1792997739.5969725
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1793084139.5969725
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4283
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My first slack bot! by @divya | Stardance
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divya
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1
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5.15
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T10:41:47Z", "hours": 1.0, "multiplier": 2.0, "payout": 2, "blessing": "neutral", "text": "🚀 What I Made: I built a bot packed with utility and entertainment features, including: /dsb-help: A comprehensive, dynamic help menu. /dsb-weather : Live weather checker using wttr.in. /dsb-joker & /dsb-dadjoke: Funny and random jokes. /dsb-trivia: Dynamic trivia questions with spoiler-tag answers. /dsb-urban : Real-time slang lookups via Urban Dictionary. /dsb-catfact, /dsb-qotd, /dsb-ping, and /dsb-hello. 🧠 What Was Challenging: Configuring the bot to use Slack’s Socket Mode cleanly. Overcoming deployment validations and setting up the bot to run 24/7 on a Nest Linux container using systemd, which was a great learning curve for managing services. Debugging package.json entry points and asynchronous javascript callbacks. ✨ What I’m Proud Of: I’m incredibly proud of building way more than the required 3 commands, ensuring everything was fully modular, and getting the bot completely deployed in a 24/7 environment so my laptop doesn’t need to be open for it to respond! 👉 How to Test: Add the bot to a channel and try running commands like /dsb-help, /dsb-weather, or /dsb-trivia!", "repo": "https://github.com/divyagunda54-del/stardance_demo", "demo": "https://hackclub.enterprise.slack.com/archives/C0B8B8SR86A"}]...
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[{"post_id": 2281, "ts": "2026 [{"post_id": 2281, "ts": "2026-06-04T17:57:13Z", "hours": 1.8531, "text": "Finally got the site and bot completely stable! I added an offline fallback simulation to the frontend, so if the backend is down or the site is loaded statically (like on Cloudflare/Netlify), the ‘Try It Live’ demo won’t crash with 404s anymore—it gracefully switches to mock responses. On the backend, I fixed rate-limiting crashes on /dsb-trivia by setting up fail-safes so it falls back to local questions if the external APIs act up. I also restored the missing Slack command registrations and cleaned up the package.json dependencies so everything compiles perfectly on production hosts like Railway"}, {"post_id": 819, "ts": "2026-06-02T14:36:06Z", "hours": 1.0628, "text": "messed up the project i accidentally upated the git hub repo of other project to already running projetc i am trying to fix this"}, {"post_id": 777, "ts": "2026-06-02T13:14:56Z", "hours": 1.2361, "text": "i added some some advanced command it did not work a while due to some error finally fixed and patched it up"}, {"post_id": 729, "ts": "2026-06-02T10:16:29Z", "hours": 0.4361, "text": "i finally got all the commands together and after waiting long time nest server got approved the slack bot has been deployed 24/7 i tried switching tabs to make this thing work learned a hell lot of things"}, {"post_id": 709, "ts": "2026-06-02T09:13:23Z", "hours": 0.7153, "text": "iam new here , so i tried to learn something beginner and created a slack.fm app using the guide currently iam trying to decide what to do next do some creative imagination to real world application"}]...
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Title: My first slack bot! by @divya | Stardance
Title: My first slack bot! by @divya | Stardance
Devlogs:
iam new here , so i tried to learn something beginner and created a slack.fm app using the guide currently iam trying to decide what to do next do some creative imagination to real world application
i finally got all the commands together and after waiting long time nest server got approved the slack bot has been deployed 24/7 i tried switching tabs to make this thing work learned a hell lot of things
i added some some advanced command it did not work a while due to some error finally fixed and patched it up
messed up the project i accidentally upated the git hub repo of other project to already running projetc i am trying to fix this
Finally got the site and bot completely stable! I added an offline fallback simulation to the frontend, so if the backend is down or the site is loaded statically (like on Cloudflare/Netlify), the ‘Try It Live’ demo won’t crash with 404s anymore—it gracefully switches to mock responses. On the backend, I fixed rate-limiting crashes on /dsb-trivia by setting up fail-safes so it falls back to local questions if the external APIs act up. I also restored the missing Slack command registrations and cleaned up the package.json dependencies so everything compiles perfectly on production hosts like Railway
Ships:
🚀 What I Made: I built a bot packed with utility and entertainment features, including: /dsb-help: A comprehensive, dynamic help menu. /dsb-weather : Live weather checker using wttr.in. /dsb-joker & /dsb-dadjoke: Funny and random jokes. /dsb-trivia: Dynamic trivia questions with spoiler-tag answers. /dsb-urban : Real-time slang lookups via Urban Dictionary. /dsb-catfact, /dsb-qotd, /dsb-ping, and /dsb-hello. 🧠 What Was Challenging: Configuring the bot to use Slack’s Socket Mode cleanly. Overcoming deployment validations and setting up the bot to run 24/7 on a Nest Linux container using systemd, which was a great learning curve for managing services. Debugging package.json entry points and asynchronous javascript callbacks. ✨ What I’m Proud Of: I’m incredibly proud of building way more than the required 3 commands, ensuring everything was fully modular, and getting the bot completely deployed in a 24/7 environment so my laptop doesn’t need to be open for it to respond! 👉 How to Test: Add the bot to a channel and try running commands like /dsb-help, /dsb-weather, or /dsb-trivia!...
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1792986447.0830703
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1793072847.0830703
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4309
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SSSnake by @bartoszkasyna | Stardance
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bartoszkasyna
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1
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11.0
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4
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T12:16:06Z", "hours": 11.0, "multiplier": 5.63, "payout": 4, "blessing": "neutral", "text": "I made classic snake game running on raspberry pi pico 2. There are two play modes - 1st player mode, 2nd AI agent mode. Making such small AI which can play game fluently on pico 2(512 KB RAM) was challenging.", "repo": "https://github.com/B4rtekk1/SSSnake", "demo": ""}]...
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[{"post_id": 4856, "ts": "2026 [{"post_id": 4856, "ts": "2026-06-08T12:01:01Z", "hours": 2.0847, "text": "I refactored code for better readibilty. Optimized draw digit function. I think that project is ready to ship."}, {"post_id": 4090, "ts": "2026-06-07T08:59:43Z", "hours": 3.4506, "text": "I have implemented DQN Agent with input size 11 hidden state 128 output size 3 which can play snake game in real time on raspberry pi pico 2. I will try make it better, best scores achieved by ai was 52. I also noticed bug where snake body is larger than one square of grid. Now I’ll focus on optimalization and bug fixes."}, {"post_id": 3367, "ts": "2026-06-06T08:03:42Z", "hours": 1.1811, "text": "Little changes in layout for better game experience. Added Assembly utils for optimalization. Fixed bug - Eaten apple sound wasnt stopping when player died what caused beeping until new game. Added new load screen. Added support for \\n in drawString function"}, {"post_id": 2278, "ts": "2026-06-04T17:54:34Z", "hours": 1.2308, "text": "Previously font size was fixed now you can adjust it. Added loose screen and melody generator when you catch apple. Now I will add more sound like death sound or snake length achievment sound. Then I will focus on creating edge ai capable of playing snake with only 512KB ram on PICO 2"}, {"post_id": 810, "ts": "2026-06-02T14:11:55Z", "hours": 1.2797, "text": "I have implemented basic snake gae. Now I will work on optimalization and lose screen.Later I will try make edge AI capable of working fluently on PICO 2 with 520MB RAM. PS: It’s hard to play and record in same time"}, {"post_id": 713, "ts": "2026-06-02T09:24:54Z", "hours": 1.1464, "text": "Added some simple snake map."}, {"post_id": 661, "ts": "2026-06-02T06:12:54Z", "hours": 0.2764, "text": "He have some power"}]...
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Title: SSSnake by @bartoszkasyna | Stardance
Devl Title: SSSnake by @bartoszkasyna | Stardance
Devlogs:
He have some power
Added some simple snake map.
I have implemented basic snake gae. Now I will work on optimalization and lose screen.Later I will try make edge AI capable of working fluently on PICO 2 with 520MB RAM. PS: It’s hard to play and record in same time
Previously font size was fixed now you can adjust it. Added loose screen and melody generator when you catch apple. Now I will add more sound like death sound or snake length achievment sound. Then I will focus on creating edge ai capable of playing snake with only 512KB ram on PICO 2
Little changes in layout for better game experience. Added Assembly utils for optimalization. Fixed bug - Eaten apple sound wasnt stopping when player died what caused beeping until new game. Added new load screen. Added support for \n in drawString function
I have implemented DQN Agent with input size 11 hidden state 128 output size 3 which can play snake game in real time on raspberry pi pico 2. I will try make it better, best scores achieved by ai was 52. I also noticed bug where snake body is larger than one square of grid. Now I’ll focus on optimalization and bug fixes.
I refactored code for better readibilty. Optimized draw digit function. I think that project is ready to ship.
Ships:
I made classic snake game running on raspberry pi pico 2. There are two play modes - 1st player mode, 2nd AI agent mode. Making such small AI which can play game fluently on pico 2(512 KB RAM) was challenging....
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1792982988.1085248
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1793069388.1085248
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4337
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Rayterm by @Toope | Stardance
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Toope
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1
|
1.29
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T06:35:15Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a port of Raycast for your terminal. I spend a good amount of time in the terminal and I didn’t really like raycasts design and bloat.", "repo": "https://github.com/TopMyster/rayterm", "demo": "https://github.com/TopMyster/rayterm/releases/download/1.2.0/Rayterm.Main.zip"}]...
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[{"post_id": 1699, "ts": "2026 [{"post_id": 1699, "ts": "2026-06-03T21:11:25Z", "hours": 0.2878, "text": "Fixed the previous installation issue people faced trying to install the app"}, {"post_id": 665, "ts": "2026-06-02T06:32:14Z", "hours": 0.5539, "text": "New themes have been to style your experience."}]...
|
Title: Rayterm by @Toope | Stardance
Devlogs:
New Title: Rayterm by @Toope | Stardance
Devlogs:
New themes have been to style your experience.
Fixed the previous installation issue people faced trying to install the app
Ships:
I made a port of Raycast for your terminal. I spend a good amount of time in the terminal and I didn’t really like raycasts design and bloat....
|
1792968541.693725
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1793054941.693725
|
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4341
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JSON to Protobuf Editor by @satvikhardat | Stardan JSON to Protobuf Editor by @satvikhardat | Stardance...
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satvikhardat
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1
|
1.31
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11
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T04:19:36Z", "hours": 1.0, "multiplier": 9.65, "payout": 11, "blessing": "neutral", "text": "What did I make? I made a live schemaless Protobuf editor for hackers, bug bounty hunters, reverse engineers, and API testers. The idea is simple: paste a raw Protobuf blob, usually base64 or hex, decode it into a JSON-like view with numeric field IDs, edit the JSON, and instantly get the updated Protobuf output back. It is basically like protoc –decode_raw, but editable, visual, and easier to use. What was challenging? The hardest part is that raw Protobuf without a schema is ambiguous. A field might be a string, raw bytes, a nested message, a number, a boolean, an enum, or packed repeated values. Since the tool does not always know the real type, I had to think about how to show possible interpretations without making the UI confusing. Another challenge was making the edit-and-reencode flow feel simple, because Protobuf is not naturally as easy to modify as JSON. What am I proud of? I’m proud that the project solves a real problem I personally face while doing security research. A lot of Google and large-scale APIs use base64 encoded Protobuf everywhere, and editing even one field usually requires random scripts or complex CLI tools. This project makes that workflow much faster: paste, decode, edit, re-encode, test. What should people know so they can test it? You do not need a .proto schema to try it. Paste a base64 or hex Protobuf payload, and the editor will attempt to decode it into numeric field JSON like “1”, “2”, “3”, etc. Because raw Protobuf is ambiguous without a schema, some fields may have multiple possible meanings. That is expected. The goal is not to magically know everything, but to make raw Protobuf easier to inspect and edit.", "repo": "https://github.com/random-unknown-username/direct-json-raw-protobuf-editor", "demo": "https://github.com/random-unknown-username/direct-json-raw-protobuf-editor.git"}]...
|
[{"post_id": 3275, "ts": "2026 [{"post_id": 3275, "ts": "2026-06-06T03:58:10Z", "hours": 0.0, "text": "The variants now work properly they were doing dumb stuff before, because i accidently made a wrong assumption over the ambiguity of proto payloads"}, {"post_id": 2642, "ts": "2026-06-05T09:23:26Z", "hours": 0.31, "text": "just had to fix a quick bug with the decoding, works perfectly now"}, {"post_id": 2533, "ts": "2026-06-05T02:07:05Z", "hours": 0.3939, "text": "the UI looks good tbh"}, {"post_id": 2108, "ts": "2026-06-04T13:13:54Z", "hours": 0.5561, "text": "Initial parser DONE!"}, {"post_id": 2079, "ts": "2026-06-04T12:21:01Z", "hours": 0.5447, "text": "I am a ethical hacker and a bug bounty hunter, currently top 100 on google vrp, whenever i want to hack google based targets, they use protbuf everywhere i see like every single place, its all just protobuf encoded as base64, but the CLI tools that we have to decode and edit protobuf are too complex, like if you wish to just edit a single field in a proto blob, you would have to ask chatgpt to write a whole script using some random magicaly proto lib that i never seemed to understand, so instead i thought why not have a live mode editor that can show you the json of a pasted proto blob and you can easily edit the json and the changes would refect to the proto. Right now, the workflow is painful. You copy the base64 blob, decode it, run something like protoc --decode_raw , stare at numeric field IDs, guess what each field means, then if you want to modify even one field, you usually need to write a custom script with some random Protobuf library. Most of the time I end up asking ChatGPT to generate a Python script, then debugging that script, then trying to re-encode the payload correctly. The idea is simple: Paste a Protobuf blob, decode it into a JSON-like structure, edit the JSON, and instantly get the updated Protobuf output back. No schema required. The main mode will be schemaless. If the payload has fields like 1, 2, 3, the editor should show them as editable JSON keys. For example: { “1”: “satvik”, “2”: 16, “3”: true, “4”: { “1”: “nested-value” } } Then if I change field 2 from 16 to 17, the Protobuf output should update automatically. The hard part is that Protobuf without a schema is ambiguous. A length-delimited field could be a string, raw bytes, a nested message, or packed repeated values. A varint could be an integer, boolean, enum, or something else. So the editor needs to show possible interpretations instead of pretending it knows everything. This is mainly built for bug bounty hunters, reverse engineers, API testers, and developers who work with Protobuf APIs but don’t want to fight CLI tools every time they need to edit one field. The end goal is: Edit raw Protobuf like JSON. No schema required. (attached image is a protbuf response from a google api, you can see why its hard to work with protobuf)"}]...
|
Title: JSON to Protobuf Editor by @satvikhardat | Title: JSON to Protobuf Editor by @satvikhardat | Stardance
Devlogs:
I am a ethical hacker and a bug bounty hunter, currently top 100 on google vrp, whenever i want to hack google based targets, they use protbuf everywhere i see like every single place, its all just protobuf encoded as base64, but the CLI tools that we have to decode and edit protobuf are too complex, like if you wish to just edit a single field in a proto blob, you would have to ask chatgpt to write a whole script using some random magicaly proto lib that i never seemed to understand, so instead i thought why not have a live mode editor that can show you the json of a pasted proto blob and you can easily edit the json and the changes would refect to the proto. Right now, the workflow is painful. You copy the base64 blob, decode it, run something like protoc --decode_raw , stare at numeric field IDs, guess what each field means, then if you want to modify even one field, you usually need to write a custom script with some random Protobuf library. Most of the time I end up asking ChatGPT to generate a Python script, then debugging that script, then trying to re-encode the payload correctly. The idea is simple: Paste a Protobuf blob, decode it into a JSON-like structure, edit the JSON, and instantly get the updated Protobuf output back. No schema required. The main mode will be schemaless. If the payload has fields like 1, 2, 3, the editor should show them as editable JSON keys. For example: { “1”: “satvik”, “2”: 16, “3”: true, “4”: { “1”: “nested-value” } } Then if I change field 2 from 16 to 17, the Protobuf output should update automatically. The hard part is that Protobuf without a schema is ambiguous. A length-delimited field could be a string, raw bytes, a nested message, or packed repeated values. A varint could be an integer, boolean, enum, or something else. So the editor needs to show possible interpretations instead of pretending it knows everything. This is mainly built for bug bounty hunters, reverse engineers, API testers, and developers who work with Protobuf APIs but don’t want to fight CLI tools every time they need to edit one field. The end goal is: Edit raw Protobuf like JSON. No schema required. (attached image is a protbuf response from a google api, you can see why its hard to work with protobuf)
Initial parser DONE!
the UI looks good tbh
just had to fix a quick bug with the decoding, works perfectly now
The variants now work properly they were doing dumb stuff before, because i accidently made a wrong assumption over the ambiguity of proto payloads
Ships:
What did I make? I made a live schemaless Protobuf editor for hackers, bug bounty hunters, reverse engineers, and API testers. The idea is simple: paste a raw Protobuf blob, usually base64 or hex, decode it into a JSON-like view with numeric field IDs, edit the JSON, and instantly get the updated Protobuf output back. It is basically like protoc –decode_raw, but editable, visual, and easier to use. What was challenging? The hardest part is that raw Protobuf without a schema is ambiguous. A field might be a string, raw bytes, a nested message, a number, a boolean, an enum, or packed repeated values. Since the tool does not always know the real type, I had to think about how to show possible interpretations without making the UI confusing. Another challenge was making the edit-and-reencode flow feel simple, because Protobuf is not naturally as easy to modify as JSON. What am I proud of? I’m proud that the project solves a real problem I personally face while doing security research. A lot of Google and large-scale APIs use base64 encoded Protobuf everywhere, and editing even one field usually requires random scripts or complex CLI tools. This project makes that workflow much faster: paste, decode, edit, re-encode, test. What should people know so they can test it? You do not need a .proto schema to try it. Paste a base64 or hex Protobuf payload, and the editor will attempt to decode it into numeric field JSON like “1”, “2”, “3”, etc. Because raw Protobuf is ambiguous without a schema, some fields may have multiple possible meanings. That is expected. The goal is not to magically know everything, but to make raw Protobuf easier to inspect and edit....
|
1792878433.8704338
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1793742433.8704338
|
|
4348
|
JYOT by @Parth-Thukral | Stardance
|
Parth-Thukral
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T08:17:19Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a spiritual app Jyot. Main challenges that I faced were storing users data and then I learnt about Supabase and struggled a lot to migrate to it. One thing I am still struggling is that my hackatime shows this project for about 9 hours(approx) but in stardance only 1 hour is tracked(not even 1 hour completely).", "repo": "https://github.com/Developer-Parth/Jyot", "demo": "https://myjyot.xyz"}]...
|
[{"post_id": 670, "ts": "2026- [{"post_id": 670, "ts": "2026-06-02T06:48:57Z", "hours": 2.0622, "text": "I got inspired by a web series and its korean dark rituals, so I made an app and connected it with Hindu Spirtuality and it was fun."}]...
|
Title: JYOT by @Parth-Thukral | Stardance
Devlogs Title: JYOT by @Parth-Thukral | Stardance
Devlogs:
I got inspired by a web series and its korean dark rituals, so I made an app and connected it with Hindu Spirtuality and it was fun.
Ships:
I made a spiritual app Jyot. Main challenges that I faced were storing users data and then I learnt about Supabase and struggled a lot to migrate to it. One thing I am still struggling is that my hackatime shows this project for about 9 hours(approx) but in stardance only 1 hour is tracked(not even 1 hour completely)....
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1792983309.6838868
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1793069709.6838868
|
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4349
|
PacUI by @Me | Stardance
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Me
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T02:44:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A TUI application to run arch linux’s pacman package manager in a prompted manner to be easier for the user. Also an APT version which I cant test, please tell me if it doesn’t work.", "repo": "https://github.com/Me-Myself-But-Not-I/PacUI", "demo": "https://github.com/Me-Myself-But-Not-I/PacUI/blob/main/PacUI.tar.gz"}]...
|
[{"post_id": 1872, "ts": "2026 [{"post_id": 1872, "ts": "2026-06-04T02:42:42Z", "hours": 1.6778, "text": "IT WORKS!!!! I now have successfully downloaded, updated, listed, returned to the start, and seen an error message!"}, {"post_id": 692, "ts": "2026-06-02T08:02:14Z", "hours": 0.7758, "text": "Started this project finally. Python is really easy"}]...
|
Title: PacUI by @Me | Stardance
Devlogs:
Started Title: PacUI by @Me | Stardance
Devlogs:
Started this project finally. Python is really easy
IT WORKS!!!! I now have successfully downloaded, updated, listed, returned to the start, and seen an error message!
Ships:
A TUI application to run arch linux’s pacman package manager in a prompted manner to be easier for the user. Also an APT version which I cant test, please tell me if it doesn’t work....
|
1792993701.3770888
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1793080101.3770888
|
|
4359
|
6-Key Macropad by @itscharz | Stardance
|
itscharz
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T04:57:57Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)", "repo": "https://github.com/itscharz12-boop/Hackpad_6X", "demo": ""}]...
|
[{"post_id": 82158, "ts": "202 [{"post_id": 82158, "ts": "2026-10-24T04:10:46Z", "hours": 7.1872, "text": "ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time! Knowing that this is a hardware project tho its probably going to take weeks to get approved :("}, {"post_id": 35065, "ts": "2026-07-26T07:51:28Z", "hours": 0.4714, "text": "The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video."}, {"post_id": 35038, "ts": "2026-07-26T06:10:16Z", "hours": 1.5333, "text": "Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!"}, {"post_id": 25845, "ts": "2026-07-10T10:18:04Z", "hours": 2.1736, "text": "SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!"}, {"post_id": 24644, "ts": "2026-07-08T11:24:11Z", "hours": 2.8906, "text": "LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!"}, {"post_id": 22578, "ts": "2026-07-05T03:21:27Z", "hours": 0.5236, "text": "After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed."}, {"post_id": 19035, "ts": "2026-06-30T06:36:28Z", "hours": 2.725, "text": "Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars."}, {"post_id": 11172, "ts": "2026-06-18T08:25:12Z", "hours": 3.1, "text": "Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with."}, {"post_id": 6774, "ts": "2026-06-11T10:54:25Z", "hours": 0.2758, "text": "Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through."}, {"post_id": 6711, "ts": "2026-06-11T07:42:12Z", "hours": 0.4467, "text": "Finishing up PCB, trying and failing to set up Wakatime for fusion."}, {"post_id": 5443, "ts": "2026-06-09T06:48:47Z", "hours": 0.3686, "text": "Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)"}, {"post_id": 2539, "ts": "2026-06-05T02:27:33Z", "hours": 0.9622, "text": "After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,"}, {"post_id": 2016, "ts": "2026-06-04T09:17:59Z", "hours": 0.6403, "text": "Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!"}]...
|
Title: 6-Key Macropad by @itscharz | Stardance
De Title: 6-Key Macropad by @itscharz | Stardance
Devlogs:
Changed design from 10-key to 6-key with multiple menus and a screen. Previous hours not logged as I did not know how to connect KiCad to hakatime, finally fixed that. This project serves as my first time creating a custom PCB! I primarily do 3D design work so this has been a bit of a learning curve, but i’m super excited to eventually have something which I designed from the ground up!
After running DRC, I realized there might be a few problems with my design. Of course, this is inevitable when teaching myself something but there were QUITE a few issues to fix (~100). Currently in the process of fixing them,
Finished up the PCB - finally fixed the largest ERC and DRC errors. School’s been tight so I haven’t had as much time to keep teaching myself KiCad but I’m close to finishing the PCB, then it’s on to case design (something I’m a lot more familiar with!)
Finishing up PCB, trying and failing to set up Wakatime for fusion.
Beginning fusion design - Hackatime is still a bit of an issue but the hours are occasionally logging. I plan to have the 20 LEDs as shine-through LEDs in the case, with a thin plastic layer to hide them but still allow light to diffuse through.
Fixing MANY issues with the fusion design so far - the design process would be a lot easier in hindsight if I had taken the time to properly assign 3D footprints to the PCB to avoid having to dive into schematics for 0.91” displays, yet it’s looking pretty good. Just have to finish up with screw holes and figure out this LED shinethrough panel! This has been my favourite part of the process so far as Fusion is something I am quite experienced with.
Finished 3D design in fusion; set up visual studio code and used my (very limited) C knowledge to program the dual-purpose encoder, profile switching, and 6 main keys. The screen and LED remain the two next challenges to code; I believe I will also have to make a simple python script to run on the computer that is connected to transmit cpu and gpu usage data for the screen and bars.
After a brief moment of enlightenment, I realized that maybe 20 LEDs dedicated solely to a progress bar was a bit overkill, so I’ve changed the design a bit. Instead of using all 20 for the bar itself, I’ve now cut that down to 8 LEDs for the actual progress display, which should still be more than enough to show CPU/GPU usage clearly without being excessive. The remaining 10 LEDs are now just there for general RGB lighting, which I think makes a lot more sense and gives the project a bit more flexibility visually. At this point, the main things left to do are updating the Fusion design to fit the new LED arrangement, programming both the progress bar behavior and the RGB lighting effects, and then finishing up the screen side of the project. I also still need to finish the Python script that’ll send the CPU/GPU utilization data over so it can actually be displayed on the screen in real time. So overall, most of the big design decisions are sorted now, so it’s mainly just a matter of refining the hardware layout, getting the software side working properly, and tying everything together into something that actually looks good and functions the way I want it to. I also am planning to make a simple script to transmit the CPU/GPU utilisation data from a computer to the keyboard so that can be displayed.
LED AND DISPLAY CODE COMLPETED ! I am nearing completion of the software-side of the hackpad! The KiCad PCB is complete, the case is looking good, and i’ve been finishing up QMK firmware . The OLED display code is done, the RGB LEDS are finished, and the code is compiling (finally) after about 2 hours of debugging. All that remains now is to create the script to communicate the cpu/gpu usage data to the display and then to actually get some hardware and build this thing! It’s definitely at that stage now where everything is starting to come together properly, which makes the project feel a lot more real than it did a few weeks ago. I can finally move on to the part I’ve been looking forward to most: actually ordering the components, assembling the hackpad, and seeing whether everything works together in physical form as well as i hope it will!
SUBMITTED FOR PARTS! I have spent the final 2 hours writing the hackpadLink software to transmit the CPU/GPU/Volume/Brightness data straight from PC to hackpad and have written a readme. Now all that remains is to wait for the parts to arrive, assemble it, and hope that the firmware works first try!!
Hackpad 6X - UPDATE –––––––––––––––– After having waited for 2 weeks to be reviewed and approved it has occured to me that getting parts and funding from the Hackpad program may take a while, and as stardance is set to end in jyst over a month I don’t expect for them to arrive before this finishes. But the project will go on!! I am going to submit the full software package, pcb, case, and code to stardance instead, and treat this as a software project for these purposes. As this is a hackpad, I cannot set the project type to software, but I hope that anyone reading this understands that the software is all I have to submit at the moment. I have been working on adding the final parts to the 3D design to render (keycaps and encoder) and fixing some small issues on the model such as the OLED hole being too small. It should be ready to ship very soon!
The software side of Hackpad 6X is ready to be shipped! I created a showcase video to submit and made a 360° render of it to put in the video.
ITS FINISHED!! I’ve finally got the parts and after 2 days of building (which I regret not tracking very much, that could’ve doubled the hours… oh well) I have a working build! There were a LOT of software bugs to iron out, but after so many hours I finally got it working! I even added some new features like a dark mode and some cool rgb effects, which you can see in the showcase video which i also made and will post on the ship! Making videos is so fun! Anyways after 2 days of soldering, 3d printing and most of all debugging, I am ready to ship! somehow I finished this before stardance ended, so big thanks for extending it, that saved my project big time! Knowing that this is a hardware project tho its probably going to take weeks to get approved :(
Ships:
For my Hackpad 6X project, I designed and built a custom 3×3 macropad with an OLED screen, rotary encoder and WS2812 RGB LEDs. I used Fusion 360 to design the case and QMK to program the keyboard, including custom key functions, display features and LED effects. I also made a Windows app that lets the macropad display live PC stats. One of the biggest challenges was getting everything working together, especially debugging the key matrix, which sometimes registered phantom keypresses due to something I still can’t quite understand. I used QMK’s debug console, a multimeter and continuity tests to help track down the problem, which took up a significant amount of the 2 day build. I’m proud of how much I managed to build and learn, from designing the hardware to programming the firmware and PC app. I got to experiment with GPIOs, Raw HID, OLED graphics, encoders and RGB lighting, while also learning how to troubleshoot hardware and software issues. (there was a LOT of troubleshooting). There’s still room to add more features, but it’s been a really fun project, and actually having the macropad i made myself physically working and seeing it interact with my PC is pretty satisfying :)...
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1792986691.7545464
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1793073091.7545464
|
|
4369
|
A 1d pixel world adventure game by @hitodev | Star A 1d pixel world adventure game by @hitodev | Stardance...
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hitodev
|
1
|
5.0
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T12:25:54Z", "hours": 5.0, "multiplier": 2.03, "payout": 10, "blessing": "neutral", "text": "I made an simple parkour game , it was a bit of challenging for a 13 year old but im totally fine with it , im proud that i can be able to make games like this and to be in stardance community", "repo": "https://github.com/Hito-helloworld/parkour-rpg", "demo": "https://github.com/Hito-helloworld/parkour-rpg/releases/tag/v1.1"}]...
|
[{"post_id": 11905, "ts": "202 [{"post_id": 11905, "ts": "2026-06-19T12:19:18Z", "hours": 2.1942, "text": "game completed i have added a stage 2 and remove the background"}, {"post_id": 2604, "ts": "2026-06-05T06:52:23Z", "hours": 1.475, "text": "So today no update on the game i just learnd oop and i have added an ugly backgound here is a quick photo of the game"}, {"post_id": 1310, "ts": "2026-06-03T07:05:54Z", "hours": 0.2939, "text": "i have upgraded the game i added an npc which welcomes and introduces the cat to the town (it took my 50 mins to code this but it didnt count)"}, {"post_id": 829, "ts": "2026-06-02T14:51:10Z", "hours": 0.5036, "text": "So new update here i added a jumping sound and the cat faces the direction where she is going"}, {"post_id": 686, "ts": "2026-06-02T07:43:38Z", "hours": 0.6883, "text": "I’ve been working on A 1D pixellated adventure game i just made an update on the previous code i have added a jump function and added boundaries to the game"}]...
|
Title: A 1d pixel world adventure game by @hitodev Title: A 1d pixel world adventure game by @hitodev | Stardance
Devlogs:
I’ve been working on A 1D pixellated adventure game i just made an update on the previous code i have added a jump function and added boundaries to the game
So new update here i added a jumping sound and the cat faces the direction where she is going
i have upgraded the game i added an npc which welcomes and introduces the cat to the town (it took my 50 mins to code this but it didnt count)
So today no update on the game i just learnd oop and i have added an ugly backgound here is a quick photo of the game
game completed i have added a stage 2 and remove the background
Ships:
I made an simple parkour game , it was a bit of challenging for a 13 year old but im totally fine with it , im proud that i can be able to make games like this and to be in stardance community...
|
1792979679.7096577
|
1793066079.7096577
|
|
4400
|
ACR (Astronomical Character Recognition) by @Hites ACR (Astronomical Character Recognition) by @Hitesh | Stardance...
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Hitesh
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1
|
24.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T00:17:24Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a image classification model from scratch using TensorFlow and Keras. The model is optimized to find nebulae’s, galaxy’s, moon’s, and planet’s.", "repo": "https://github.com/hiteshv2603-ui/HyzeACR", "demo": "https://hyzeacr.netlify.app"}]...
|
[{"post_id": 3096, "ts": "2026 [{"post_id": 3096, "ts": "2026-06-06T00:15:36Z", "hours": 8.4486, "text": "Building the model turned out to be a lot tougher than I thought. I spent so many hours, sometimes whole days, planning, experimenting, and figuring out how everything would work. My main goal was to make the model bug free and working completely fine. There were times when I wasn’t sure if my code or project would actually work. Some of my friends had made fun of me for working so hard or thought the project was stupid, but I kept going anyway. I want to show them that hard work on even “stupid” projects can turn out good. The hardest parts weren’t technical. I struggled with wanting to give up, worrying I wouldn’t reach my goal, and hearing discouraging words from people close to me. Even so, I kept going. Visiting Hugging Face for inspiration and learning more about how the code worked helped me learn more about OCR and Image Classification models. I’ve learned a lot along the way ngl. After fixing some final bugs, I feel like I’m almost finished with my model. I just need to do a bit more research to make sure I’m headed in the right direction, and of course, I’ll keep posting these devlogs to share my progress/journey!"}, {"post_id": 1940, "ts": "2026-06-04T05:55:16Z", "hours": 15.9544, "text": "I actually timed myself here💀. Ok so there I was, trying to find data/images to train my image classification model, and I ran into a lot of problems😭. The biggest problem was the lack of suitable space images and astronomical text data. I tried Kaggle first, but that failed because most datasets weren’t specific to astronomy. Next I used Hugging Face for the images, and that also failed because most of them were either JSON files or plain text instead of actual space imagery. I finally settled on NASA’s Open Data Archive to get actual space images and train the model, and I even used an image scraper extension to scrape additional images to supplement my training data. I woke up at 4:30 in the morning because of my jetlag and spent those early hours trying to find good datasets, figure out which languages to use, and figure out how to actually get the datasets into my pipeline. After looking different things, I settled on Keras and TensorFlow to create the model since they are pretty good for deep learning and image classification and integrates with the language I’m good at, Python .For the demo and web interface, I used TensorFlow.js so I could deploy it directly in the browser. To make things a little bit simpler and faster, I used Teachable Machine’s scripts to get the model’s TensorFlow.js script by training the model again there, which saved me a lot of time on the export and conversion process. But I was extremely happy with the end result and was amazed at how good my model really was . Despite all the challenges from the jetlag affected morning coding sessions to the frustrating dataset search, the final result performed surprisingly well on astronomical images and I’m excited to keep improving it for my space and AI projects."}]...
|
Title: ACR (Astronomical Character Recognition) by Title: ACR (Astronomical Character Recognition) by @Hitesh | Stardance
Devlogs:
I actually timed myself here💀. Ok so there I was, trying to find data/images to train my image classification model, and I ran into a lot of problems😭. The biggest problem was the lack of suitable space images and astronomical text data. I tried Kaggle first, but that failed because most datasets weren’t specific to astronomy. Next I used Hugging Face for the images, and that also failed because most of them were either JSON files or plain text instead of actual space imagery. I finally settled on NASA’s Open Data Archive to get actual space images and train the model, and I even used an image scraper extension to scrape additional images to supplement my training data. I woke up at 4:30 in the morning because of my jetlag and spent those early hours trying to find good datasets, figure out which languages to use, and figure out how to actually get the datasets into my pipeline. After looking different things, I settled on Keras and TensorFlow to create the model since they are pretty good for deep learning and image classification and integrates with the language I’m good at, Python .For the demo and web interface, I used TensorFlow.js so I could deploy it directly in the browser. To make things a little bit simpler and faster, I used Teachable Machine’s scripts to get the model’s TensorFlow.js script by training the model again there, which saved me a lot of time on the export and conversion process. But I was extremely happy with the end result and was amazed at how good my model really was . Despite all the challenges from the jetlag affected morning coding sessions to the frustrating dataset search, the final result performed surprisingly well on astronomical images and I’m excited to keep improving it for my space and AI projects.
Building the model turned out to be a lot tougher than I thought. I spent so many hours, sometimes whole days, planning, experimenting, and figuring out how everything would work. My main goal was to make the model bug free and working completely fine. There were times when I wasn’t sure if my code or project would actually work. Some of my friends had made fun of me for working so hard or thought the project was stupid, but I kept going anyway. I want to show them that hard work on even “stupid” projects can turn out good. The hardest parts weren’t technical. I struggled with wanting to give up, worrying I wouldn’t reach my goal, and hearing discouraging words from people close to me. Even so, I kept going. Visiting Hugging Face for inspiration and learning more about how the code worked helped me learn more about OCR and Image Classification models. I’ve learned a lot along the way ngl. After fixing some final bugs, I feel like I’m almost finished with my model. I just need to do a bit more research to make sure I’m headed in the right direction, and of course, I’ll keep posting these devlogs to share my progress/journey!
Ships:
I made a image classification model from scratch using TensorFlow and Keras. The model is optimized to find nebulae’s, galaxy’s, moon’s, and planet’s....
|
1793001129.8093307
|
1793087529.8093307
|
|
4414
|
Remote Access Trojan by @soloplanet | Stardance
|
soloplanet
|
1
|
38.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T00:05:54Z", "hours": 38.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures).", "repo": "https://github.com/MasterGoop2000/rat-project/", "demo": "https://github.com/MasterGoop2000/rat-project/releases/tag/v1.0"}]...
|
[{"post_id": 75757, "ts": "202 [{"post_id": 75757, "ts": "2026-09-30T23:54:04Z", "hours": 35.9075, "text": "Shellcode loader"}, {"post_id": 1353, "ts": "2026-06-03T09:49:17Z", "hours": 1.8203, "text": "Remote Access Trojan"}]...
|
Title: Remote Access Trojan by @soloplanet | Stard Title: Remote Access Trojan by @soloplanet | Stardance
Devlogs:
Remote Access Trojan
Shellcode loader
Ships:
I made a RAT and experimented with shellcode loading. Things I found hard were obfuscating the app, learning how to use indirect syscalls and trying to evade detection. I am proud of getting my best attempt (tar2.0) at best to evade 4/71 detections which were primarily high positive ML engines and Crowdstrike (only 60% confidence) (this eventually increased to 9/71 due to signatures)....
|
1793004599.0928895
|
1793090999.0928895
|
|
4417
|
Danny space by @Danvir | Stardance
|
Danvir
|
1
|
11.77
|
44
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T15:35:18Z", "hours": 11.0, "multiplier": 4.1, "payout": 44, "blessing": "neutral", "text": "I built Danny Space — a 3d space shooter in Unity where you control a ship using WASD and shoot enemies with left click. The goal is simple: destroy every enemy that spawns to win the level. This is my first complete game I’ve actually shipped — from gameplay to itch.io upload to a GitHub README. It has a real win condition, responsive controls, and works as a full loop from start to finish. Use WASD to move, left click to shoot and right to aim with sniper. Enemies will keep spawning — take them all out to win. Works in browser on itch.io, no download needed!", "repo": "https://github.com/jsdjoker/Dannyspace", "demo": "https://danjs.itch.io/danny-space"}]...
|
[{"post_id": 5021, "ts": "2026 [{"post_id": 5021, "ts": "2026-06-08T17:50:08Z", "hours": 0.7656, "text": "created game almost"}, {"post_id": 4890, "ts": "2026-06-08T13:39:20Z", "hours": 1.6753, "text": "made turrent and finished game mechanism"}, {"post_id": 4351, "ts": "2026-06-07T17:10:30Z", "hours": 1.1692, "text": "created enemy spawn portal and to destory it"}, {"post_id": 4142, "ts": "2026-06-07T10:46:02Z", "hours": 0.9294, "text": "created robot explosion"}, {"post_id": 3432, "ts": "2026-06-06T11:26:03Z", "hours": 1.2511, "text": "created ammo system and pickup ammo!!"}, {"post_id": 3349, "ts": "2026-06-06T07:25:23Z", "hours": 2.0647, "text": "Made sniper rifle and zoom machanism in it took a lot of time looking forward to finishing it"}, {"post_id": 2620, "ts": "2026-06-05T07:32:18Z", "hours": 2.1164, "text": "Hi everyone current update on game!! created a basic level and robot animation to kill them"}, {"post_id": 2052, "ts": "2026-06-04T10:46:58Z", "hours": 1.045, "text": "created crosshair and also made robots die"}, {"post_id": 695, "ts": "2026-06-02T08:12:26Z", "hours": 0.5347, "text": "started a new shooter game player and enemy folllwing player"}]...
|
Title: Danny space by @Danvir | Stardance
Devlogs Title: Danny space by @Danvir | Stardance
Devlogs:
started a new shooter game player and enemy folllwing player
created crosshair and also made robots die
Hi everyone current update on game!! created a basic level and robot animation to kill them
Made sniper rifle and zoom machanism in it took a lot of time looking forward to finishing it
created ammo system and pickup ammo!!
created robot explosion
created enemy spawn portal and to destory it
made turrent and finished game mechanism
created game almost
Ships:
I built Danny Space — a 3d space shooter in Unity where you control a ship using WASD and shoot enemies with left click. The goal is simple: destroy every enemy that spawns to win the level. This is my first complete game I’ve actually shipped — from gameplay to itch.io upload to a GitHub README. It has a real win condition, responsive controls, and works as a full loop from start to finish. Use WASD to move, left click to shoot and right to aim with sniper. Enemies will keep spawning — take them all out to win. Works in browser on itch.io, no download needed!...
|
1792983102.4950197
|
1793069502.4950197
|
|
4439
|
Variable hue led strip controller by @hrushal | St Variable hue led strip controller by @hrushal | Stardance...
|
hrushal
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T13:08:10Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too", "repo": "https://github.com/Hrushal-Nikhare/12v-rgb-led-strip-common-anode-driver", "demo": ""}]...
|
[{"post_id": 73657, "ts": "202 [{"post_id": 73657, "ts": "2026-09-25T16:27:21Z", "hours": 0.9, "text": "MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details"}, {"post_id": 73628, "ts": "2026-09-25T15:09:34Z", "hours": 1.3667, "text": "WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram"}, {"post_id": 68201, "ts": "2026-09-14T18:09:27Z", "hours": 4.1167, "text": "555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭"}, {"post_id": 23654, "ts": "2026-07-06T19:18:09Z", "hours": 1.5333, "text": "Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)"}, {"post_id": 13083, "ts": "2026-06-21T12:38:16Z", "hours": 1.7589, "text": "Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)"}, {"post_id": 710, "ts": "2026-06-02T09:17:07Z", "hours": 1.0128, "text": "Worked on Fixing the circuit And schematic"}]...
|
Title: Variable hue led strip controller by @hrush Title: Variable hue led strip controller by @hrushal | Stardance
Devlogs:
Worked on Fixing the circuit And schematic
Worked on a schematic from a yt channel that seemed to work for him but didnt work for me so starting again :)
Hi guys back aft getting more components New color coded wires and new schematic from the book ‘Practical Electronics for inventors’ I blew up a 555 off camera while working Also circuit still doesnt work ive tried making my own taking it frm yt and from a book now idk why its not working gonna check wire continuity tmr and make sure im cutting the wires long enough to make contact Mosfet is still a mystery to me but ill figure it out :)
555 JUST WONT WORK ive spent genunely tm time on this and the this time i even soldered leads to the led strip ( first time flawless btw ) it works on the 12v supply the led and the mosfet alone but the 555 just wont work even aft i check every wire w continuity and aft trying 5 diff schematics and ways to do pwm ts just absurd 😭
WE DID IT all it took was two broken pots atleast 30cm of solder in my lungs and enough crashouts and questioning myself and my skills This time i turned on my last itr of the circuit and then started probing TURNS OUT pin 7 was BLOWN thats why nothing worked and i only got 6.7V on output and 3.3 v 100k resistor directly this time i used another type of potentiometer (the og) and then got one more 555 and used a more breadboard friendly wiring diagram
MADE A GITHUB REPO Added demo video schematic BOM Kicad files A little details
Ships:
12v common anode led strip controller This uses NO MICROCONTROLLER NO CODE PURE HARDWARE :) this was my first time doing something purely hardware i learnt a lot and how unforgiving and hard it is to debug soldering and inhaling the fumes has def reduced my life by 2+ years w the magic smoke from the one 555 that blew up in my face the problem i was solving was there was no chip/controller that i could custom program for anything i want without involving a microcontroller. i just wanted to control the intensity of each color independently i learnt about breadboards having capacitance and for the first time i did my own wiring and didnt use jumpers not the prettiest job but it looks better than 400 jumpers and i had to redneck my own 12v adapter to make it w jumpers and i may have burnt some led strips and wasted enough solder getting the temps right on my pinecil [FROM HACKCLUB :) ] video of working is on the github page had a lot of crashouts and lost enough sleep over debugging this i hope someone else finds this useful too...
|
1793004902.1641304
|
1793091302.1641304
|
|
4450
|
JosdorOS by @dorian | Stardance
|
dorian
|
1
|
30.67
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T08:50:26Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "JosdorOS is an Operating System for Routers. Based on Debian and Rust. For the moment basic routing is working perfectly with API to interact with routerd. Routerd is a daemon built in JosdorOS that execute at the start of the System. For the moment it’s hard but not that much, it’s like learning a new language with this horrible Rust syntax", "repo": "https://github.com/Josdor-Org/JosdorOS", "demo": "https://github.com/Josdor-Org/JosdorOS/releases/tag/Alpha"}]...
|
[{"post_id": 55136, "ts": "202 [{"post_id": 55136, "ts": "2026-08-26T16:31:47Z", "hours": 9.6367, "text": "Progress on this project is improving. During development, I faced several issues with the operating system setup, so I completely revised the installation section. It was previously just a live image; now I have built an installation ISO with a process for hard drive installation. The installation functions for now, and I am still integrating the full sequence with the backend. Once everything works smoothly, I expect we will be ready for shipping ;)"}, {"post_id": 28136, "ts": "2026-07-14T07:25:16Z", "hours": 10.0308, "text": "Currently working on Vlans support for the router. For the moment nothing is working but it’s getting better. I would have preferred to do this develop later but I’m obliged to do it now as I’m already at 10 hours of working for this part. I’ve also implemented a firewall using notables"}, {"post_id": 13595, "ts": "2026-06-22T08:40:00Z", "hours": 4.1628, "text": "We can now use JosdorOS as an operating system -> ISO file avaible on Github -> Based on Debian Live ISO -> DHCP custom config ->minor Improvements"}, {"post_id": 9350, "ts": "2026-06-15T18:05:14Z", "hours": 6.5731, "text": "JosdorOS backend can now handle basic routing tasks Current features: → API endpoints to monitor backend health and configuration → Router network configuration through a POST request to /api/setup → WAN access for routed devices → Built-in DHCP server → Basic firewall configuration Still a lot to build, but the networking foundation is now working!"}]...
|
Title: JosdorOS by @dorian | Stardance
Devlogs:
J Title: JosdorOS by @dorian | Stardance
Devlogs:
JosdorOS backend can now handle basic routing tasks Current features: → API endpoints to monitor backend health and configuration → Router network configuration through a POST request to /api/setup → WAN access for routed devices → Built-in DHCP server → Basic firewall configuration Still a lot to build, but the networking foundation is now working!
We can now use JosdorOS as an operating system -> ISO file avaible on Github -> Based on Debian Live ISO -> DHCP custom config ->minor Improvements
Currently working on Vlans support for the router. For the moment nothing is working but it’s getting better. I would have preferred to do this develop later but I’m obliged to do it now as I’m already at 10 hours of working for this part. I’ve also implemented a firewall using notables
Progress on this project is improving. During development, I faced several issues with the operating system setup, so I completely revised the installation section. It was previously just a live image; now I have built an installation ISO with a process for hard drive installation. The installation functions for now, and I am still integrating the full sequence with the backend. Once everything works smoothly, I expect we will be ready for shipping ;)
Ships:
JosdorOS is an Operating System for Routers. Based on Debian and Rust. For the moment basic routing is working perfectly with API to interact with routerd. Routerd is a daemon built in JosdorOS that execute at the start of the System. For the moment it’s hard but not that much, it’s like learning a new language with this horrible Rust syntax...
|
1792968806.6866539
|
1793055206.6866539
|
|
4475
|
Exit Not Found by @dpath02 | Stardance
|
dpath02
|
1
|
10.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T07:08:56Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the first real game I’ve ever made (not counting scratch or the Unity flappy bird tutorial). While in it’s current state it barely qualifies as a game considering it’s my second time using Unity it’s already an ok start. Plus I’m planning on working on this well past Stardance and already have some better models on the way. P.S. I don’t know if shipping is a permanent thing where you can’t edit after. If so… keep an eye on itch io?", "repo": "https://github.com/dpath02-sketch/My-Unity-Horror-Game", "demo": "https://dpath02.itch.io/exit-not-found"}]...
|
[{"post_id": 70331, "ts": "202 [{"post_id": 70331, "ts": "2026-09-18T23:36:42Z", "hours": 0.5544, "text": "Exit not Found devlog 4 Again, been a while since I last posted. I’m not good with sticking to things for long periods of time… anyway to get back into things I tried something simple to refresh my fleeting C# syntax memory by adding an FOV slider as well. The next big thing I want to work on is full on game saves. Even with the new data manager there’s still a few things I need to think about like how to convert the 3 rooms into just numbers and text without loosing info or making loading the game a pain. Not sure if anyone still reads these but if you do, thanks !(^U^)! edit: video was bugged for some reason. Here’s a screenshot of 70FOV you can compare to the previous images"}, {"post_id": 57709, "ts": "2026-08-29T23:14:02Z", "hours": 5.8042, "text": "Exit Not Found devlog 3.5 Sorry for not posting a devlog in a long time. Unfortunately your gonna have to wait a while more cause if this post works it confirms my suspicions that it’s the trash internet speed that won’t let me upload and I can’t have images :(. As far as I’m concerned Stardance is ending soon and I’m not gonna have a finished game by then so if you really wanna keep up to date I guess I’ll switch to itch. Also got working configs that persist after closing the game yay :)."}, {"post_id": 17443, "ts": "2026-06-28T06:58:43Z", "hours": 0.815, "text": "Exit Not Found third devlog I added the ability to unlock your mouse and go back to the menu without dying! Ground breaking stuff… I also added some “music” that plays in the background (I’m not very good at writing music + Soundtrap’s exports have a bit of extra time at the end for some reason. maybe instrument sustain). I was also considering having the game be available on web but the web build was kinda buggy for some reason and itch io didn’t like me having 2 zip files so you still have to download to play. I’m not actually sure how much time there’s left for Stardance so if this is my last devlog here, fear not! I’m not giving up on this game and will at least get the game as polished as I can, if not adding more actual gameplay to it in the long run."}, {"post_id": 10567, "ts": "2026-06-17T11:28:30Z", "hours": 2.5197, "text": "Exit Not Found second devlog I decided to focus a bit on getting the game to be… a game. Using a quick Youtube tutorial I got a main menu up and while I did add a bunch of buttons so far the only ones that work are new game and quit. The sphere of doom now triggers a vignette effect and knocks you over before sending you to the menu again. Getting that to work was a very big pain as I am promptly reminded that I’m still learning how both C# and Unity work and have just been throwing stuff to the wall and seeing what sticks. The main issue was accessing data and functions across several different scripts and types of objects. I can guarantee if I work on this in a couple months time I’m going to regret every stupid code design choice I made (my horrid code is above unless I forgot where the images go). Also fun fact sound design is pain not gonna go into too much depth since I gave up pretty quickly realising free internet tools only get you so far."}, {"post_id": 7814, "ts": "2026-06-13T01:21:39Z", "hours": 0.8811, "text": "Exit Not Found first devlog This is the first 3D game I’ve worked on and it’s basically just a Roblox: Doors clone where you walk around in an infinite cycle of rooms. So far there’s a basic main menu, world gen, and an enemy that deletes the lights and outputs “dead” in the console if you get too close :). Getting the lights to break took a bit longer than I hoped cause I didn’t realise it the lights need a rigid body component for the collider to work."}]...
|
Title: Exit Not Found by @dpath02 | Stardance
Dev Title: Exit Not Found by @dpath02 | Stardance
Devlogs:
Exit Not Found first devlog This is the first 3D game I’ve worked on and it’s basically just a Roblox: Doors clone where you walk around in an infinite cycle of rooms. So far there’s a basic main menu, world gen, and an enemy that deletes the lights and outputs “dead” in the console if you get too close :). Getting the lights to break took a bit longer than I hoped cause I didn’t realise it the lights need a rigid body component for the collider to work.
Exit Not Found second devlog I decided to focus a bit on getting the game to be… a game. Using a quick Youtube tutorial I got a main menu up and while I did add a bunch of buttons so far the only ones that work are new game and quit. The sphere of doom now triggers a vignette effect and knocks you over before sending you to the menu again. Getting that to work was a very big pain as I am promptly reminded that I’m still learning how both C# and Unity work and have just been throwing stuff to the wall and seeing what sticks. The main issue was accessing data and functions across several different scripts and types of objects. I can guarantee if I work on this in a couple months time I’m going to regret every stupid code design choice I made (my horrid code is above unless I forgot where the images go). Also fun fact sound design is pain not gonna go into too much depth since I gave up pretty quickly realising free internet tools only get you so far.
Exit Not Found third devlog I added the ability to unlock your mouse and go back to the menu without dying! Ground breaking stuff… I also added some “music” that plays in the background (I’m not very good at writing music + Soundtrap’s exports have a bit of extra time at the end for some reason. maybe instrument sustain). I was also considering having the game be available on web but the web build was kinda buggy for some reason and itch io didn’t like me having 2 zip files so you still have to download to play. I’m not actually sure how much time there’s left for Stardance so if this is my last devlog here, fear not! I’m not giving up on this game and will at least get the game as polished as I can, if not adding more actual gameplay to it in the long run.
Exit Not Found devlog 3.5 Sorry for not posting a devlog in a long time. Unfortunately your gonna have to wait a while more cause if this post works it confirms my suspicions that it’s the trash internet speed that won’t let me upload and I can’t have images :(. As far as I’m concerned Stardance is ending soon and I’m not gonna have a finished game by then so if you really wanna keep up to date I guess I’ll switch to itch. Also got working configs that persist after closing the game yay :).
Exit not Found devlog 4 Again, been a while since I last posted. I’m not good with sticking to things for long periods of time… anyway to get back into things I tried something simple to refresh my fleeting C# syntax memory by adding an FOV slider as well. The next big thing I want to work on is full on game saves. Even with the new data manager there’s still a few things I need to think about like how to convert the 3 rooms into just numbers and text without loosing info or making loading the game a pain. Not sure if anyone still reads these but if you do, thanks !(^U^)! edit: video was bugged for some reason. Here’s a screenshot of 70FOV you can compare to the previous images
Ships:
This is the first real game I’ve ever made (not counting scratch or the Unity flappy bird tutorial). While in it’s current state it barely qualifies as a game considering it’s my second time using Unity it’s already an ok start. Plus I’m planning on working on this well past Stardance and already have some better models on the way. P.S. I don’t know if shipping is a permanent thing where you can’t edit after. If so… keep an eye on itch io?...
|
1792972581.3909712
|
1793058981.3909712
|
|
4483
|
Gofie by @Lxsh-S | Stardance
|
Lxsh-S
|
1
|
5.0
|
72
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T15:43:38Z", "hours": 5.0, "multiplier": 15.92, "payout": 72, "blessing": "neutral", "text": "Hi, Gofie is my first simple, lighweight and usable project it’s custom system information fetcher like fastfetch completely written in Golang. It only works on macOS and linux. The parts I found challenging were using external libraries by just reading the docs I’m found of the thing that I have built somthing without using AI and feel like its completely my own. I didn’t have too high expectations with my first project and the result satisfies me.", "repo": "https://github.com/lxsh-S/gofie", "demo": "https://asciinema.org/a/1228971"}]...
|
[{"post_id": 849, "ts": "2026- [{"post_id": 849, "ts": "2026-06-02T15:30:28Z", "hours": 0.2747, "text": "Hmm I’m done with a basic clean and fast demo Gona use it myself everyday lol looks clean to me :)"}, {"post_id": 828, "ts": "2026-06-02T14:50:30Z", "hours": 1.0747, "text": "I was adding disk and gpu info it’s getting harder to not use AI cuz I can’t find a proper way to implement gpu info Thats the only problem for now!"}, {"post_id": 768, "ts": "2026-06-02T13:00:13Z", "hours": 0.8822, "text": "Added cobra I had thought adding it would require me to rewrite some parts of my code but that was not the case. It’s very lightweight and very easy to learn just took 30 mins at cobra.dev to learn to integrate it in my project"}, {"post_id": 699, "ts": "2026-06-02T08:20:35Z", "hours": 2.3128, "text": "Continuing the work on my custom system information tool like fast fetch but written in GO. -I had added Darwin support when I realised I’m also using my hackintosh to code for this project -It’s not flashy and all but does the work it’s intended to I’ll now try to rewrite it using Cobra so that it looks and feels like a CLI."}]...
|
Title: Gofie by @Lxsh-S | Stardance
Devlogs:
Cont Title: Gofie by @Lxsh-S | Stardance
Devlogs:
Continuing the work on my custom system information tool like fast fetch but written in GO. -I had added Darwin support when I realised I’m also using my hackintosh to code for this project -It’s not flashy and all but does the work it’s intended to I’ll now try to rewrite it using Cobra so that it looks and feels like a CLI.
Added cobra I had thought adding it would require me to rewrite some parts of my code but that was not the case. It’s very lightweight and very easy to learn just took 30 mins at cobra.dev to learn to integrate it in my project
I was adding disk and gpu info it’s getting harder to not use AI cuz I can’t find a proper way to implement gpu info Thats the only problem for now!
Hmm I’m done with a basic clean and fast demo Gona use it myself everyday lol looks clean to me :)
Ships:
Hi, Gofie is my first simple, lighweight and usable project it’s custom system information fetcher like fastfetch completely written in Golang. It only works on macOS and linux. The parts I found challenging were using external libraries by just reading the docs I’m found of the thing that I have built somthing without using AI and feel like its completely my own. I didn’t have too high expectations with my first project and the result satisfies me....
|
1792972139.439208
|
1793058539.439208
|
|
4520
|
My awesome macropad! by @Magic12 | Stardance
|
Magic12
|
1
|
3.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-21T13:32:05Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a macropad that i might use for shortcuts on games and etc, this summer i took up a challenge to learn something new and i came across this and i can proudly say that i learnt a LOTT, from 2 am crashout on not being able to get fusion to work to making amazing assemblies, i came a long way with just one project. this was my first project but not the last.", "repo": "https://github.com/Dhruv2212-star/Macropad", "demo": ""}]...
|
[{"post_id": 23303, "ts": "202 [{"post_id": 23303, "ts": "2026-07-06T05:37:45Z", "hours": 0.8125, "text": "finished the main parts of the macropad such as PCB mapping and traces with CAD planning and designing"}, {"post_id": 12734, "ts": "2026-06-20T20:24:20Z", "hours": 2.7544, "text": "macropad"}]...
|
Title: My awesome macropad! by @Magic12 | Stardanc Title: My awesome macropad! by @Magic12 | Stardance
Devlogs:
macropad
finished the main parts of the macropad such as PCB mapping and traces with CAD planning and designing
Ships:
i made a macropad that i might use for shortcuts on games and etc, this summer i took up a challenge to learn something new and i came across this and i can proudly say that i learnt a LOTT, from 2 am crashout on not being able to get fusion to work to making amazing assemblies, i came a long way with just one project. this was my first project but not the last....
|
1793054892.0690076
|
1793141292.0690076
|
|
4536
|
Poets United by @Dari | Stardance
|
Dari
|
1
|
3.0
|
52
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T05:10:54Z", "hours": 3.0, "multiplier": 15.55, "payout": 52, "blessing": "neutral", "text": "As an avid writer of poetry, sharing it has always been something I personally wanted to do. So, I decided to make a website where not only I, but others could share poetry. The current version is more of an MVP, but it works! I intend to add many more features to it, such as custom thumbnails, a text editor for shape poetry, authentication, a like/comment system, and more! As of right now, there is no way to delete your poems other than me doing it manually, so if you want me to remove something, you can send me a DM through Slack. As soon as I add auth, that won’t be a problem, though. Enjoy!!!", "repo": "https://github.com/CoDari1/Poets-United", "demo": "https://poets-united.vercel.app/"}]...
|
[{"post_id": 17388, "ts": "202 [{"post_id": 17388, "ts": "2026-06-28T04:40:09Z", "hours": 2.5858, "text": "Finished the overall look of the website, as well as got the poem uploader and viewing system working."}, {"post_id": 4696, "ts": "2026-06-08T03:45:31Z", "hours": 0.7567, "text": "I just got the database and basic UI working. Now I can add poems through the website! It’s pretty simple right now, but all things must start somewhere."}]...
|
Title: Poets United by @Dari | Stardance
Devlogs: Title: Poets United by @Dari | Stardance
Devlogs:
I just got the database and basic UI working. Now I can add poems through the website! It’s pretty simple right now, but all things must start somewhere.
Finished the overall look of the website, as well as got the poem uploader and viewing system working.
Ships:
As an avid writer of poetry, sharing it has always been something I personally wanted to do. So, I decided to make a website where not only I, but others could share poetry. The current version is more of an MVP, but it works! I intend to add many more features to it, such as custom thumbnails, a text editor for shape poetry, authentication, a like/comment system, and more! As of right now, there is no way to delete your poems other than me doing it manually, so if you want me to remove something, you can send me a DM through Slack. As soon as I add auth, that won’t be a problem, though. Enjoy!!!...
|
1792997295.778839
|
1793083695.778839
|
|
4539
|
My awesome macropad! by @aatiesh | Stardance
|
aatiesh
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T07:47:51Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a custom 4-key macropad using a Seeed Studio XIAO RP2040. The project involved designing a PCB in KiCad, creating a 3D-printed case in Fusion 360, assembling and soldering the hardware, and programming it with QMK firmware. The most challenging part was learning PCB design and setting up the firmware correctly. I am proud of successfully completing the entire design-to-build process. To test the project, connect it via USB-C and use VIA to verify and customize the key mappings.", "repo": "https://github.com/thelonMusk/mymacropad", "demo": ""}]...
|
[{"post_id": 2007, "ts": "2026 [{"post_id": 2007, "ts": "2026-06-04T09:03:50Z", "hours": 0.3344, "text": "My first macpad"}]...
|
Title: My awesome macropad! by @aatiesh | Stardanc Title: My awesome macropad! by @aatiesh | Stardance
Devlogs:
My first macpad
Ships:
I built a custom 4-key macropad using a Seeed Studio XIAO RP2040. The project involved designing a PCB in KiCad, creating a 3D-printed case in Fusion 360, assembling and soldering the hardware, and programming it with QMK firmware. The most challenging part was learning PCB design and setting up the firmware correctly. I am proud of successfully completing the entire design-to-build process. To test the project, connect it via USB-C and use VIA to verify and customize the key mappings....
|
1793000926.578072
|
1793087326.578072
|
|
4543
|
Webinar Hosting Site by @harpeet_singh | Stardance
|
harpeet_singh
|
1
|
13.44
|
42
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-24T17:04:36Z", "hours": 12.0, "multiplier": 3.47, "payout": 42, "blessing": "neutral", "text": "What I Made & How to Test It - I built a Webinar Hosting Website demo to learn the fundamentals of Next.js. *Live Demo: You can test the live project directly by clicking the “Try project” button below, or via: https://hackclubwebinardemo.vercel.app/ *Features: It includes a fully functional user authentication flow implemented using Clerk, with all user and session data stored securely in a Neon database. For this initial learning phase, I focused entirely on perfecting the Home Page and core authentication. Challenges & Pride - The main challenge was getting comfortable with the core architecture of Next.js, routing, and integrating third-party authentication with a cloud database. I’m proud of successfully wiring up Clerk and Neon to create a secure, working foundation!", "repo": "https://github.com/harpreet1796/webinardemo_/tree/hackclub", "demo": "https://hackclubwebinardemo-q5twb7t16-twyfthq.vercel.app/"}]...
|
[{"post_id": 15534, "ts": "202 [{"post_id": 15534, "ts": "2026-06-25T07:25:14Z", "hours": 1.44, "text": "Coded the other pages for the site"}, {"post_id": 14402, "ts": "2026-06-23T14:57:07Z", "hours": 2.8789, "text": "Adding final touches"}, {"post_id": 1975, "ts": "2026-06-04T07:19:58Z", "hours": 2.305, "text": "Worked on creating the create webinar flow"}, {"post_id": 1354, "ts": "2026-06-03T09:54:15Z", "hours": 1.7869, "text": "Worked on the Home Page of my SaaS project"}, {"post_id": 796, "ts": "2026-06-02T13:53:37Z", "hours": 5.3331, "text": "Started my project today. Figured out authentication and routing with a bit of Prisma and Neon for DB"}]...
|
Title: Webinar Hosting Site by @harpeet_singh | St Title: Webinar Hosting Site by @harpeet_singh | Stardance
Devlogs:
Started my project today. Figured out authentication and routing with a bit of Prisma and Neon for DB
Worked on the Home Page of my SaaS project
Worked on creating the create webinar flow
Adding final touches
Coded the other pages for the site
Ships:
What I Made & How to Test It - I built a Webinar Hosting Website demo to learn the fundamentals of Next.js. *Live Demo: You can test the live project directly by clicking the “Try project” button below, or via: https://hackclubwebinardemo.vercel.app/ *Features: It includes a fully functional user authentication flow implemented using Clerk, with all user and session data stored securely in a Neon database. For this initial learning phase, I focused entirely on perfecting the Home Page and core authentication. Challenges & Pride - The main challenge was getting comfortable with the core architecture of Next.js, routing, and integrating third-party authentication with a cloud database. I’m proud of successfully wiring up Clerk and Neon to create a secure, working foundation!...
|
1792990152.214779
|
1793076552.214779
|
|
4556
|
IB Website by @wingnovel | Stardance
|
wingnovel
|
1
|
36.27
|
219
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-09T15:23:07Z", "hours": 36.0, "multiplier": 7.23, "payout": 219, "blessing": "neutral", "text": "What did you make? I have made a website that will help International Baccalaureate students study more effectively than just reading books What was challenging? The challenging part was to collect the data for the project, I used AI to get the questions for the quiz and flashcard sections and it was difficult to prompt it effectively. Another challenge was to learn to use GitHub Pages I tried nest it did not work, so I switched to GitHub Pages, however that too was not working due to the wrong settings being enabled however it is working properly now. What are you proud of? I am proud of the UX, I generally think of myself as the worst designer however with the help of some inspiration taken from the stardust theme I have been able to design this website in the purple space like theme. What should people know so they can test your project? All people need to do to test the project is open a link to the GitHub url", "repo": "https://github.com/raghav03102008/ibwebsite", "demo": "https://raghav03102008.github.io/ibwebsite/"}]...
|
[{"post_id": 6257, "ts": "2026 [{"post_id": 6257, "ts": "2026-06-10T14:50:31Z", "hours": 0.2667, "text": "Updating the Project AI declaration"}, {"post_id": 5651, "ts": "2026-06-09T15:05:46Z", "hours": 12.0064, "text": "Fully functional website concept with questions to give you active recall"}, {"post_id": 5067, "ts": "2026-06-08T18:54:16Z", "hours": 13.5667, "text": "Adding maths content to the website"}, {"post_id": 3250, "ts": "2026-06-06T03:00:07Z", "hours": 0.3575, "text": "Adding icons for the subjects"}, {"post_id": 2646, "ts": "2026-06-05T09:29:19Z", "hours": 9.94, "text": "UI of the page"}]...
|
Title: IB Website by @wingnovel | Stardance
Devlo Title: IB Website by @wingnovel | Stardance
Devlogs:
UI of the page
Adding icons for the subjects
Adding maths content to the website
Fully functional website concept with questions to give you active recall
Updating the Project AI declaration
Ships:
What did you make? I have made a website that will help International Baccalaureate students study more effectively than just reading books What was challenging? The challenging part was to collect the data for the project, I used AI to get the questions for the quiz and flashcard sections and it was difficult to prompt it effectively. Another challenge was to learn to use GitHub Pages I tried nest it did not work, so I switched to GitHub Pages, however that too was not working due to the wrong settings being enabled however it is working properly now. What are you proud of? I am proud of the UX, I generally think of myself as the worst designer however with the help of some inspiration taken from the stardust theme I have been able to design this website in the purple space like theme. What should people know so they can test your project? All people need to do to test the project is open a link to the GitHub url...
|
1792972462.8987384
|
1793058862.8987384
|
|
4558
|
FIle Manager++ by @SysError06 | Stardance
|
SysError06
|
1
|
7.53
|
43
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T08:23:01Z", "hours": 3.0, "multiplier": 15.2, "payout": 43, "blessing": "neutral", "text": "What I made: I built FIleManager++ (shortened as fmpp), a simple, fast and purely keyboard driven terminal file manager. Using a C++ backend with a fxtui frontend, it enhances your productivity by negating the need of that pesky mouse, allowing everything to be done without lifting a finger off your keyboard! What was challenging: C++, just, C++. The biggest struggle was dealing with C++ memory lifecycles after decoupling my UI layers from the main filesystem engine. Whenever the app hopped into the new directory, the engine cleared and reallocated its tracking vectors. This instantly invalidated the memory addresses being read by the background UI threads, triggering a brutal std::length_error (vector::_M_default_append) core dump whenever the layout updated. What I’m proud of: Clean (ish) TUI: a sleek, modern like TUI that can have improvements, but has potential to be amazing. CI/CD: lacking all the operating systems at my disposal (Linux, macOS, and Windows), I had to use GitHub actions to provide crossplatform support to my application. What People Should Know / How to Test It It is fully open-source and ready to run with zero configurations! You can download the pre-compiled binary for your architecture directly from the project release page, or build it locally using Meson and Ninja by running: meson setup build –buildtype=release meson compile -C build ./build/fmpp Navigate using your standard keyboard arrow keys or standard terminal motion configurations!", "repo": "https://github.com/UltimatePlayer97/fmpp", "demo": "https://github.com/UltimatePlayer97/fmpp/releases"}]...
|
[{"post_id": 6099, "ts": "2026 [{"post_id": 6099, "ts": "2026-06-10T07:56:00Z", "hours": 1.5886, "text": "Devlog #7 So here I am, making it…. again. I have also TRIED fixing some stuff, namely the bug where the sidebar moves with the amount of content displayed in the content panel (aka it moves up when the panel has less content). I tried many things, removing flexes, adding flexes, adding borders, adding frames, and removing vscroll_indicators. Nothing worked :( I’m hopeless at this point. I’ve tried asking AI and all, yet nothing will go back at it later, I guess. So I tried tackling another issue, making the directory display before the files. I had more luck with this one. All I did was make a std::sort step that parses all the contents from beginning to end and checks if it’s a directory; if it is, it will just display it on the content panel first! Soon to come is adding some way to customise settings (or make a part of it to work on later), probably will just use enums like standard C++."}, {"post_id": 3972, "ts": "2026-06-07T03:29:11Z", "hours": 0.9036, "text": "Devlog #6 My disk is very full! Today, I thought to myself, “why haven’t I added a root disk stat yet, that shows usage and all that good stuff” Well, here I am answering my thoughts. I’m not crazy… maybe. Basically for the backend I made a DiskStats struct that holds important variables , like used percentage, available bytes, used bytes etc. I then hooked that up to my filesystem cpp implementation, and tested it. Worked on the first try! Nice job C++! However, I noticed that not everyone would like to read thousands of numbers and convert them into megabytes, gigabytes etc. So I made a simple formatter util that does the job for you. Next was the ui. I made a disk click handler (that currently doesn’t work) that show the disk stats, and has a progress bar that turns red if disk usage is over 90% (signalling critical usage limit). Then, I just piped that into my main view vbox."}, {"post_id": 3069, "ts": "2026-06-05T23:28:13Z", "hours": 0.9669, "text": "Devlog #5 Icons, icons, icons! Today, I decided to finally add file icons to the content page finally. Overall, it wasn’t particularly hard, just VERY tedious to do. I used nerdfonts to render the icon. It took me the majority of my time actually setting all the icons, with their numerous file extensions. .so, .py, .elf, makefile, docker, csharp, cpp, h, hpp, c, you name it. But hey it looks prettier now."}, {"post_id": 2489, "ts": "2026-06-05T00:33:24Z", "hours": 1.0747, "text": "Devlog #4 Decentralisation Today (and yesterday to a certain extent), I have worked on decentralising the ui components into their own respective files. Of course, this didn’t come without its numerous issues, namely being the C++ pointer errors striking yet again. Overall, the transistion wasn’t too hard, so I got to making a breadcrumb for the filepath. However, during the making of this, I noticed that the sidebar options weren’t properly sending me to the path, I fixed this by injecting the / path into the second slot of the target array inside my SidebarComponent."}, {"post_id": 1974, "ts": "2026-06-04T07:19:52Z", "hours": 0.7322, "text": "Devlog #3 Welcome to the horrors of C++ I’ve officially split the file manager into a dual-panel desktop layout featuring a fixed “Places” sidebar and an overflowing “Content” directory using FTXUI’s DOM elements (elements.hpp). The trickiest part was getting large directories to scroll smoothly instead of truncating off-screen, which I solved using frame and vscroll_indicator viewports. Of course, C++ warmly welcomed me to modular architecture by throwing a brutal std::length_error core dump after spending a solid 15 minutes refactoring my main.cpp into multiple modular files. I spent a considerable amount of time fighting what I thought was bad memory management, only to realise I had used an unsafe raw pointer cast on a boolean flag inside my tab container, forcing the layout engine to read random garbage bytes. At least that’s what I thought it was; in reality, it was that my change_directory function calls update_directory, which does display_names.clear() and rebuilds the vector. However, ftxui’s Menu component holds a raw pointer to the origin vector, but the vectors’ internal buffer got reallocated when it grows beyond capacity. With the issue identified and fixed, it now works again! Sort of…… now the directory contents don’t sync properly due to my fixes, including proper resyncing to avoid a SIGARBT. With the code cleanly refactored into separate files and building, I’m aiming to tackle a dynamic file path bar and a basic context menu next."}, {"post_id": 1821, "ts": "2026-06-04T01:22:33Z", "hours": 0.7628, "text": "Devlog #2 Implemented a basic escape menu system, currently hoping to be similar to btop++, effectively just btop but a file manager."}, {"post_id": 1186, "ts": "2026-06-03T01:21:26Z", "hours": 1.3411, "text": "Hello everybody! To start of, I am a power user. I hate the concept of using a mouse to navigate around my system, its just so… slow and tedious. To fix this, I have aggressively tried to make my system as keyboard centric as possible. Whether that be switching to Linux, using a tiled window manager, or anything like that. My only problem, my file manager, I would like a file manager keyboard friendly, yes there are options but I wish to make my own, so here I am. For now, I’ve setup basic filesystem indexxing, alongside a tui implementation (without much features as of now). Progress is being made, however I’m far from complete."}]...
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Title: FIle Manager++ by @SysError06 | Stardance
Title: FIle Manager++ by @SysError06 | Stardance
Devlogs:
Hello everybody! To start of, I am a power user. I hate the concept of using a mouse to navigate around my system, its just so… slow and tedious. To fix this, I have aggressively tried to make my system as keyboard centric as possible. Whether that be switching to Linux, using a tiled window manager, or anything like that. My only problem, my file manager, I would like a file manager keyboard friendly, yes there are options but I wish to make my own, so here I am. For now, I’ve setup basic filesystem indexxing, alongside a tui implementation (without much features as of now). Progress is being made, however I’m far from complete.
Devlog #2 Implemented a basic escape menu system, currently hoping to be similar to btop++, effectively just btop but a file manager.
Devlog #3 Welcome to the horrors of C++ I’ve officially split the file manager into a dual-panel desktop layout featuring a fixed “Places” sidebar and an overflowing “Content” directory using FTXUI’s DOM elements (elements.hpp). The trickiest part was getting large directories to scroll smoothly instead of truncating off-screen, which I solved using frame and vscroll_indicator viewports. Of course, C++ warmly welcomed me to modular architecture by throwing a brutal std::length_error core dump after spending a solid 15 minutes refactoring my main.cpp into multiple modular files. I spent a considerable amount of time fighting what I thought was bad memory management, only to realise I had used an unsafe raw pointer cast on a boolean flag inside my tab container, forcing the layout engine to read random garbage bytes. At least that’s what I thought it was; in reality, it was that my change_directory function calls update_directory, which does display_names.clear() and rebuilds the vector. However, ftxui’s Menu component holds a raw pointer to the origin vector, but the vectors’ internal buffer got reallocated when it grows beyond capacity. With the issue identified and fixed, it now works again! Sort of…… now the directory contents don’t sync properly due to my fixes, including proper resyncing to avoid a SIGARBT. With the code cleanly refactored into separate files and building, I’m aiming to tackle a dynamic file path bar and a basic context menu next.
Devlog #4 Decentralisation Today (and yesterday to a certain extent), I have worked on decentralising the ui components into their own respective files. Of course, this didn’t come without its numerous issues, namely being the C++ pointer errors striking yet again. Overall, the transistion wasn’t too hard, so I got to making a breadcrumb for the filepath. However, during the making of this, I noticed that the sidebar options weren’t properly sending me to the path, I fixed this by injecting the / path into the second slot of the target array inside my SidebarComponent.
Devlog #5 Icons, icons, icons! Today, I decided to finally add file icons to the content page finally. Overall, it wasn’t particularly hard, just VERY tedious to do. I used nerdfonts to render the icon. It took me the majority of my time actually setting all the icons, with their numerous file extensions. .so, .py, .elf, makefile, docker, csharp, cpp, h, hpp, c, you name it. But hey it looks prettier now.
Devlog #6 My disk is very full! Today, I thought to myself, “why haven’t I added a root disk stat yet, that shows usage and all that good stuff” Well, here I am answering my thoughts. I’m not crazy… maybe. Basically for the backend I made a DiskStats struct that holds important variables , like used percentage, available bytes, used bytes etc. I then hooked that up to my filesystem cpp implementation, and tested it. Worked on the first try! Nice job C++! However, I noticed that not everyone would like to read thousands of numbers and convert them into megabytes, gigabytes etc. So I made a simple formatter util that does the job for you. Next was the ui. I made a disk click handler (that currently doesn’t work) that show the disk stats, and has a progress bar that turns red if disk usage is over 90% (signalling critical usage limit). Then, I just piped that into my main view vbox.
Devlog #7 So here I am, making it…. again. I have also TRIED fixing some stuff, namely the bug where the sidebar moves with the amount of content displayed in the content panel (aka it moves up when the panel has less content). I tried many things, removing flexes, adding flexes, adding borders, adding frames, and removing vscroll_indicators. Nothing worked :( I’m hopeless at this point. I’ve tried asking AI and all, yet nothing will go back at it later, I guess. So I tried tackling another issue, making the directory display before the files. I had more luck with this one. All I did was make a std::sort step that parses all the contents from beginning to end and checks if it’s a directory; if it is, it will just display it on the content panel first! Soon to come is adding some way to customise settings (or make a part of it to work on later), probably will just use enums like standard C++.
Ships:
What I made: I built FIleManager++ (shortened as fmpp), a simple, fast and purely keyboard driven terminal file manager. Using a C++ backend with a fxtui frontend, it enhances your productivity by negating the need of that pesky mouse, allowing everything to be done without lifting a finger off your keyboard! What was challenging: C++, just, C++. The biggest struggle was dealing with C++ memory lifecycles after decoupling my UI layers from the main filesystem engine. Whenever the app hopped into the new directory, the engine cleared and reallocated its tracking vectors. This instantly invalidated the memory addresses being read by the background UI threads, triggering a brutal std::length_error (vector::_M_default_append) core dump whenever the layout updated. What I’m proud of: Clean (ish) TUI: a sleek, modern like TUI that can have improvements, but has potential to be amazing. CI/CD: lacking all the operating systems at my disposal (Linux, macOS, and Windows), I had to use GitHub actions to provide crossplatform support to my application. What People Should Know / How to Test It It is fully open-source and ready to run with zero configurations! You can download the pre-compiled binary for your architecture directly from the project release page, or build it locally using Meson and Ninja by running: meson setup build –buildtype=release meson compile -C build ./build/fmpp Navigate using your standard keyboard arrow keys or standard terminal motion configurations!...
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1792997263.585071
|
1793083663.585071
|
|
4565
|
Minerust by @bartoszkasyna | Stardance
|
bartoszkasyna
|
1
|
28.0
|
318
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T13:39:29Z", "hours": 28.0, "multiplier": 11.52, "payout": 318, "blessing": "neutral", "text": "I made Minecraft clone in rust using wgpu. Currently game is more like voxel engine. I was mainly focused on game optimatization. Release veriosn has render distance 32 achieving 300FPS on rtx 3050 4GB laptop edition consuming only 0.8GB of VRAM and 430MB of RAM. With high end CPU it can easily handle render distance 128 usinf only 1.5GB VRAM and 1.7GB RAM.", "repo": "https://github.com/B4rtekk1/Minecraft-Rust", "demo": "https://github.com/B4rtekk1/Minecraft-Rust/releases"}]...
|
[{"post_id": 61498, "ts": "202 [{"post_id": 61498, "ts": "2026-09-04T13:22:10Z", "hours": 2.3158, "text": "I finished creating inventiry system. I also fixed bug- Some subchunks was missing if HiZ culling culled them before they were generated. After this short 3 days break into this project I’m shipping it and going back to my main one."}, {"post_id": 61065, "ts": "2026-09-03T19:39:58Z", "hours": 4.5978, "text": "Today I was mainly working on game optimatization and code quality. I also started implementing Inventory system. Currently broken blocks drops into ground and rotate, like in minecraft"}, {"post_id": 60454, "ts": "2026-09-02T19:50:58Z", "hours": 5.995, "text": "Today I was working on new terrain system and optimatization. On te image is world with render distance 128 - unfortunettly its not fully loaded beacuse it takes ages to load 66k chunks. Game preallocates required memory. This world requires ONLY 1.5GB VRAM and 1.2GB RAM. Vanilla minecraft runs 120FPS with render distance 16 on my laptop while my game runs 30FPS with render distance 128 which is 65992 chunks more. minecraft basiccly render 1.6% of what my engine can do. Keep in mind that i have rtx 3050 4GB laptop"}, {"post_id": 59828, "ts": "2026-09-01T20:05:54Z", "hours": 4.6781, "text": "I came back to the project because I don’t like doing only one project at a time. My goal is to make simple Minecraft clone but much more optimized. On the image you can see 64x64 chunks world - that means 128 chunks long and wide. It only uses 1.6GB of RAM, 4% CPU, 2GB of VRAM. It handle stable 120FPS on my rtx 3050 4GB latpop. Orginal minecraft have 120FPS with render distance 16."}, {"post_id": 26167, "ts": "2026-07-10T20:12:05Z", "hours": 1.9911, "text": "Fixed Ambient oclussion. Added rerndering mode switch in menu."}, {"post_id": 4042, "ts": "2026-06-07T06:59:38Z", "hours": 3.6419, "text": "Shadow removal(again - same bug). I implemented cheap vertex ambient oclussion. It still a little buggy but i’ll fix it. I refactroed code a little to get ready for wasm modding. For now i will leave visuals and focus on game content, portability. How I said little buggy in the corners"}, {"post_id": 1981, "ts": "2026-06-04T07:38:58Z", "hours": 4.3542, "text": "I removed shadows implementation because moving light center caused shadow crawling which is hard to get rid of with small cost. It was possible to remove but it was droppingg about 120FPS(fom 340 to ~200). I have reduced VRAM usage by reducing water buffer size. With render distance 32 game use 1.6GB of VRAM and 700MB of RAM. Rendering is GPU optimized(80%+ usage, <20% CPU usage. Video might not looks like 300FPS because of video compression."}]...
|
Title: Minerust by @bartoszkasyna | Stardance
Dev Title: Minerust by @bartoszkasyna | Stardance
Devlogs:
I removed shadows implementation because moving light center caused shadow crawling which is hard to get rid of with small cost. It was possible to remove but it was droppingg about 120FPS(fom 340 to ~200). I have reduced VRAM usage by reducing water buffer size. With render distance 32 game use 1.6GB of VRAM and 700MB of RAM. Rendering is GPU optimized(80%+ usage, <20% CPU usage. Video might not looks like 300FPS because of video compression.
Shadow removal(again - same bug). I implemented cheap vertex ambient oclussion. It still a little buggy but i’ll fix it. I refactroed code a little to get ready for wasm modding. For now i will leave visuals and focus on game content, portability. How I said little buggy in the corners
Fixed Ambient oclussion. Added rerndering mode switch in menu.
I came back to the project because I don’t like doing only one project at a time. My goal is to make simple Minecraft clone but much more optimized. On the image you can see 64x64 chunks world - that means 128 chunks long and wide. It only uses 1.6GB of RAM, 4% CPU, 2GB of VRAM. It handle stable 120FPS on my rtx 3050 4GB latpop. Orginal minecraft have 120FPS with render distance 16.
Today I was working on new terrain system and optimatization. On te image is world with render distance 128 - unfortunettly its not fully loaded beacuse it takes ages to load 66k chunks. Game preallocates required memory. This world requires ONLY 1.5GB VRAM and 1.2GB RAM. Vanilla minecraft runs 120FPS with render distance 16 on my laptop while my game runs 30FPS with render distance 128 which is 65992 chunks more. minecraft basiccly render 1.6% of what my engine can do. Keep in mind that i have rtx 3050 4GB laptop
Today I was mainly working on game optimatization and code quality. I also started implementing Inventory system. Currently broken blocks drops into ground and rotate, like in minecraft
I finished creating inventiry system. I also fixed bug- Some subchunks was missing if HiZ culling culled them before they were generated. After this short 3 days break into this project I’m shipping it and going back to my main one.
Ships:
I made Minecraft clone in rust using wgpu. Currently game is more like voxel engine. I was mainly focused on game optimatization. Release veriosn has render distance 32 achieving 300FPS on rtx 3050 4GB laptop edition consuming only 0.8GB of VRAM and 430MB of RAM. With high end CPU it can easily handle render distance 128 usinf only 1.5GB VRAM and 1.7GB RAM....
|
1792982842.592892
|
1793069242.592892
|
|
4591
|
my website :3 by @mikhailnotfish | Stardance
|
mikhailnotfish
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1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T22:24:27Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my simple turtle website i made to train myself in html. it is very simple, but i am very proud of it :]", "repo": "https://github.com/mikhailnotfish/turtles", "demo": "https://mikhailnotfish.github.io/turtles/"}]...
|
[{"post_id": 1237, "ts": "2026 [{"post_id": 1237, "ts": "2026-06-03T02:51:37Z", "hours": 0.4567, "text": "this is my website in which there is a turtle"}]...
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Title: my website :3 by @mikhailnotfish | Stardanc Title: my website :3 by @mikhailnotfish | Stardance
Devlogs:
this is my website in which there is a turtle
Ships:
this is my simple turtle website i made to train myself in html. it is very simple, but i am very proud of it :]...
|
1792997507.5181067
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1793083907.5181067
|
|
4610
|
Attax-4WD by @RishuKamboj | Stardance
|
RishuKamboj
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1
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2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T11:11:58Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an rc car based on esp 32 powered by a 12 volt lipo. The most challenging part for me was powering the whole thing because i accidentally burned my motor drivers … twice, anyways if anyone wants to recreate it i have uploaded all the information on my github link make sure to not repeat the mistakes i made!", "repo": "https://github.com/rydei/Attaxer-4WD", "demo": ""}]...
|
[{"post_id": 9882, "ts": "2026 [{"post_id": 9882, "ts": "2026-06-16T11:07:52Z", "hours": 0.8408, "text": "So i finished wiring the whole project (you can see a snapshot on the project cover),i also designed a cute cover for it."}, {"post_id": 3732, "ts": "2026-06-06T19:35:32Z", "hours": 0.4831, "text": "Made the Schematic (different from what i showed in lapse)"}, {"post_id": 885, "ts": "2026-06-02T16:38:14Z", "hours": 0.3636, "text": "Just finished with coding!"}]...
|
Title: Attax-4WD by @RishuKamboj | Stardance
Devl Title: Attax-4WD by @RishuKamboj | Stardance
Devlogs:
Just finished with coding!
Made the Schematic (different from what i showed in lapse)
So i finished wiring the whole project (you can see a snapshot on the project cover),i also designed a cute cover for it.
Ships:
I made an rc car based on esp 32 powered by a 12 volt lipo. The most challenging part for me was powering the whole thing because i accidentally burned my motor drivers … twice, anyways if anyone wants to recreate it i have uploaded all the information on my github link make sure to not repeat the mistakes i made!...
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1792975957.5066292
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1793062357.5066292
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4633
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SpaceShield by @wigothehacker | Stardance
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wigothehacker
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1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T22:36:47Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a shield for our earth where we analyze the space detect threats and notify our users and show them the potential future threats, the challenging thing is that in order to host it i had to remove advanced features from backend like kafka so that i can host it freely. And what I am proud of is the 3d earth model which help to visualize threats.", "repo": "https://github.com/goal651/spaceShield", "demo": "https://space-shield-six.vercel.app"}]...
|
[{"post_id": 21126, "ts": "202 [{"post_id": 21126, "ts": "2026-07-02T22:36:29Z", "hours": 0.3433, "text": "Today I tried to improve ui to match with the current system"}, {"post_id": 6239, "ts": "2026-06-10T14:19:21Z", "hours": 0.3278, "text": "Today I added 3d world map for easy exploring solar flares and fireballs"}, {"post_id": 4131, "ts": "2026-06-07T10:23:04Z", "hours": 0.8844, "text": "Devlog #2: Bypassing Cloud Memory Walls & Fixing CI/CD Pipelines What changed: Optimized the Spring Boot architecture to fit under 512MB RAM constraints, successfully deployed the backend to production, and automated the GitHub Actions Docker build pipeline. The Hurdles & Fixes: Memory Limits: The application ran out of memory on startup. Fix: Added JVM arguments (-Xmx384m -XX:+UseSerialGC) and staggered the NASA API scheduler loops to reduce runtime spikes. Syntax Crash: Spring crashed due to mixing cron and initialDelay in the same scheduler annotation. Fix: Converted the task to a clean fixedRate setup. NASA Null Bug: The app hit a NullPointerException because NASA omits the \"data\" JSON key when zero meteors occur in a week. Fix: Added a defensive null-check function. CI/CD Naming Rule: GitHub Actions failed because Docker tags strictly forbid uppercase letters. Fix: Added a dynamic shell function (tr '[:upper:]' '[:lower:]') into the YAML workflow to automatically force repository paths to lowercase on every git push. Next steps: Connect the newly published Docker package to live web hosting and finish mapping the UI dashboard layout."}, {"post_id": 3756, "ts": "2026-06-06T20:06:59Z", "hours": 4.7572, "text": "Progress update on SpaceShield Global Completed major backend and frontend foundation work: NASA API integration layer Spring Boot controllers, services, repositories, and mappers Kafka producers, consumers, and event models Risk classification engine Scheduled data ingestion Database entities and DTOs Initial Next.js frontend setup Fireball map component Current architecture: NASA APIs → Spring Boot → Kafka → Risk Engine → PostgreSQL → Next.js Dashboard Next steps: Test live NASA data ingestion Complete dashboard UI Connect risk assessments to frontend views Add visualizations for asteroids, solar flares, and fireballs SpaceShield Global is a real-time platform for monitoring and analyzing near-Earth space events using NASA data."}]...
|
Title: SpaceShield by @wigothehacker | Stardance
Title: SpaceShield by @wigothehacker | Stardance
Devlogs:
Progress update on SpaceShield Global Completed major backend and frontend foundation work: NASA API integration layer Spring Boot controllers, services, repositories, and mappers Kafka producers, consumers, and event models Risk classification engine Scheduled data ingestion Database entities and DTOs Initial Next.js frontend setup Fireball map component Current architecture: NASA APIs → Spring Boot → Kafka → Risk Engine → PostgreSQL → Next.js Dashboard Next steps: Test live NASA data ingestion Complete dashboard UI Connect risk assessments to frontend views Add visualizations for asteroids, solar flares, and fireballs SpaceShield Global is a real-time platform for monitoring and analyzing near-Earth space events using NASA data.
Devlog #2: Bypassing Cloud Memory Walls & Fixing CI/CD Pipelines What changed: Optimized the Spring Boot architecture to fit under 512MB RAM constraints, successfully deployed the backend to production, and automated the GitHub Actions Docker build pipeline. The Hurdles & Fixes: Memory Limits: The application ran out of memory on startup. Fix: Added JVM arguments (-Xmx384m -XX:+UseSerialGC) and staggered the NASA API scheduler loops to reduce runtime spikes. Syntax Crash: Spring crashed due to mixing cron and initialDelay in the same scheduler annotation. Fix: Converted the task to a clean fixedRate setup. NASA Null Bug: The app hit a NullPointerException because NASA omits the "data" JSON key when zero meteors occur in a week. Fix: Added a defensive null-check function. CI/CD Naming Rule: GitHub Actions failed because Docker tags strictly forbid uppercase letters. Fix: Added a dynamic shell function (tr '[:upper:]' '[:lower:]') into the YAML workflow to automatically force repository paths to lowercase on every git push. Next steps: Connect the newly published Docker package to live web hosting and finish mapping the UI dashboard layout.
Today I added 3d world map for easy exploring solar flares and fireballs
Today I tried to improve ui to match with the current system
Ships:
I made a shield for our earth where we analyze the space detect threats and notify our users and show them the potential future threats, the challenging thing is that in order to host it i had to remove advanced features from backend like kafka so that i can host it freely. And what I am proud of is the 3d earth model which help to visualize threats....
|
1792976002.7299786
|
1793062402.7299786
|
|
4653
|
Office simulator by @babybuddy | Stardance
|
babybuddy
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T02:51:24Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game which allows you to hire workers to increase your gold, but you must take care of them so they dont burn out.", "repo": "https://github.com/babybuddy8/Code", "demo": "https://babybuddy8.github.io/Code/"}]...
|
[{"post_id": 2546, "ts": "2026 [{"post_id": 2546, "ts": "2026-06-05T02:49:47Z", "hours": 0.9, "text": "fixed some bugs where buttons did not work"}, {"post_id": 1801, "ts": "2026-06-04T00:42:54Z", "hours": 0.9314, "text": "Completed logic and added a currency system"}, {"post_id": 1228, "ts": "2026-06-03T02:41:56Z", "hours": 0.9467, "text": "Wrote some backend logic for an office game"}]...
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Title: Office simulator by @babybuddy | Stardance
Title: Office simulator by @babybuddy | Stardance
Devlogs:
Wrote some backend logic for an office game
Completed logic and added a currency system
fixed some bugs where buttons did not work
Ships:
I made a game which allows you to hire workers to increase your gold, but you must take care of them so they dont burn out....
|
1792990167.4239495
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1793076567.4239495
|
|
4661
|
My first slack bot! by @akshara | Stardance
|
akshara
|
1
|
0.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T11:10:03Z", "hours": 0.0, "multiplier": 1.81, "payout": 1, "blessing": "neutral", "text": "I built Sonic, a Slack bot with 12 slash commands covering trivia, weather, DNS lookup, dad jokes, polls and more. The hardest part was deploying it 24/7 on Nest using systemd. I’m proud that it stays live even when my laptop is closed!! To test Sonic, join my Slack workspace and try commands like /sl-ping, /sl-trivia, /sl-dadjoke, /sl-weather , or /sl-help to see all available commands. The bot runs 24/7 so it will always respond!", "repo": "https://github.com/akshara200829-lgtm/Sonic", "demo": "https://hackclub.slack.com/archives/C0B9TV0DS69"}]...
|
[{"post_id": 1360, "ts": "2026 [{"post_id": 1360, "ts": "2026-06-03T10:45:14Z", "hours": 0.3597, "text": "Built and deployed my first Slack bot (Sonic) on Hack Club Nest with slash commands like /sl-ping, /sl-help, /sl-weather, /sl-trivia and more. Running 24/7 via systemd!! Github: https://github.com/akshara200829-lgtm/Sonic"}]...
|
Title: My first slack bot! by @akshara | Stardance Title: My first slack bot! by @akshara | Stardance
Devlogs:
Built and deployed my first Slack bot (Sonic) on Hack Club Nest with slash commands like /sl-ping, /sl-help, /sl-weather, /sl-trivia and more. Running 24/7 via systemd!! Github: https://github.com/akshara200829-lgtm/Sonic
Ships:
I built Sonic, a Slack bot with 12 slash commands covering trivia, weather, DNS lookup, dad jokes, polls and more. The hardest part was deploying it 24/7 on Nest using systemd. I’m proud that it stays live even when my laptop is closed!! To test Sonic, join my Slack workspace and try commands like /sl-ping, /sl-trivia, /sl-dadjoke, /sl-weather , or /sl-help to see all available commands. The bot runs 24/7 so it will always respond!...
|
1792972412.0033617
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1793058812.0033617
|
|
4665
|
ML-FacialTracking by @Vash | Stardance
|
Vash
|
1
|
40.22
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T13:36:37Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A custom face tracker which only points towards the trained face with a clean dashboard. It uses : cv2 os time numpy logging pathlib from collections import deque from dataclasses import dataclass from typing import Optional, Tuple", "repo": "https://github.com/Vash-Codex/Servo-Facial-Tracking", "demo": "https://github.com/Vash-Codex/Servo-Facial-Tracking/releases"}]...
|
[{"post_id": 71703, "ts": "202 [{"post_id": 71703, "ts": "2026-09-21T10:49:17Z", "hours": 0.5583, "text": "Fixed bugs and worked on the things requested for the shipment of the project"}, {"post_id": 55527, "ts": "2026-08-27T13:08:31Z", "hours": 1.2414, "text": "Now I’ll be working on the github repo and will probably rewrite my github"}, {"post_id": 50882, "ts": "2026-08-20T10:42:05Z", "hours": 7.7594, "text": "Made an Eye like UI, actually 4 eye like UI for the Basic Face detection"}, {"post_id": 49493, "ts": "2026-08-18T11:08:57Z", "hours": 1.6597, "text": "Made a change in the ui… learnt how to create a toggle as well :)"}, {"post_id": 13659, "ts": "2026-06-22T12:39:21Z", "hours": 0.7844, "text": "found a major bug in face_tracker_lbph and arduino file, fixed it but had to use codex for it 😭😭"}, {"post_id": 11266, "ts": "2026-06-18T12:57:09Z", "hours": 0.59, "text": "Updated GitHub Readme and a bit of website to fix alignment issues, Now only going to work Representation mainly"}, {"post_id": 8082, "ts": "2026-06-13T14:28:59Z", "hours": 3.8544, "text": "Did a major improvement in the LBPH file to mainly improve performance, also made lapse of wiring arduino with the servo and a really bad cover out of waste cardboard because i don’t have a 3d printer😅😅"}, {"post_id": 6800, "ts": "2026-06-11T12:23:36Z", "hours": 1.9111, "text": "Worked on Arduino File"}, {"post_id": 6685, "ts": "2026-06-11T06:15:19Z", "hours": 4.6867, "text": "Designing a case for hardware, also improved a bit of code all thanks to stackoverflow"}, {"post_id": 6084, "ts": "2026-06-10T07:17:47Z", "hours": 12.1625, "text": "improved github, did some file management and improved/fixed train lbph- training for custom facial tracking"}, {"post_id": 4706, "ts": "2026-06-08T04:02:18Z", "hours": 2.3933, "text": "Worked on the Webpage and Facial Tracking"}, {"post_id": 2595, "ts": "2026-06-05T06:26:53Z", "hours": 1.5739, "text": "Working on a webpage to represent the whole project"}, {"post_id": 2167, "ts": "2026-06-04T14:46:55Z", "hours": 0.9728, "text": "Adding a Graphical User Interface"}]...
|
Title: ML-FacialTracking by @Vash | Stardance
Dev Title: ML-FacialTracking by @Vash | Stardance
Devlogs:
Adding a Graphical User Interface
Working on a webpage to represent the whole project
Worked on the Webpage and Facial Tracking
improved github, did some file management and improved/fixed train lbph- training for custom facial tracking
Designing a case for hardware, also improved a bit of code all thanks to stackoverflow
Worked on Arduino File
Did a major improvement in the LBPH file to mainly improve performance, also made lapse of wiring arduino with the servo and a really bad cover out of waste cardboard because i don’t have a 3d printer😅😅
Updated GitHub Readme and a bit of website to fix alignment issues, Now only going to work Representation mainly
found a major bug in face_tracker_lbph and arduino file, fixed it but had to use codex for it 😭😭
Made a change in the ui… learnt how to create a toggle as well :)
Made an Eye like UI, actually 4 eye like UI for the Basic Face detection
Now I’ll be working on the github repo and will probably rewrite my github
Fixed bugs and worked on the things requested for the shipment of the project
Ships:
A custom face tracker which only points towards the trained face with a clean dashboard. It uses : cv2 os time numpy logging pathlib from collections import deque from dataclasses import dataclass from typing import Optional, Tuple...
|
1792986850.3713
|
1793073250.3713
|
|
4667
|
MinecraftClicker v0.3 by @mikhailnotfish | Stardan MinecraftClicker v0.3 by @mikhailnotfish | Stardance...
|
mikhailnotfish
|
1
|
1.92
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-02T21:59:00Z", "hours": 0.0, "multiplier": 2.98, "payout": 1, "blessing": "neutral", "text": "ive never written a line of code in vsc in my life so please forgive me if its horrible", "repo": "https://github.com/mikhailnotfish/ClickerGame", "demo": "https://minecraft-clicker-v03.netlify.app"}]...
|
[{"post_id": 2066, "ts": "2026 [{"post_id": 2066, "ts": "2026-06-04T11:38:16Z", "hours": 0.2564, "text": "my final release of minecraft clicker! v0.3"}, {"post_id": 1364, "ts": "2026-06-03T11:00:52Z", "hours": 0.3097, "text": "first official release of minecraft clicker! please read the README on github for version changes information"}, {"post_id": 1284, "ts": "2026-06-03T05:22:35Z", "hours": 0.3003, "text": "this is my clicker game"}, {"post_id": 1229, "ts": "2026-06-03T02:42:46Z", "hours": 1.0494, "text": "the clicker game is coming thogether"}, {"post_id": 740, "ts": "2026-06-02T11:18:17Z", "hours": 0.0, "text": "the clicker game!"}]...
|
Title: MinecraftClicker v0.3 by @mikhailnotfish | Title: MinecraftClicker v0.3 by @mikhailnotfish | Stardance
Devlogs:
the clicker game!
the clicker game is coming thogether
this is my clicker game
first official release of minecraft clicker! please read the README on github for version changes information
my final release of minecraft clicker! v0.3
Ships:
ive never written a line of code in vsc in my life so please forgive me if its horrible...
|
1792994046.4393556
|
1793080446.4393556
|
|
4677
|
AutoPot by @OriVersal | Stardance
|
OriVersal
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T13:19:56Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end", "repo": "https://github.com/Oriprogram/AutoPot", "demo": ""}]...
|
[{"post_id": 75472, "ts": "202 [{"post_id": 75472, "ts": "2026-09-30T05:51:51Z", "hours": 1.5089, "text": "Just workin Basically I am almost finisheddd yayy"}, {"post_id": 67344, "ts": "2026-09-13T12:48:01Z", "hours": 7.9831, "text": "So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah."}, {"post_id": 65140, "ts": "2026-09-10T02:19:05Z", "hours": 8.2356, "text": "So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL."}, {"post_id": 60728, "ts": "2026-09-03T09:10:33Z", "hours": 8.0167, "text": "Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones."}, {"post_id": 35849, "ts": "2026-07-27T15:38:40Z", "hours": 1.0833, "text": "Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features."}, {"post_id": 33546, "ts": "2026-07-23T16:11:13Z", "hours": 2.3336, "text": "Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo."}, {"post_id": 16837, "ts": "2026-06-27T10:26:17Z", "hours": 1.1667, "text": "Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today."}, {"post_id": 15720, "ts": "2026-06-25T16:02:14Z", "hours": 1.5003, "text": "Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)"}]...
|
Title: AutoPot by @OriVersal | Stardance
Devlogs: Title: AutoPot by @OriVersal | Stardance
Devlogs:
Day #1. So today was the day I created the idea for the pot. I had the idea of an AutoPot before but I didnt really have a vivid picture of it, so yeah. Today I mapped out an example sketch of it. At first I was anxious. I thought that my idea was too overpopulated, there were like a lot of ideas earily similar to mine. So I started to become less motivated. But then, I started noticing a pattern. Not a single one of the pots had all the features and ideas of MY version of the AutoPan. So I started to note down all the features of my Pot and add features that I didnt have. So collectively I had the ultimate autopot. Here are all the features. Features: Comes in 3 different sizes (you have 3 different sized models) An LED flourescent light that helps the plant photosynthesize. Sensors to sense the temperature, moisture, quality of the dirt. A pump for watering preferrably from an external source. An app connected to your Wi-Fi, in which you can choose what plant is inside of the pot and based on your choice the app will recommend and adject its features (LED, Water), or give you a recommendation (swap out dirt or too hot). Maybe be a screen for the Plant (optional idk for now, because it might increase price too much)
Day #2. So today I just messed around with what components I would be using for my pot. Since I lack severe knowledge required for the pot I just did what I could and used what knowledge I had. Of course most of the components that I did choose are placeholders. I mean if they work I will prolly keep em. So here are the components that I have currently chosen: An LED flourescent light that helps the plant photosynthesize. DTH22 Temperature sensor Capacitive dirt moisture sensor Moisture sensor A 6V DC water pump ESP32 chip MP1584 resistor 12V 2 channel Relay Module MAX485 Module Temporary: jumper wire + breadboard. So these are all the components that I currently think I will need. I will try and learn how to actually wire these in tomorrows session most likely? And I will prolly use some simulators for it too. And thats all for today.
Day #3-4 These days were quite the progressive ones. I had a lot of trouble trying to understand how I could simulate the circuitry of my project accurate enough. First I was thinking of using TinkerCard. It was pretty useful. I was able to use it to learn and practice circuitry using arduino. But it was very limiting and didnt have the components I was looking for (ESP32) While in my search I was able to find wokwi. Wokwi is incredible, let me tell you that. There I just could do everything. There wasnt all the components I needed but I was able to find a replacement for them (temporary). At the end I had a: Relay modul (for the water pump) Relay modul (for the LED lights) ILI9341 2.8” screen (for the screen) Potentio meter (as a replacement for soil moisture sensor) Potentio meter (as another replacement for soil PH sensor) DHT22 (for air quality) BreadBoard (will be replaced later) ESP32 S3 (prolly use another version of the ESP32 but I will use it for now.) Thankfully I was able to kinda have a demo at the end as well. These two sessions had a lot more success than I thought it would. I thought I would just be spending time learning, but I was able to create a demo.
Day #5 Ok day 5 was a pretty short day however I was able to connect the circuit that I had in the wowki website to my blynk “app”. So my first problem came when I was trying to open the blynk website. I came to realize that blynk wouldnt open in my country so I just used a vpn and it worked perfectly right (in the first attempt) so yeah. After that I was able to open a project and then some datastreams for my values and then I copied the 3 lines of code for connecting with my project. After that I went and downloaded the blynk app itself and created a very simple UI for the project. There I also had to assign the datastreams to like gauges or buttons like you can see in the screenshot. After that I searched up how I can translate values from the ESP32 into the blynk app and it was pretty simple. You just had to use VirtualWrite and some other stuff. At the end I was able to a very simple app test and data test. In the future sessions I hope to add more features.
Helloooo So this is a collection of multiple days of work since I was too lazy to publish them. Since I hit almost 10 hours I decided to post this. In these couple of project days I was able to do a lot of stuff that I wanted to do!!! I fully integrated my project onto Obsidian. And let me tell you, Obsidian is the Goat. It is so easy to use and so comfortable. I was able to get the sketch done on it and I was also able to put all the components that I needed to but onto it as well!! Additionally the whiteboard and canvas feature really helped me. Using these features I mapped out the circuit of my project! I chose all the components that I needed and bought everything that I needed. In total it cost me around ~2000 kgrz som which is about 25 dollars. By the time the components arrive, I started the app. I am not good with building apps so I had to vibe code it. I am pretty proud with the design that I chose so its pretty good. However it still needs further testing. I was able to draw the icon for the app and the face expressions for the pot itself. There were multiple issues that I faced while doing this tho. My first issue stems from the water source. My trivia was how I was going to get the water: combine it with the pot and make it sleek or make it a separate printable water bottle you can place on the ground? At the end I chose to do the water bottle method since this will allow me to store more water for future use and it will be less of a pain to print. My second issue came when I was choosing which LED strip to buy. I was stuck between the purple ones and the COD ones. Although both are similar I did not like the Purple color that was radiating from the Purple strips. Because of that I just chose to do the COD ones.
So this is another collection of multiple days I didnt know creating 3D CAD models would be this difficult. First I had to learn how to do this and then I had to actually model it myself. Along the way there were several things I encountered that I added that arent in the sketch: I added holes for air circulation in the place where water is taken from the tray since I realized that there needs to be air for water to effectively be removed from the dirt. I made the component compartment a bit shorter and the plant compartment taller for plant height since it need a good height for healthy roots. I added the holes and the pipe for the plastic flexible pipe. I added the tray for water storage and I think it turned out pretty good. Of course I also had to do the model it self but yk. Because of my slow laptop doing anything was HELL.
So as you might of guessed, this is a collection of multiple days. Man I am kinda losing motivation to do my project. It feels bland and boring to do. I am almost done finishing it. The only thing left is the software part. Idk how I am going to do the 3d printing part since its super expensive and my financial situation wont allow that much money spending. The circuit is done 100% and my 3d model is done. I believe I could ship it but I wouldnt have a working model to showcase but in theory everything works correctly. Anyways yeah.
Just workin Basically I am almost finisheddd yayy
Ships:
I finally finished the project!!! The project was about a pot that has all the features of other smart planters. In other words, the ultimate smart planter. It does everything from watering the plant to giving it sunshine with the option for automatic use as well. The remote access is also pretty neat. I’d say the most difficult part of the project was me. I was procrastinating a lot and couldn’t keep up consistent progress. Eventually, I locked in and went all out. I am super proud of the project and I can definitely say that every part and thing about it makes me proud. If you were to test it or build it yourself the thing you would prolly have to know is that the space inside the component cabinet is pretty small, so the parts are basically air tight. I am thankful for this opportunity. The end...
|
1793051397.2704947
|
1793137797.2704947
|
|
4694
|
.txt merger by @tekvickaaa | Stardance
|
tekvickaaa
|
1
|
3.0
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T08:14:51Z", "hours": 3.0, "multiplier": 4.1, "payout": 13, "blessing": "neutral", "text": "Simple page to merge .txt files. It all runs only on the frontend, so your files stay on your machine. I picked this because some other tools didn’t have a rearrange option as well as naming the output file. It was a little tough, since it was my first time using JS, but glad to see it only took me 3 hours without AI.", "repo": "https://github.com/tekvickaaa/txt-merger", "demo": "https://tekvickaaa.github.io/txt-merger/"}]...
|
[{"post_id": 10503, "ts": "202 [{"post_id": 10503, "ts": "2026-06-17T08:03:23Z", "hours": 0.4311, "text": "Finally finished up the styling! It was a battle with CSS but alas, I can ship the project now! Looking back, I think I understand JS a little more now, but it is definitely not going to be a favorite. Good ol python"}, {"post_id": 9906, "ts": "2026-06-16T12:40:13Z", "hours": 0.88, "text": "Today, I worked on styling the project a little more and actually making the drag mechanic functional. The user can now upload and download the merged files, element visibility is dynamic based on the content (is a file uploaded etc). You can even reorder your files. I haven’t styled the download button yet, however."}, {"post_id": 8230, "ts": "2026-06-13T18:09:58Z", "hours": 1.6111, "text": "I worked on some simple styling of the page. Decided to go for a basic cyber-ish style; dark with strong lights, creating a sharp contrast. Uploading files works, merging also, but I haven’t been able to figure out the dragging yet. Not fully, at least."}, {"post_id": 1371, "ts": "2026-06-03T11:15:36Z", "hours": 0.3653, "text": "Today I worked on a skeleton HTML file. Pondering upon what method to use to make this project functional, I had settled upon a single file with some JS. After this short session, I have coded a file upload and a button which starts merging the file. No file is returned yet, only by the method, not for the user, however."}]...
|
Title: .txt merger by @tekvickaaa | Stardance
Dev Title: .txt merger by @tekvickaaa | Stardance
Devlogs:
Today I worked on a skeleton HTML file. Pondering upon what method to use to make this project functional, I had settled upon a single file with some JS. After this short session, I have coded a file upload and a button which starts merging the file. No file is returned yet, only by the method, not for the user, however.
I worked on some simple styling of the page. Decided to go for a basic cyber-ish style; dark with strong lights, creating a sharp contrast. Uploading files works, merging also, but I haven’t been able to figure out the dragging yet. Not fully, at least.
Today, I worked on styling the project a little more and actually making the drag mechanic functional. The user can now upload and download the merged files, element visibility is dynamic based on the content (is a file uploaded etc). You can even reorder your files. I haven’t styled the download button yet, however.
Finally finished up the styling! It was a battle with CSS but alas, I can ship the project now! Looking back, I think I understand JS a little more now, but it is definitely not going to be a favorite. Good ol python
Ships:
Simple page to merge .txt files. It all runs only on the frontend, so your files stay on your machine. I picked this because some other tools didn’t have a rearrange option as well as naming the output file. It was a little tough, since it was my first time using JS, but glad to see it only took me 3 hours without AI....
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1792979285.0063965
|
1793065685.0063965
|
|
4712
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VaultForge Crypto Wallet by @professional_toad | S VaultForge Crypto Wallet by @professional_toad | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T16:59:27Z", "hours": 26.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fully functional, multi-chain (Bitcoin, EVM, and Solana support with more on the way) wallet. To test this project, please go to the GitHub repository linked to the project.", "repo": "https://github.com/kunningKing11/vaultforge", "demo": "https://github.com/kunningKing11/vaultforge/releases"}]...
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[{"post_id": 81422, "ts": "202 [{"post_id": 81422, "ts": "2026-10-21T07:03:36Z", "hours": 0.7881, "text": "Devlog 31 - swapping support for Solana! (partially) there’s now swapping support for solana, at least for DEX aggregators like LI.FI or Relay. i still need to figure out native solana DEX swapping on platforms like Jupiter…"}, {"post_id": 81198, "ts": "2026-10-20T08:10:50Z", "hours": 3.2675, "text": "Devlog 30 - support for swapping (finally!) this took so long!!! i thought i would be done last friday but ig that was overly optimistic… there are still some small things i will fix/improve to make the experience a bit smoother in the coming days. Implementation so i added uniswap support for all supported evm chains; however only for same-chain transactions and only through one pool. this is suboptimal so i want to add cross-chain support and through multiple pools maybe in the future. to make it possible to do cross-chain swaps, i added Relay support (it’s an aggregator) were solvers compete to give a quote. the issue with this is that they charge quite a fee and so i really want to just use uniswap where possible. what’s next better uniswap integration (as mentioned above), plus support for solana potentially jupiter support (it’s a solana DEX) as it has really good rates and high liquidity."}, {"post_id": 80081, "ts": "2026-10-16T05:40:57Z", "hours": 1.2094, "text": "Devlog 29 - more coin icons! specifically for AAVE, Chainlink (LINK), and Uniswap (UNI)."}, {"post_id": 79643, "ts": "2026-10-14T20:01:16Z", "hours": 1.4264, "text": "Devlog 28 - coin icons! it finally looks sooo professional now… just look at those icons! they will also appear in the send and transfer (soon to be swap!) tabs over the coming days. uniswap dex integration is still the top priority though. 🫡 before there weren’t any (they were just grey) and every wallet has them so i made it better ig"}, {"post_id": 79385, "ts": "2026-10-13T19:20:45Z", "hours": 3.1186, "text": "Devlog 27 - CCTP support is here… in like 30 minutes hang tight, it’s coming soon 🚀 i attached some proof , you guys can check out the transaction here more info on this tomorrow after v0.5.0 comes out with the CCTP support. you haven’t seen nothing yet, uniswap support coming next; stay tuned! probably coming in the next week or so…"}, {"post_id": 79016, "ts": "2026-10-12T11:14:38Z", "hours": 2.2986, "text": "Devlog 26 unfortunately, it’s taking longer than i would like to add the swapping and CCTP functionality. i would say i’m about 80% there, but there are quite a few things that i have to think about and as such, i think i will get it working by tomorrow (tuesday). stay tuned! 👀"}, {"post_id": 77760, "ts": "2026-10-08T05:56:13Z", "hours": 2.3114, "text": "Devlog 25 - some progress on the swapping i haven’t had much time in the last few days but i managed to do a big refactor to make the code more modular and cleaner. this is needed so that i can do more complex transactions instead of just basic transfers. i haven’t pushed it to main or committed it yet but it’s basically done. in terms of when CCTP support will ship, I think it will be by the end of sunday."}, {"post_id": 76737, "ts": "2026-10-04T13:27:58Z", "hours": 2.095, "text": "Devlog 24 - adding support for swapping after absolutely grinding on the support for swapping for the past week, here are some updates: 12 commits coming to main soon, about half bug fixes 4/10 things completed that i think are required for adding swapping support (more info below) i’ve also decided on a rough implementation order of swapping-related functionality: CCTP v2 transfers (basically moving USDC stablecoins across chains) Uniswap DEX (the biggest Decentrallized EXchange) Jupiter DEX ( the biggest dex on Solana) NEAR Intents (a cross-chain DEX) LI.FI aggregator (basically tells the walet the best market rates) i know this is kind of an ambitious timeline but i think i can pull it all off before the end of stardance on the 31st of october 🤞. i think i will manage to get CCTP transfers working by friday or sunday, depending on how much time i have."}, {"post_id": 74986, "ts": "2026-09-28T19:35:45Z", "hours": 1.4533, "text": "Devlog 23 15 new commits pushed to main ! still cooking on the integrated swapping support… sorry this is a short devlog; i’m more focused on the coding rn and will post when i’ve done something more substantial."}, {"post_id": 74352, "ts": "2026-09-27T06:58:05Z", "hours": 2.1792, "text": "Devlog 22 since the deadline for stardance has been extended by one month, i decided to keep going and make VaultForge as good as possible over the coming weeks. here’s a quick overview of what i will focus on next: actual swapping, and integration with multiple DEXes (think Jupiter, NEAR Intents, Uniswap, etc.) a better activity view token and chain icons! makes it much easier to differentiate between assets general performance and UI improvements with these new features, especially the integrated swapping, my wallet is finally going to be on par (mostly) with established wallets such as metamask. i’ve already got like 10+ commits since the last release that i will merge to main branch soon…"}, {"post_id": 73472, "ts": "2026-09-25T06:06:46Z", "hours": 1.0978, "text": "Devlog 21 as promised, VaultForge v0.4.0 is out! this brings huge changes to wallet unlock speed, adds ripple support, adds BIP-84 addresses, and loads more. here is the link to the release page if you want to check it out. some interesting stats: there was an increase of >6,000 lines of code which is a more than 50% increase since v0.3.0 . 132 commits since last release. this is probably going to be my second-to-last devlog as i really want to hit the 100-hour mark."}, {"post_id": 72818, "ts": "2026-09-23T20:02:48Z", "hours": 7.05, "text": "Devlog 20 so i finally added ripple support… and migrated everything to React for a much better, cleaner UI. and as always, i am late again. i actually could have finished on friday but i had other things to do (like homework) and i also wanted to migrate to react as well since I decided this will be my last release before the end of stardance, so i really want to add everything i can. this is because after stardance i will take a break of a few months on this project and then come back with a different hack club ysws challenge. the react migration was so big that i decided to use AI this time: the finished App.tsx file containing the react code is over 3090 lines of code (proof is the 2nd attached image)! that’s the largest code file i have ever worked on. since this is a huge change to the ui, i decided to create some before and after comparisons below. anyways, i decided to share some design decisions relating to the migration to react. i knew react was a big framework so it would add a few MB to the app’s file size (about 1-2 MB as of my recent testing) but the app itself is tiny anyway - not even 30 MB - so i thought it was really worth it. it gives you design consistency, more so than tailwindcss, which i needed since the more fun part for me was working on the backend and not the frontend (the user-facing part of the application). plus, the guys who work at coinbase (shoutout to them) made a goated plugin/theme/whatever you call it for react which makes my app have the default coinbase theme that i can tweak (i made the font monospace) which is alone like 70% of the stuff needed for the migration. i promise i will release v0.4.0 tomorrow…"}, {"post_id": 68207, "ts": "2026-09-14T18:12:58Z", "hours": 0.5819, "text": "Devlog 19 still cooking on the ripple support… i think i will be done by friday."}, {"post_id": 66040, "ts": "2026-09-11T16:23:03Z", "hours": 0.4975, "text": "Devlog 18 i finished all the perf improvements! there was one that i left out though bc it probably wouldn’t have helped much in terms of performance and would have been a pain to implement. i am FINALLY going to move on to ripple support for the next few days…"}, {"post_id": 65508, "ts": "2026-09-10T18:18:14Z", "hours": 0.7617, "text": "Devlog 17 perf improvement #3 done! 🎊 now refreshes are fully concurrent, w/ a limit of 4 requests at a time to avoid rate limiting. i haven’t fully tetsed it yet but it feels noticeably faster (like 25-35% faster) until the updated prices & balances are shown. plus, I kind of finished the settings stuff so i’ll be working on ripple support ig…"}, {"post_id": 64935, "ts": "2026-09-09T17:38:35Z", "hours": 2.8842, "text": "Devlog 16 sorry guys, i’m kind of late on this one tbh: I said that I would have the settings improvements, ripple support and all that ready by like monday but clearly nothing has happened since like the weekend. i have decided to delay the timleine by about a week as after some careful consideration I found it was wayyy too aggressive and my fingers can’t keep up with the typing speed i would need for that :) i seriously have no idae whatsoever why I thought it was possible to add that many features in such a short space of time. I know it kind of is but I have school now which means i have much less time for this with homework and studying and stuff. however, today I decided to lock in and actually do this and so I can assure you that i am hard at work doing the settings stuff rn and ripple support is absolutely coming right after that this next release really is going to be a big one… p.s. i attached a screenshot of some of the new commits i worked on (more are coming soon)"}, {"post_id": 62021, "ts": "2026-09-05T07:16:08Z", "hours": 1.6236, "text": "Devlog #15 Since the last devlog, I’ve worked on some more boring stuff: Tauri cleanup and desktop-specific improvements. I moved the application setup and command registration from src-tauri/src/main.rs into a new src-tauri/src/lib.rs . This keeps the entry point organized and follows Tauri’s recommended structure, while main.rs now only launches the library. I also replaced the browser clipboard API with Tauri’s native clipboard manager plugin. Copy buttons now use the desktop clipboard integration. Finally, VaultForge now enforces a single-instance window. If the app is launched while another instance is already open, the new launch focuses the existing main window instead of opening a second copy, which is far more desirable of a behaviour imo as it lets a user find a window without inadvertently opening even more. Plus some more random stuff: I now sign off all my commits As of today (4th of September), I also sign all my commits with a PGP key to verify all commits are made on my laptop and not by someone who hacked my GitHub account or smth - this is definitely overkill but why not Next, I’m continuing the settings improvements before moving on to Ripple support. P.S. I also randomly moved to Neovim as it looks much better than VS Code."}, {"post_id": 61004, "ts": "2026-09-03T18:18:49Z", "hours": 1.7533, "text": "Devlog #14 Not very much since last time; just some refactors and small improvements throughout. You can kind of tell by all the fix/chore/docs changes… btw improved settings is in the works - I think I’ll do some more progress over the next two days, then some actual chain support for Ripple. I’ve decided that I will release v0.4.0 before adding basic Zcash support as it’s been basically a month since last release and I don’t want to keep you guys waiting for those of you who want to download the binaries directly w/o building. Quick summary Now –> ~5 September: settings improvements 5 September –> 7 September: Ripple support 7/8 September: release of VaultForge v0.4.0"}, {"post_id": 59639, "ts": "2026-09-01T15:39:50Z", "hours": 3.5681, "text": "Devlog #13 I finally added different currencies ! Before, all prices were displayed in USD and now they can display in any of the below currencies: USD ($) EUR (€) GBP (£) JPY (¥) Shoutout to the fantastic API I used for this! Previously, I fetched CoinGecko pricing data which came in USD but I needed to convert this data into whatever currency the user chose so I had to find an API. However, there really weren’t any good forex APIs that were free with no rate limits when I searched for one so I turned to ChatGPT to find one and find one it did. This API gives daily central bank rates and even has data going back to 1948 on 201 currencies which is more than enough for this project. I also added the second performance improvement : caching the HTTP request client object to avoid having to recreate it on every API request. As of rn the project roadmap for the near future is this: Finish perf improvements Add basic Ripple (XRP) transaction support Maybe add transparent <=> transparent pool transaction support for Zcash (ZEC) Release VaultForge v0.5.0"}, {"post_id": 58117, "ts": "2026-08-30T13:52:54Z", "hours": 5.2722, "text": "Devlog #12 Quite a bit more to report this time! Since last devlog, I’ve mostly been working on improving actual wallet functionality, fixing some smaller UI issues, and looking into performance. Recent changes Below is a quick summary of what I’ve been working on since the last devlog: Full TRC-20 token support is here! 🎊 Tron is no longer limited to just native TRX transfers, and the token validation/network logic has been updated to support TRC-20 tokens as well. Significantly improved Bitcoin support by adding proper BIP84 account discovery . VaultForge now scans both receive and change addresses, tracks which UTXOs belong to which derived addresses, signs each input with the correct derived key, and refreshes discovery before sending. Anecdote: I use Brave Wallet which did the receive and change addresses thing so my funds didn’t show up in previous versions of VaultForge. However, as of this update, I now am. Wallet unlocking now feels much faster ! Cached balances/prices are shown immediately while fresh data refreshes in the background. Improved asset cards so they show which network an asset belongs to . Assets worth less than $1 are now hidden from the portfolio/assets view unless VaultForge does not have price data for them. Fixed a few UI issues, including dashboard scrolling, refresh errors, escaping asset data (aka preventing XSS) , and copying the currently selected wallet address. Converted the remaining .js config files to TypeScript because apparently I cannot resist refactoring things even when it makes no difference whatsoever. For the first time in this series of devlogs, I’m linking the changes to relevant commits on GitHub wherever possible so you can have a look. Performance improvements I also found a few ways to reduce VaultForge’s roughly 10s full refresh time: Cached unlock (mentioned above): perceived unlock time is now closer to ~1–3s, although balances/prices can still take around the same amount of time to fully refresh in the background. Reuse HTTP clients: should save roughly ~0.2-1.5s by reusing connections. Concurrent provider calls: likely the biggest improvement, potentially bringing a ~10s refresh down to ~3–5s. Refresh prices separately: could make fresh balances appear another ~0.5–2s sooner. Derive Argon2 once: should save roughly a few hundred ms to ~1s on cold unlocks. The above estimated perf improvements are obviously quite variable and depend on a multitude of factors (+ I got ChatGPT to analyze my current code to make an estimate because how else would I do it), but there is definitely still a lot of low-hanging fruit here. Upcoming features Actual settings are still the elephant in the room 😭, so I definitely need to get around to those but since I think this may need a big PR a bit like the previous style improvements, I think I will do this after v0.4.0 (so therefore for v0.5.0 ). Ripple (XRP) support (at least for native token transfers), planned for v0.4.0 . Zcash (ZEC) support: I’ve got a feeling this one will take quite some time so at most I will implement transparent <=> transparent transactions before next release but will have to see. The remaining performance improvements mentioned above."}, {"post_id": 55009, "ts": "2026-08-26T13:12:12Z", "hours": 8.6272, "text": "Devlog #11 What a MASSIVE PR and it’s finally merged ! Hooray! That was the biggest PR I’ve ever created by a big margin. Now I can finally start work on actual features like more support for different blockchains, address types, random extra features that certain chains have… the list goes on. I already have a personal list of 25 different blockchains that I want to add support for, most of which aren’t in the project roadmap simply for the reason that it would make the file overly long and hard to read. * sigh * that will take a long time Not to underestimate what I added with the PR, though - I didn’t spend like 15 hours and do 48 commits for nothing: inside the PR I added Onboarding! 🎊 Lots of (at least in the future) common settings will be selected here to set up your wallet. You can already import an existing wallet or generate a new one (both accept 12, 15, 18, 21, and 24-word recovery phrases) and set an auto-lock timeout and select networks you want or don’t want. Finally, there is also the option to select a theme if you want. New and more prominent splash screen when loading the application. The application itself is super fast so it takes barely any time but to make it look cooler I’ve set a minimum time to display it for to 650 ms. Icons throughout the application to make it look better. Let you copy addresses in the sidebar with one click and list all enabled addresses, not just Ethereum. Squashed some more small UI bugs, especially relating to scrolling in different parts of the application. Although slightly unrelated to the theme of the PR, MUCH better refresh logic and handling. It now respects network selection choices (like the ones you want or don’t want that you selected during onboarding) and tells you exactly which network’s RPC request encountered errors. Perhaps ironically, this was literally the reason I fixed an issue with the Solana RPC. Before this update, it never actually refreshed the balance correctly so it wasn’t working. However, after this change, I was able to identify that the issue was not on my end (yay!) but was actually PublicNode ’s (the RPC I’m using for the majority of chains in this project for consistency, apart from Monad and now Solana) as I assumed it could fetch the user’s token accounts but it couldn’t so I had to switch to using the official Solana RPC which fixed the issue. For anyone who got lost somewhere in the previous paragraph, an RPC is a service that allows you to query data about the state of the blockchain (where crypto transactions are stored) so you can use it to see how much crypto you are holding. Token accounts are basically a weird quirk of Solana where your main account is used to hold Solana which links to associated token accounts (ATAs) , which each hold one token other than Solana. This is by far not a complete list but rather a list of the highlights of this PR; if you want to look at all the changes, please feel free to visit the page linked at the top of this devlog. That said, after this big change, I did say last devlog that I would be getting ready to release version v0.4.0 of this application which is exactly what I will do after adding Tron token support! Quick reminder, after v0.4.0 I am planning to add Ripple (XRP) support, preliminary (meaning like non-shielded probably) support for Zcash and revamp the settings page like I did to the onboarding in this PR. Further out, I will probably focus some more on the in-application swaps to aggregate data from major DEXs (decentralized exchanges) to get the best rates, matching other major wallets w/ more chain support, which would make my wallet actually competitive. 🤞"}, {"post_id": 50515, "ts": "2026-08-19T18:16:53Z", "hours": 6.2019, "text": "Devlog #10 I’m close to finishing the theme improvements (I would say I’m about 90% there) and am doing some general bug fixes and QoL improvements. As such, there isn’t much to log rn except for a few small new features & improvements: Show/hide password button on recovery phrase and password Loads of bug fixes, e.g., inconsistent password strength progress bar on onboarding, preventing the user from typing the Enter key when entering a seed phrase to import, text overflow, etc. Some dependency version bumps If you want to see my progress on this PR (there are already like 30 commits in it - it’s a pretty big PR!), you can do so here . What’s coming next Some final finishing touches on the PR and then I will merge it to main so that it will be in the next release Support for Tron token transfers Support for Ripple The release of VaultForge v0.4.0 either before or after adding support for Ripple transactions A revamp of the settings tab (currently it doesn’t do anything) Support for Zcash"}, {"post_id": 45175, "ts": "2026-08-11T14:25:55Z", "hours": 6.7719, "text": "Devlog #9 Not much to report but I’m still working on improving the theme and the wider interface. You can see my progress here . Recent changes Below is a quick summary of what I’ve been working on since last devlog: Improved fonts ( Tektur for headings, Manrope for body text, and Ubuntu Mono for monospace text) Updated some text across different views for consistency Improved the look and feel of onboarding Added wallet setup flow to onboarding so you can now quickly import or generate a wallet with different seed length options (12, 15, 18, 21, and 24-word seed phrases are all supported now) Theme selection (in onboarding) between four different themes - I know these look a bit AI-generated rn (they are; it would have been frustrating to write out three new themes) but I will make them look a bit better in the future Auto-lock! 🎊 Now, you can easily set an auto-lock option in the onboarding or have none at all Upcoming features I think the elephant in the elephant in the room rn is actual settings which I will be working on over the next few days as currently there are no settings in the literal settings page!"}, {"post_id": 40732, "ts": "2026-08-04T13:27:44Z", "hours": 10.4086, "text": "Devlog #8 That took a lot of time! Over the past two weeks, I have done quite a bit of bug fixing and stopping undesired behaviour, including fixing weird sideways scrolling behaviour on the dashboard portfolio and creating custom scrollbars for less janky behaviour fixing the left sidebar’s contents overflowing vertically when the window height was decreased too much (it now lets you scroll if there is not enough space to fully display its contents) stopping zooming with Ctrl + ... or with trackpad gestures completely fix portfolio allocation percentage bars stuck at zero in the dashboard Along with this, I have done quite some improvement on the CI (especially the release.yaml workflow and pre-commit checks) and some refactoring, including using Lefthook npm install , bun install , Oxlint, Oxfmt validation, TypeScript typechecking, cargo check , and package.json package-lock.json bun.lock src-tauri/Cargo.lock are automatically staged on every commit. The npm install , bun install , and automatic lockfile staging is to ensure consistency between npm and Bun so that both can be used in development and testing. The other checks are for checking (or at least trying to; there could always be edge cases that aren’t covered) that no invalid code gets committed. There is also a maximum commit message subject length (72 characters) and the same for each line of the commit message body to ensure that commit messages stay readable. cargo test , and rust-analyzer analysis on every push to GitHub, since every commit runs the other checks anyway and uncommitted code can’t be pushed refactoring the previously monolithic TypeScript file that contained multiple pages so that each page now gets its own file inside of src/views/ significantly improving release.yaml (the app release workflow for GitHub) so that it now adds a commit count since the last release adds a line count statistic and the change in lines since the previous release allows for release comments and highlights written by me adds a link that links to a GitHub page of all the commits made between the release and the previous one (it already/before this change had all the new commits listed in the release notes with a link to each one) unifying networks.json (the file that contains all the relevant chain information for the TypeScript frontend) with all the scattered equivalent information in the Rust backend; now, the backend references the networks.json file instead Also, you are now able to test out all of these changes as I have just released v0.3.0 of VaultForge! Unfortunately, I haven’t yet worked on any of the theme changes but these are top priority for the next release… As a recap, here are the things that I will be working on for the next release, in order of priority: Updated theme Full Tron support (not just native token sends) Ripple (XRP) support Miscellaneous bug fixes and new features"}, {"post_id": 29564, "ts": "2026-07-16T16:15:34Z", "hours": 7.8725, "text": "Devlog #7 Unfortunately, since I am on holiday, I was not able to complete everything that I wanted to do by the end of last week. However, I was definitely able to make some progress: Progress Tron (TRX) support is here! 🎊 (albeit only native Tron sends are currently supported) some refactoring happened What’s next As I promised last week (but did not manage to complete), I was going to completely redesign the UI to make it more user-friendly and usable and have less of an AI-generated feel. This is because when I initially started this project, I used AI to create a demo app (without any of the signing logic), just to get a sort of structure to build on and add functionality to. However, I have changed pretty much every part of it so far apart from the theme which is why I am going to work on it now/this week. Icons for different currencies and across the application for easily recognisable features Support for Ripple (XRP)"}, {"post_id": 25341, "ts": "2026-07-09T16:00:38Z", "hours": 8.0019, "text": "Devlog #6 Progress Not much to announce rn but so far (since last week/log), I have refactored the code a bit bumped some dependencies made a cool new banner for the project (you can see it on this project’s banner) started work on improving the theme/look of the app fixed some minor issues and bugs, such as EVM nonce processing used the latest nonce from a confirmed block, ignoring the fact that the user may have been fast enough to send two transactions with the same nonce, which would guarantee that at least one transaction will fail BTC preview balance displayed to the user before approving a transaction did not take into account the unspent UTXOs in the calculation Not too exciting but this lays the groundwork for what is to come. 👇🏼 What’s next I will try to add this before the end of this week: a full redesign of the theme full Tron (TRX) support"}, {"post_id": 18461, "ts": "2026-06-29T16:57:39Z", "hours": 1.5761, "text": "Devlog #5 Solana support is here!"}, {"post_id": 17931, "ts": "2026-06-28T21:30:30Z", "hours": 9.9086, "text": "Devlog #4 Support for Solana coming soon, stay tuned! 👀 Since last devlog, I refactored the code a bit and split up all the TypeScript frontend and Rust backend logic into self-contained files, each for a clear purpose. Now, it’s much easier to read and understand the codebase."}, {"post_id": 13869, "ts": "2026-06-22T18:44:00Z", "hours": 1.0944, "text": "Devlog #3 The GitHub repository is public!"}, {"post_id": 13552, "ts": "2026-06-22T05:53:33Z", "hours": 9.5006, "text": "Devlog #2 I added loads of stuff! As promised: CoinGecko pricing data integrated Integrated RPC Progress on the actual transactions (implemented for EVM only so far and I am still working on it) Hardened security: Added a CSP (content security policy) to stop XSS (cross-site scripting) Hardened address validation, including EVM EIP-55 checksum validation Added a “remove wallet data” button Added zeroization for mnemonic/key/salt on lock and clear Coming soon/roadmap: Full support for BTC, EVM, SOL, and TRX chain transfers Actual cross-chain swaps via NEAR Intents Public GitHub repository (the repo hasn’t been made public yet as it’s still not fully working) Full support for more chains, including (but not limited to): Ripple (XRP) Hyperliquid (HYPE) - support for trading perps (perpetuals) Injective (INJ) Algorand (ALGO) Zcash (ZEC) - support transparent AND shielded addresses Monero (XMR) - alternative to Zcash Support for the Open Wallet Standard Native DeFi support: Native Aerodrome Finance LPing (liquidity providing) Native Aave lending (hopefully) Filecoin storage integration so you can easily store, download, and access files stored on Filecoin (hopefully) Integration with Tor for anonymity"}, {"post_id": 6061, "ts": "2026-06-10T05:49:45Z", "hours": 4.1822, "text": "Devlog #1 Just finished the basic UI; more coming soon… Current features already include: Argon2 password hashing to secure wallet Import a wallet seed phrase RPC connection to see how much crypto you’re holding QR code to get people to send stuff to you with a fault tolerance selector, e.g., smaller QR code for 7% data recovery, 25%, 30%, etc. Coming soon: GitHub repository for the project Coming soon: CoinGecko pricing data so you can see how much your crypto is worth Coming soon: actual transactions Coming soon: compatibility with Open Wallet Standard"}]...
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Title: VaultForge Crypto Wallet by @professional_t Title: VaultForge Crypto Wallet by @professional_toad | Stardance
Devlogs:
Devlog #1 Just finished the basic UI; more coming soon… Current features already include: Argon2 password hashing to secure wallet Import a wallet seed phrase RPC connection to see how much crypto you’re holding QR code to get people to send stuff to you with a fault tolerance selector, e.g., smaller QR code for 7% data recovery, 25%, 30%, etc. Coming soon: GitHub repository for the project Coming soon: CoinGecko pricing data so you can see how much your crypto is worth Coming soon: actual transactions Coming soon: compatibility with Open Wallet Standard
Devlog #2 I added loads of stuff! As promised: CoinGecko pricing data integrated Integrated RPC Progress on the actual transactions (implemented for EVM only so far and I am still working on it) Hardened security: Added a CSP (content security policy) to stop XSS (cross-site scripting) Hardened address validation, including EVM EIP-55 checksum validation Added a “remove wallet data” button Added zeroization for mnemonic/key/salt on lock and clear Coming soon/roadmap: Full support for BTC, EVM, SOL, and TRX chain transfers Actual cross-chain swaps via NEAR Intents Public GitHub repository (the repo hasn’t been made public yet as it’s still not fully working) Full support for more chains, including (but not limited to): Ripple (XRP) Hyperliquid (HYPE) - support for trading perps (perpetuals) Injective (INJ) Algorand (ALGO) Zcash (ZEC) - support transparent AND shielded addresses Monero (XMR) - alternative to Zcash Support for the Open Wallet Standard Native DeFi support: Native Aerodrome Finance LPing (liquidity providing) Native Aave lending (hopefully) Filecoin storage integration so you can easily store, download, and access files stored on Filecoin (hopefully) Integration with Tor for anonymity
Devlog #3 The GitHub repository is public!
Devlog #4 Support for Solana coming soon, stay tuned! 👀 Since last devlog, I refactored the code a bit and split up all the TypeScript frontend and Rust backend logic into self-contained files, each for a clear purpose. Now, it’s much easier to read and understand the codebase.
Devlog #5 Solana support is here!
Devlog #6 Progress Not much to announce rn but so far (since last week/log), I have refactored the code a bit bumped some dependencies made a cool new banner for the project (you can see it on this project’s banner) started work on improving the theme/look of the app fixed some minor issues and bugs, such as EVM nonce processing used the latest nonce from a confirmed block, ignoring the fact that the user may have been fast enough to send two transactions with the same nonce, which would guarantee that at least one transaction will fail BTC preview balance displayed to the user before approving a transaction did not take into account the unspent UTXOs in the calculation Not too exciting but this lays the groundwork for what is to come. 👇🏼 What’s next I will try to add this before the end of this week: a full redesign of the theme full Tron (TRX) support
Devlog #7 Unfortunately, since I am on holiday, I was not able to complete everything that I wanted to do by the end of last week. However, I was definitely able to make some progress: Progress Tron (TRX) support is here! 🎊 (albeit only native Tron sends are currently supported) some refactoring happened What’s next As I promised last week (but did not manage to complete), I was going to completely redesign the UI to make it more user-friendly and usable and have less of an AI-generated feel. This is because when I initially started this project, I used AI to create a demo app (without any of the signing logic), just to get a sort of structure to build on and add functionality to. However, I have changed pretty much every part of it so far apart from the theme which is why I am going to work on it now/this week. Icons for different currencies and across the application for easily recognisable features Support for Ripple (XRP)
Devlog #8 That took a lot of time! Over the past two weeks, I have done quite a bit of bug fixing and stopping undesired behaviour, including fixing weird sideways scrolling behaviour on the dashboard portfolio and creating custom scrollbars for less janky behaviour fixing the left sidebar’s contents overflowing vertically when the window height was decreased too much (it now lets you scroll if there is not enough space to fully display its contents) stopping zooming with Ctrl + ... or with trackpad gestures completely fix portfolio allocation percentage bars stuck at zero in the dashboard Along with this, I have done quite some improvement on the CI (especially the release.yaml workflow and pre-commit checks) and some refactoring, including using Lefthook npm install , bun install , Oxlint, Oxfmt validation, TypeScript typechecking, cargo check , and package.json package-lock.json bun.lock src-tauri/Cargo.lock are automatically staged on every commit. The npm install , bun install , and automatic lockfile staging is to ensure consistency between npm and Bun so that both can be used in development and testing. The other checks are for checking (or at least trying to; there could always be edge cases that aren’t covered) that no invalid code gets committed. There is also a maximum commit message subject length (72 characters) and the same for each line of the commit message body to ensure that commit messages stay readable. cargo test , and rust-analyzer analysis on every push to GitHub, since every commit runs the other checks anyway and uncommitted code can’t be pushed refactoring the previously monolithic TypeScript file that contained multiple pages so that each page now gets its own file inside of src/views/ significantly improving release.yaml (the app release workflow for GitHub) so that it now adds a commit count since the last release adds a line count statistic and the change in lines since the previous release allows for release comments and highlights written by me adds a link that links to a GitHub page of all the commits made between the release and the previous one (it already/before this change had all the new commits listed in the release notes with a link to each one) unifying networks.json (the file that contains all the relevant chain information for the TypeScript frontend) with all the scattered equivalent information in the Rust backend; now, the backend references the networks.json file instead Also, you are now able to test out all of these changes as I have just released v0.3.0 of VaultForge! Unfortunately, I haven’t yet worked on any of the theme changes but these are top priority for the next release… As a recap, here are the things that I will be working on for the next release, in order of priority: Updated theme Full Tron support (not just native token sends) Ripple (XRP) support Miscellaneous bug fixes and new features
Devlog #9 Not much to report but I’m still working on improving the theme and the wider interface. You can see my progress here . Recent changes Below is a quick summary of what I’ve been working on since last devlog: Improved fonts ( Tektur for headings, Manrope for body text, and Ubuntu Mono for monospace text) Updated some text across different views for consistency Improved the look and feel of onboarding Added wallet setup flow to onboarding so you can now quickly import or generate a wallet with different seed length options (12, 15, 18, 21, and 24-word seed phrases are all supported now) Theme selection (in onboarding) between four different themes - I know these look a bit AI-generated rn (they are; it would have been frustrating to write out three new themes) but I will make them look a bit better in the future Auto-lock! 🎊 Now, you can easily set an auto-lock option in the onboarding or have none at all Upcoming features I think the elephant in the elephant in the room rn is actual settings which I will be working on over the next few days as currently there are no settings in the literal settings page!
Devlog #10 I’m close to finishing the theme improvements (I would say I’m about 90% there) and am doing some general bug fixes and QoL improvements. As such, there isn’t much to log rn except for a few small new features & improvements: Show/hide password button on recovery phrase and password Loads of bug fixes, e.g., inconsistent password strength progress bar on onboarding, preventing the user from typing the Enter key when entering a seed phrase to import, text overflow, etc. Some dependency version bumps If you want to see my progress on this PR (there are already like 30 commits in it - it’s a pretty big PR!), you can do so here . What’s coming next Some final finishing touches on the PR and then I will merge it to main so that it will be in the next release Support for Tron token transfers Support for Ripple The release of VaultForge v0.4.0 either before or after adding support for Ripple transactions A revamp of the settings tab (currently it doesn’t do anything) Support for Zcash
Devlog #11 What a MASSIVE PR and it’s finally merged ! Hooray! That was the biggest PR I’ve ever created by a big margin. Now I can finally start work on actual features like more support for different blockchains, address types, random extra features that certain chains have… the list goes on. I already have a personal list of 25 different blockchains that I want to add support for, most of which aren’t in the project roadmap simply for the reason that it would make the file overly long and hard to read. * sigh * that will take a long time Not to underestimate what I added with the PR, though - I didn’t spend like 15 hours and do 48 commits for nothing: inside the PR I added Onboarding! 🎊 Lots of (at least in the future) common settings will be selected here to set up your wallet. You can already import an existing wallet or generate a new one (both accept 12, 15, 18, 21, and 24-word recovery phrases) and set an auto-lock timeout and select networks you want or don’t want. Finally, there is also the option to select a theme if you want. New and more prominent splash screen when loading the application. The application itself is super fast so it takes barely any time but to make it look cooler I’ve set a minimum time to display it for to 650 ms. Icons throughout the application to make it look better. Let you copy addresses in the sidebar with one click and list all enabled addresses, not just Ethereum. Squashed some more small UI bugs, especially relating to scrolling in different parts of the application. Although slightly unrelated to the theme of the PR, MUCH better refresh logic and handling. It now respects network selection choices (like the ones you want or don’t want that you selected during onboarding) and tells you exactly which network’s RPC request encountered errors. Perhaps ironically, this was literally the reason I fixed an issue with the Solana RPC. Before this update, it never actually refreshed the balance correctly so it wasn’t working. However, after this change, I was able to identify that the issue was not on my end (yay!) but was actually PublicNode ’s (the RPC I’m using for the majority of chains in this project for consistency, apart from Monad and now Solana) as I assumed it could fetch the user’s token accounts but it couldn’t so I had to switch to using the official Solana RPC which fixed the issue. For anyone who got lost somewhere in the previous paragraph, an RPC is a service that allows you to query data about the state of the blockchain (where crypto transactions are stored) so you can use it to see how much crypto you are holding. Token accounts are basically a weird quirk of Solana where your main account is used to hold Solana which links to associated token accounts (ATAs) , which each hold one token other than Solana. This is by far not a complete list but rather a list of the highlights of this PR; if you want to look at all the changes, please feel free to visit the page linked at the top of this devlog. That said, after this big change, I did say last devlog that I would be getting ready to release version v0.4.0 of this application which is exactly what I will do after adding Tron token support! Quick reminder, after v0.4.0 I am planning to add Ripple (XRP) support, preliminary (meaning like non-shielded probably) support for Zcash and revamp the settings page like I did to the onboarding in this PR. Further out, I will probably focus some more on the in-application swaps to aggregate data from major DEXs (decentralized exchanges) to get the best rates, matching other major wallets w/ more chain support, which would make my wallet actually competitive. 🤞
Devlog #12 Quite a bit more to report this time! Since last devlog, I’ve mostly been working on improving actual wallet functionality, fixing some smaller UI issues, and looking into performance. Recent changes Below is a quick summary of what I’ve been working on since the last devlog: Full TRC-20 token support is here! 🎊 Tron is no longer limited to just native TRX transfers, and the token validation/network logic has been updated to support TRC-20 tokens as well. Significantly improved Bitcoin support by adding proper BIP84 account discovery . VaultForge now scans both receive and change addresses, tracks which UTXOs belong to which derived addresses, signs each input with the correct derived key, and refreshes discovery before sending. Anecdote: I use Brave Wallet which did the receive and change addresses thing so my funds didn’t show up in previous versions of VaultForge. However, as of this update, I now am. Wallet unlocking now feels much faster ! Cached balances/prices are shown immediately while fresh data refreshes in the background. Improved asset cards so they show which network an asset belongs to . Assets worth less than $1 are now hidden from the portfolio/assets view unless VaultForge does not have price data for them. Fixed a few UI issues, including dashboard scrolling, refresh errors, escaping asset data (aka preventing XSS) , and copying the currently selected wallet address. Converted the remaining .js config files to TypeScript because apparently I cannot resist refactoring things even when it makes no difference whatsoever. For the first time in this series of devlogs, I’m linking the changes to relevant commits on GitHub wherever possible so you can have a look. Performance improvements I also found a few ways to reduce VaultForge’s roughly 10s full refresh time: Cached unlock (mentioned above): perceived unlock time is now closer to ~1–3s, although balances/prices can still take around the same amount of time to fully refresh in the background. Reuse HTTP clients: should save roughly ~0.2-1.5s by reusing connections. Concurrent provider calls: likely the biggest improvement, potentially bringing a ~10s refresh down to ~3–5s. Refresh prices separately: could make fresh balances appear another ~0.5–2s sooner. Derive Argon2 once: should save roughly a few hundred ms to ~1s on cold unlocks. The above estimated perf improvements are obviously quite variable and depend on a multitude of factors (+ I got ChatGPT to analyze my current code to make an estimate because how else would I do it), but there is definitely still a lot of low-hanging fruit here. Upcoming features Actual settings are still the elephant in the room 😭, so I definitely need to get around to those but since I think this may need a big PR a bit like the previous style improvements, I think I will do this after v0.4.0 (so therefore for v0.5.0 ). Ripple (XRP) support (at least for native token transfers), planned for v0.4.0 . Zcash (ZEC) support: I’ve got a feeling this one will take quite some time so at most I will implement transparent <=> transparent transactions before next release but will have to see. The remaining performance improvements mentioned above.
Devlog #13 I finally added different currencies ! Before, all prices were displayed in USD and now they can display in any of the below currencies: USD ($) EUR (€) GBP (£) JPY (¥) Shoutout to the fantastic API I used for this! Previously, I fetched CoinGecko pricing data which came in USD but I needed to convert this data into whatever currency the user chose so I had to find an API. However, there really weren’t any good forex APIs that were free with no rate limits when I searched for one so I turned to ChatGPT to find one and find one it did. This API gives daily central bank rates and even has data going back to 1948 on 201 currencies which is more than enough for this project. I also added the second performance improvement : caching the HTTP request client object to avoid having to recreate it on every API request. As of rn the project roadmap for the near future is this: Finish perf improvements Add basic Ripple (XRP) transaction support Maybe add transparent <=> transparent pool transaction support for Zcash (ZEC) Release VaultForge v0.5.0
Devlog #14 Not very much since last time; just some refactors and small improvements throughout. You can kind of tell by all the fix/chore/docs changes… btw improved settings is in the works - I think I’ll do some more progress over the next two days, then some actual chain support for Ripple. I’ve decided that I will release v0.4.0 before adding basic Zcash support as it’s been basically a month since last release and I don’t want to keep you guys waiting for those of you who want to download the binaries directly w/o building. Quick summary Now –> ~5 September: settings improvements 5 September –> 7 September: Ripple support 7/8 September: release of VaultForge v0.4.0
Devlog #15 Since the last devlog, I’ve worked on some more boring stuff: Tauri cleanup and desktop-specific improvements. I moved the application setup and command registration from src-tauri/src/main.rs into a new src-tauri/src/lib.rs . This keeps the entry point organized and follows Tauri’s recommended structure, while main.rs now only launches the library. I also replaced the browser clipboard API with Tauri’s native clipboard manager plugin. Copy buttons now use the desktop clipboard integration. Finally, VaultForge now enforces a single-instance window. If the app is launched while another instance is already open, the new launch focuses the existing main window instead of opening a second copy, which is far more desirable of a behaviour imo as it lets a user find a window without inadvertently opening even more. Plus some more random stuff: I now sign off all my commits As of today (4th of September), I also sign all my commits with a PGP key to verify all commits are made on my laptop and not by someone who hacked my GitHub account or smth - this is definitely overkill but why not Next, I’m continuing the settings improvements before moving on to Ripple support. P.S. I also randomly moved to Neovim as it looks much better than VS Code.
Devlog 16 sorry guys, i’m kind of late on this one tbh: I said that I would have the settings improvements, ripple support and all that ready by like monday but clearly nothing has happened since like the weekend. i have decided to delay the timleine by about a week as after some careful consideration I found it was wayyy too aggressive and my fingers can’t keep up with the typing speed i would need for that :) i seriously have no idae whatsoever why I thought it was possible to add that many features in such a short space of time. I know it kind of is but I have school now which means i have much less time for this with homework and studying and stuff. however, today I decided to lock in and actually do this and so I can assure you that i am hard at work doing the settings stuff rn and ripple support is absolutely coming right after that this next release really is going to be a big one… p.s. i attached a screenshot of some of the new commits i worked on (more are coming soon)
Devlog 17 perf improvement #3 done! 🎊 now refreshes are fully concurrent, w/ a limit of 4 requests at a time to avoid rate limiting. i haven’t fully tetsed it yet but it feels noticeably faster (like 25-35% faster) until the updated prices & balances are shown. plus, I kind of finished the settings stuff so i’ll be working on ripple support ig…
Devlog 18 i finished all the perf improvements! there was one that i left out though bc it probably wouldn’t have helped much in terms of performance and would have been a pain to implement. i am FINALLY going to move on to ripple support for the next few days…
Devlog 19 still cooking on the ripple support… i think i will be done by friday.
Devlog 20 so i finally added ripple support… and migrated everything to React for a much better, cleaner UI. and as always, i am late again. i actually could have finished on friday but i had other things to do (like homework) and i also wanted to migrate to react as well since I decided this will be my last release before the end of stardance, so i really want to add everything i can. this is because after stardance i will take a break of a few months on this project and then come back with a different hack club ysws challenge. the react migration was so big that i decided to use AI this time: the finished App.tsx file containing the react code is over 3090 lines of code (proof is the 2nd attached image)! that’s the largest code file i have ever worked on. since this is a huge change to the ui, i decided to create some before and after comparisons below. anyways, i decided to share some design decisions relating to the migration to react. i knew react was a big framework so it would add a few MB to the app’s file size (about 1-2 MB as of my recent testing) but the app itself is tiny anyway - not even 30 MB - so i thought it was really worth it. it gives you design consistency, more so than tailwindcss, which i needed since the more fun part for me was working on the backend and not the frontend (the user-facing part of the application). plus, the guys who work at coinbase (shoutout to them) made a goated plugin/theme/whatever you call it for react which makes my app have the default coinbase theme that i can tweak (i made the font monospace) which is alone like 70% of the stuff needed for the migration. i promise i will release v0.4.0 tomorrow…
Devlog 21 as promised, VaultForge v0.4.0 is out! this brings huge changes to wallet unlock speed, adds ripple support, adds BIP-84 addresses, and loads more. here is the link to the release page if you want to check it out. some interesting stats: there was an increase of >6,000 lines of code which is a more than 50% increase since v0.3.0 . 132 commits since last release. this is probably going to be my second-to-last devlog as i really want to hit the 100-hour mark.
Devlog 22 since the deadline for stardance has been extended by one month, i decided to keep going and make VaultForge as good as possible over the coming weeks. here’s a quick overview of what i will focus on next: actual swapping, and integration with multiple DEXes (think Jupiter, NEAR Intents, Uniswap, etc.) a better activity view token and chain icons! makes it much easier to differentiate between assets general performance and UI improvements with these new features, especially the integrated swapping, my wallet is finally going to be on par (mostly) with established wallets such as metamask. i’ve already got like 10+ commits since the last release that i will merge to main branch soon…
Devlog 23 15 new commits pushed to main ! still cooking on the integrated swapping support… sorry this is a short devlog; i’m more focused on the coding rn and will post when i’ve done something more substantial.
Devlog 24 - adding support for swapping after absolutely grinding on the support for swapping for the past week, here are some updates: 12 commits coming to main soon, about half bug fixes 4/10 things completed that i think are required for adding swapping support (more info below) i’ve also decided on a rough implementation order of swapping-related functionality: CCTP v2 transfers (basically moving USDC stablecoins across chains) Uniswap DEX (the biggest Decentrallized EXchange) Jupiter DEX ( the biggest dex on Solana) NEAR Intents (a cross-chain DEX) LI.FI aggregator (basically tells the walet the best market rates) i know this is kind of an ambitious timeline but i think i can pull it all off before the end of stardance on the 31st of october 🤞. i think i will manage to get CCTP transfers working by friday or sunday, depending on how much time i have.
Devlog 25 - some progress on the swapping i haven’t had much time in the last few days but i managed to do a big refactor to make the code more modular and cleaner. this is needed so that i can do more complex transactions instead of just basic transfers. i haven’t pushed it to main or committed it yet but it’s basically done. in terms of when CCTP support will ship, I think it will be by the end of sunday.
Devlog 26 unfortunately, it’s taking longer than i would like to add the swapping and CCTP functionality. i would say i’m about 80% there, but there are quite a few things that i have to think about and as such, i think i will get it working by tomorrow (tuesday). stay tuned! 👀
Devlog 27 - CCTP support is here… in like 30 minutes hang tight, it’s coming soon 🚀 i attached some proof , you guys can check out the transaction here more info on this tomorrow after v0.5.0 comes out with the CCTP support. you haven’t seen nothing yet, uniswap support coming next; stay tuned! probably coming in the next week or so…
Devlog 28 - coin icons! it finally looks sooo professional now… just look at those icons! they will also appear in the send and transfer (soon to be swap!) tabs over the coming days. uniswap dex integration is still the top priority though. 🫡 before there weren’t any (they were just grey) and every wallet has them so i made it better ig
Devlog 29 - more coin icons! specifically for AAVE, Chainlink (LINK), and Uniswap (UNI).
Devlog 30 - support for swapping (finally!) this took so long!!! i thought i would be done last friday but ig that was overly optimistic… there are still some small things i will fix/improve to make the experience a bit smoother in the coming days. Implementation so i added uniswap support for all supported evm chains; however only for same-chain transactions and only through one pool. this is suboptimal so i want to add cross-chain support and through multiple pools maybe in the future. to make it possible to do cross-chain swaps, i added Relay support (it’s an aggregator) were solvers compete to give a quote. the issue with this is that they charge quite a fee and so i really want to just use uniswap where possible. what’s next better uniswap integration (as mentioned above), plus support for solana potentially jupiter support (it’s a solana DEX) as it has really good rates and high liquidity.
Devlog 31 - swapping support for Solana! (partially) there’s now swapping support for solana, at least for DEX aggregators like LI.FI or Relay. i still need to figure out native solana DEX swapping on platforms like Jupiter…
Ships:
Fully functional, multi-chain (Bitcoin, EVM, and Solana support with more on the way) wallet. To test this project, please go to the GitHub repository linked to the project....
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