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2936
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WakePad by @parnian | Stardance
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parnian
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0
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1.8
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0
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[]
|
[{"post_id": 19282, "ts": "202 [{"post_id": 19282, "ts": "2026-06-30T15:35:51Z", "hours": 1.3969, "text": "PCB Layout I started the PCB layout in KiCad PCB Editor. The design direction was changed from a 2×2 button layout to a horizontal layout inspired by compact screen macropads. The current physical layout is: Top area: empty space reserved for OLED screenMiddle: four mechanical switches in one rowBottom: XIAO microcontroller, OLED connector, RTC connector, and buzzer connector The button row is arranged like this: [ SW1 ] [ SW2 ] [ SW3 ] [ SW4 ] MODE SET UP DOWN The switch spacing was planned around the standard keyboard spacing: 19.05 mm center-to-center This gives the keys a compact keyboard-like appearance, similar to the reference macropad images. Board Outline I created an Edge.Cuts outline around the PCB. The outline was made wide enough for: The four switchesThe XIAO microcontrollerThe OLED/RTC/buzzer connectorsA screen area above the buttons The board currently has a wide horizontal shape, matching the style of the reference design. PCB Routing I started routing the PCB traces. Most of the connections have been routed on the front copper layer: F.Cu The routed connections include most of the switch, OLED, RTC, buzzer, power, and signal connections. At the current stage, the PCB is almost fully routed, but there are still a few remaining unrouted connections. The current status shown in KiCad is: Unrouted: 4 This means four connections still need to be completed before the PCB is electrically finished. Current Status So far, the project has completed these stages: Project idea selectedSchematic createdMain components addedSwitches, OLED, RTC, and buzzer connectedFootprints assignedPCB layout startedHorizontal 4-key layout createdBoard outline drawnMost traces routed The project is now in the final part of PCB routing. Next Steps The next tasks are: Finish the 4 remaining unrouted connectionsUse B.Cu and vias if neededOptionally add a GND copper zoneRun DRCFix any DRC errorsCheck the PCB in 3D ViewerPrepare for case design After the PCB has: Unrouted: 0 the next important step will be running: Inspect > Design Rules Checker The PCB should only move forward when there are no serious DRC errors."}, {"post_id": 19143, "ts": "2026-06-30T11:57:55Z", "hours": 0.4025, "text": "So far, I created the schematic for WakePad, a 4-key alarm clock macropad designed for my younger brother. I added the Seeed XIAO microcontroller, four mechanical switches, a 4-pin OLED connector, a 4-pin RTC connector, and a 2-pin buzzer connector. The switches are connected to separate GPIO pins, while the OLED and RTC share the I2C SDA and SCL lines. The buzzer is connected to a GPIO pin and GND. The next step is to fix ERC warnings, assign footprints, and start the PCB layout."}]...
|
Title: WakePad by @parnian | Stardance
Devlogs:
S Title: WakePad by @parnian | Stardance
Devlogs:
So far, I created the schematic for WakePad, a 4-key alarm clock macropad designed for my younger brother. I added the Seeed XIAO microcontroller, four mechanical switches, a 4-pin OLED connector, a 4-pin RTC connector, and a 2-pin buzzer connector. The switches are connected to separate GPIO pins, while the OLED and RTC share the I2C SDA and SCL lines. The buzzer is connected to a GPIO pin and GND. The next step is to fix ERC warnings, assign footprints, and start the PCB layout.
PCB Layout I started the PCB layout in KiCad PCB Editor. The design direction was changed from a 2×2 button layout to a horizontal layout inspired by compact screen macropads. The current physical layout is: Top area: empty space reserved for OLED screenMiddle: four mechanical switches in one rowBottom: XIAO microcontroller, OLED connector, RTC connector, and buzzer connector The button row is arranged like this: [ SW1 ] [ SW2 ] [ SW3 ] [ SW4 ] MODE SET UP DOWN The switch spacing was planned around the standard keyboard spacing: 19.05 mm center-to-center This gives the keys a compact keyboard-like appearance, similar to the reference macropad images. Board Outline I created an Edge.Cuts outline around the PCB. The outline was made wide enough for: The four switchesThe XIAO microcontrollerThe OLED/RTC/buzzer connectorsA screen area above the buttons The board currently has a wide horizontal shape, matching the style of the reference design. PCB Routing I started routing the PCB traces. Most of the connections have been routed on the front copper layer: F.Cu The routed connections include most of the switch, OLED, RTC, buzzer, power, and signal connections. At the current stage, the PCB is almost fully routed, but there are still a few remaining unrouted connections. The current status shown in KiCad is: Unrouted: 4 This means four connections still need to be completed before the PCB is electrically finished. Current Status So far, the project has completed these stages: Project idea selectedSchematic createdMain components addedSwitches, OLED, RTC, and buzzer connectedFootprints assignedPCB layout startedHorizontal 4-key layout createdBoard outline drawnMost traces routed The project is now in the final part of PCB routing. Next Steps The next tasks are: Finish the 4 remaining unrouted connectionsUse B.Cu and vias if neededOptionally add a GND copper zoneRun DRCFix any DRC errorsCheck the PCB in 3D ViewerPrepare for case design After the PCB has: Unrouted: 0 the next important step will be running: Inspect > Design Rules Checker The PCB should only move forward when there are no serious DRC errors....
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1792784956.2621937
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1793389756.2621937
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2935
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Untitled project by @nick | Stardance
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nick
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @nick | Stardance
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1793155711.3137767
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1793760511.3137767
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2934
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Untitled by @Kathylols | Stardance
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Kathylols
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @Kathylols | Stardance
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1792691407.8156476
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1793296207.8156476
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2933
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Spotify Guesser by @madi | Stardance
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madi
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0
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0.0
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0
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[]
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[]
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Title: Spotify Guesser by @madi | Stardance
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1792803191.3581903
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1793407991.3581903
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2932
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My awesome macropad! by @Serra00 | Stardance
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Serra00
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Serra00 | Stardanc Title: My awesome macropad! by @Serra00 | Stardance...
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1793314421.0620563
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1793919221.0620563
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2931
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CloudCat by @spacexplorer11 | Stardance
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spacexplorer11
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0
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0.0
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0
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[]
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[]
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Title: CloudCat by @spacexplorer11 | Stardance
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1793159741.817514
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1793764541.817514
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2930
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testing project? by @chocfrostedsugarbombs | Stard testing project? by @chocfrostedsugarbombs | Stardance...
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chocfrostedsugarbombs
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0
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0.0
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0
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[]
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[]
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Title: testing project? by @chocfrostedsugarbombs Title: testing project? by @chocfrostedsugarbombs | Stardance...
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1793202672.2509274
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1793807472.2509274
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2929
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Untitled project by @duy | Stardance
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duy
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @duy | Stardance
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1792792039.0261812
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1793396839.0261812
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2928
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DIY Kinetic operated light by @KR67 | Stardance
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KR67
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0
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0.0
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0
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[]
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[]
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Title: DIY Kinetic operated light by @KR67 | Stard Title: DIY Kinetic operated light by @KR67 | Stardance...
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1793166463.6298068
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1793771263.6298068
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2927
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My first slack bot! by @kavinaravind25 | Stardance
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kavinaravind25
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @kavinaravind25 | St Title: My first slack bot! by @kavinaravind25 | Stardance...
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1793278477.3916316
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1793883277.3916316
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2926
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OS-JARVIS by @Serra00 | Stardance
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Serra00
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0
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0.0
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0
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[]
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[]
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Title: OS-JARVIS by @Serra00 | Stardance
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1792777666.1599152
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1793382466.1599152
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2925
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Rc plane by @Oularte | Stardance
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Oularte
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0
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0.0
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0
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[]
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[]
|
Title: Rc plane by @Oularte | Stardance
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1792633998.7735605
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1793238798.7735605
|
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2924
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[OLD -- See Desc]Isaac the Carpentopod by @SimonCr [OLD -- See Desc]Isaac the Carpentopod by @SimonCrystal | Stardance...
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SimonCrystal
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0
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0.0
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0
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[]
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[]
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Title: [OLD -- See Desc]Isaac the Carpentopod by @ Title: [OLD -- See Desc]Isaac the Carpentopod by @SimonCrystal | Stardance...
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1792781463.9231443
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1793386263.9231443
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2923
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MCBot by @spacexplorer11 | Stardance
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spacexplorer11
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0
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0.0
|
0
|
[]
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[]
|
Title: MCBot by @spacexplorer11 | Stardance
|
1792882480.496643
|
1793746480.496643
|
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2922
|
My awesome macropad! by @URDRTaker31 | Stardance
|
URDRTaker31
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @URDRTaker31 | Star Title: My awesome macropad! by @URDRTaker31 | Stardance...
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1793263958.6156454
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1793868758.6156454
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2921
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My awesome macropad! by @zahran | Stardance
|
zahran
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @zahran | Stardance
|
1792918060.4315252
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1793782060.4315252
|
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2920
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My awesome macropad! by @jibbuuhh | Stardance
|
jibbuuhh
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jibbuuhh | Stardan Title: My awesome macropad! by @jibbuuhh | Stardance...
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1792788594.173999
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1793393394.173999
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2919
|
BeepBoop by @uv | Stardance
|
uv
|
1
|
7.0
|
85
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T13:24:50Z", "hours": 7.0, "multiplier": 11.76, "payout": 85, "blessing": "neutral", "text": "I built an alternative to #flavortown-feed for stardance! This means that it tracks projects for new devlogs and sends them to slack. I’d say it improves the original in a few ways, like proper support for markdown and displaying attachments. It also has more features, like commands for listing a users projects, getting projects and their devlogs, and a golang library for scraping stardance. This was a fun project :)", "repo": "https://tangled.org/did:plc:d5jrs5wulhmeintiheql6c57", "demo": "https://hackclub.slack.com/archives/C0BAR80SFLJ/p1781550544278579"}]...
|
[{"post_id": 16895, "ts": "202 [{"post_id": 16895, "ts": "2026-06-27T13:03:52Z", "hours": 0.9431, "text": "Features and bug fixes! Added a “view full” button to the /project [id] command - show the same message as /watch-project [id] , but I added a new function to my scraping library to get a single devlog Better error messages, e.g “UNIQUE constraint failed” now says “Project already tracked” Trim characters _*- from command inputs, to ignore markdown formatting (caused by copying formatted text) Deduplicate attachments - seems a stardance update caused attachments to appear multiple times in the DOM, fixed by using a map Ideally these would have all been separate devlogs, but a lot of changes where less than the minimum 15minute devlog time 1 0a2877ca 2-3 7f2b5bbf 4 6d953659"}, {"post_id": 15290, "ts": "2026-06-24T20:40:11Z", "hours": 0.8339, "text": "Feature: Attachments are shown in devlogs Devlogs from /watch-project [id] now display the image attachments, and link to videos because slack doesn’t have video blocks Moved videos outside the carousel because they don’t have thumbnails, and are now more compact Also added a LICENSE and README Commit"}, {"post_id": 8958, "ts": "2026-06-14T22:13:37Z", "hours": 1.0764, "text": "Feature: /watch-project command I added a command to watch a project for new devlogs. Its a job that runs every minute (for now), scraping each tracked project for devlogs that haven’t been tracked yet. btw I hate slack, they don’t support full markdown so formatting can be a bit weird Commit"}, {"post_id": 8911, "ts": "2026-06-14T20:42:13Z", "hours": 0.5561, "text": "View project in slack Before, projects in the /user-project command had a view button that took you to the page in stardance. Now, it sends a message in slack The most annoying part of this was of course the slack API. I was trying to ack the response with a message, for whatever reason that did not work. Instead i sent a new message. Commit"}, {"post_id": 5178, "ts": "2026-06-08T21:27:39Z", "hours": 2.1414, "text": "Feature: View a project You can now view a project and its devlogs using the /project [id] command. It shows all the attachment of a devlog, including videos - which kind of work, its just a link to the file. The most annoying part was again the slack message format, I had to use packages to convert the HTML into markdown, and then convert the the markdown into a slack compatible markdown format. I also had to truncate the devlogs to 199 characters, trying to fix a cryptic error message. Next I’ll add the ability to view devlogs, images and videos in full from slack, using modals Commit"}, {"post_id": 5061, "ts": "2026-06-08T18:44:36Z", "hours": 1.325, "text": "Feature: List a users projects I added a command /user-projects [username] ! Most annoying part was figuring out Slacks message format. Scraping was by far the easiest part, thanks to Stardance’s CSS class format. Started working on a Stardance scraping library in go. Commit"}, {"post_id": 482, "ts": "2026-06-01T22:56:22Z", "hours": 0.4092, "text": "Beep? Boop! Setup my first slack bot with golang, added a slash command /beep I will make a /track command to pull from stardance devlogs automatically next"}]...
|
Title: BeepBoop by @uv | Stardance
Devlogs:
Beep? Title: BeepBoop by @uv | Stardance
Devlogs:
Beep? Boop! Setup my first slack bot with golang, added a slash command /beep I will make a /track command to pull from stardance devlogs automatically next
Feature: List a users projects I added a command /user-projects [username] ! Most annoying part was figuring out Slacks message format. Scraping was by far the easiest part, thanks to Stardance’s CSS class format. Started working on a Stardance scraping library in go. Commit
Feature: View a project You can now view a project and its devlogs using the /project [id] command. It shows all the attachment of a devlog, including videos - which kind of work, its just a link to the file. The most annoying part was again the slack message format, I had to use packages to convert the HTML into markdown, and then convert the the markdown into a slack compatible markdown format. I also had to truncate the devlogs to 199 characters, trying to fix a cryptic error message. Next I’ll add the ability to view devlogs, images and videos in full from slack, using modals Commit
View project in slack Before, projects in the /user-project command had a view button that took you to the page in stardance. Now, it sends a message in slack The most annoying part of this was of course the slack API. I was trying to ack the response with a message, for whatever reason that did not work. Instead i sent a new message. Commit
Feature: /watch-project command I added a command to watch a project for new devlogs. Its a job that runs every minute (for now), scraping each tracked project for devlogs that haven’t been tracked yet. btw I hate slack, they don’t support full markdown so formatting can be a bit weird Commit
Feature: Attachments are shown in devlogs Devlogs from /watch-project [id] now display the image attachments, and link to videos because slack doesn’t have video blocks Moved videos outside the carousel because they don’t have thumbnails, and are now more compact Also added a LICENSE and README Commit
Features and bug fixes! Added a “view full” button to the /project [id] command - show the same message as /watch-project [id] , but I added a new function to my scraping library to get a single devlog Better error messages, e.g “UNIQUE constraint failed” now says “Project already tracked” Trim characters _*- from command inputs, to ignore markdown formatting (caused by copying formatted text) Deduplicate attachments - seems a stardance update caused attachments to appear multiple times in the DOM, fixed by using a map Ideally these would have all been separate devlogs, but a lot of changes where less than the minimum 15minute devlog time 1 0a2877ca 2-3 7f2b5bbf 4 6d953659
Ships:
I built an alternative to #flavortown-feed for stardance! This means that it tracks projects for new devlogs and sends them to slack. I’d say it improves the original in a few ways, like proper support for markdown and displaying attachments. It also has more features, like commands for listing a users projects, getting projects and their devlogs, and a golang library for scraping stardance. This was a fun project :)...
|
1793274742.861627
|
1793361142.861627
|
|
2918
|
My first slack bot! by @S2Saanvi | Stardance
|
S2Saanvi
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @S2Saanvi | Stardanc Title: My first slack bot! by @S2Saanvi | Stardance...
|
1792637593.224734
|
1793242393.224734
|
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2917
|
My first slack bot! by @bluebell | Stardance
|
bluebell
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @bluebell | Stardanc Title: My first slack bot! by @bluebell | Stardance...
|
1792792261.2198098
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1793397061.2198098
|
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2916
|
Tutorials by Naomi by @origamifish123 | Stardance
|
origamifish123
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tutorials by Naomi by @origamifish123 | Sta Title: Tutorials by Naomi by @origamifish123 | Stardance...
|
1792687879.702568
|
1793292679.702568
|
|
2915
|
Pizza Tower Project Progress Program by @FaolanBac Pizza Tower Project Progress Program by @FaolanBacon | Stardance...
|
FaolanBacon
|
0
|
1.35
|
0
|
[]
|
[{"post_id": 5334, "ts": "2026 [{"post_id": 5334, "ts": "2026-06-09T02:17:22Z", "hours": 0.9594, "text": "I just finished most of the visuals and 1 part of the backend connection systems. I’ll either work on that or the music system tomorrow! Great programmer art here too."}, {"post_id": 4378, "ts": "2026-06-07T18:12:38Z", "hours": 0.395, "text": "I’ve (finally) started work on PT3P! I’m very hungry, so you can go on the page to see what it is. If you have any questions, ask away! This is the first thing I added, the exit button, along with a Parent button for even more buttons!"}]...
|
Title: Pizza Tower Project Progress Program by @Fa Title: Pizza Tower Project Progress Program by @FaolanBacon | Stardance
Devlogs:
I’ve (finally) started work on PT3P! I’m very hungry, so you can go on the page to see what it is. If you have any questions, ask away! This is the first thing I added, the exit button, along with a Parent button for even more buttons!
I just finished most of the visuals and 1 part of the backend connection systems. I’ll either work on that or the music system tomorrow! Great programmer art here too....
|
1792795887.196608
|
1793400687.196608
|
|
2914
|
wireless keyboard by @Abhay | Stardance
|
Abhay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: wireless keyboard by @Abhay | Stardance
|
1793148851.356538
|
1793753651.356538
|
|
2913
|
Tailsitter VTOL by @narenkpai | Stardance
|
narenkpai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Tailsitter VTOL by @narenkpai | Stardance
|
1792633957.6668053
|
1793238757.6668053
|
|
2912
|
Yard Siege by @remymoreau12 | Stardance
|
remymoreau12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Yard Siege by @remymoreau12 | Stardance
|
1792637689.8643613
|
1793242489.8643613
|
|
2911
|
My awesome macropad! by @Kathylols | Stardance
|
Kathylols
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Kathylols | Starda Title: My awesome macropad! by @Kathylols | Stardance...
|
1792662695.928955
|
1793267495.928955
|
|
2910
|
3d game engine by @rajaryan1492007 | Stardance
|
rajaryan1492007
|
4
|
111.0
|
1561
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T04:08:23Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "last ship in hackclub bcuz i turn 19 bye : )", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}, {"ship_num": 2, "ts": "2026-09-13T19:17:52Z", "hours": 14.0, "multiplier": 16.69, "payout": 232, "blessing": "neutral", "text": "i just finally done all thing like stable etc . and search of all libs etc so can really work making really good engine i add milestone etc . u can still test project tho but it will just artitacture doc change and some sync bug fix . other then that i add milestone so i can work on that now but i 19 now today so my hackclub will get end so i just ship to info that . devlog is end but i will continue to work on this engine bcuz it been like year since i st working on it already so anyway . and anything u wanna know u can check my project issues and roadmap", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}, {"ship_num": 3, "ts": "2026-08-26T21:35:30Z", "hours": 71.0, "multiplier": 14.89, "payout": 1056, "blessing": "neutral", "text": "-> I built the Unhuman Engine (UHE) a high-performance, custom 3D game engine written entirely from scratch in C++. It features a custom Vulkan rendering pipeline, Jolt Physics integration, and a 3D spatial audio system using miniaudio. Alongside the engine, I built a fully playable “Aim Lab” style 3D shooter game to showcase its capabilities, complete with skeletal animations, recoil mechanics, and a robust entity component system (ECS). -> Building a Vulkan renderer from the ground up is notoriously difficult due to how explicit the API is. Getting the Vulkan swapchains, descriptors, and framebuffers perfectly synchronized was a massive hurdle. Beyond rendering, building the virtual file system (VFS) to correctly resolve asset paths across different platforms (Linux native and Windows via Wine) required a lot of trial and error, as did managing multithreaded memory cleanup for the audio subsystem to prevent Because of the custom Vulkan architecture and strict C++ optimizations, the game hits 900+ FPS in release builds, even on integrated graphics! the custom pixel-perfect 3D entity picking system we built using Vulkan framebuffers (instead of relying on standard physics raycasting). Finally, the engine architecture is scalable enough that it’s not just for games—it’s designed to handle heavy robotics and autonomous vehicle simulations in the engine . -> The engine supports both Linux and Windows to play the game, just run the UHEGAME executable inside the bin folder. Important: Make sure the assets folder (which contains the 3D models and audio files) is sitting right next to the executable in the same directory, otherwise the game will fall back to a safe mode. Controls: Use your mouse to aim, Left Click to shoot the targets, and press ‘R’ to reload the animated 3D pistol also i write it too big bcuz last time many people said they don’t understand what i did . about running it u can run it in windows and linux both see window build and linux build there to work able excutable file one is uhegame.exe and uhe_editor.exe one is game and other is editor https://github.com/rajaryan2007/UNHUMAN/releases/tag/alpha i will improve the game as time goes i just st with vulkan and other if u have any problem u can ask here https://github.com/rajaryan2007/UNHUMAN/issues if still don’t understand don’t rate down read or search or just read devlog and understand instead of low rating thankyou :)", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}, {"ship_num": 4, "ts": "2026-06-09T19:02:56Z", "hours": 21.0, "multiplier": 14.37, "payout": 273, "blessing": "neutral", "text": "This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures. Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first: ->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup. ->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine. link -> https://youtu.be/CHDIU61auYo", "repo": "https://github.com/rajaryan2007/UNHUMAN", "demo": "https://github.com/unhuman-engine/UNHUMAN/releases"}]...
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[{"post_id": 70209, "ts": "202 [{"post_id": 70209, "ts": "2026-09-18T18:21:31Z", "hours": 4.5, "text": "reading source code of o3de and make my engine barrier better"}, {"post_id": 67555, "ts": "2026-09-13T18:10:01Z", "hours": 1.8844, "text": "just make milestone bar for realase"}, {"post_id": 66844, "ts": "2026-09-12T19:21:25Z", "hours": 2.6544, "text": "make better job system"}, {"post_id": 62020, "ts": "2026-09-05T07:13:01Z", "hours": 4.5067, "text": "add multithreading and better sync"}, {"post_id": 59175, "ts": "2026-08-31T20:15:59Z", "hours": 4.8814, "text": "added text rendering"}, {"post_id": 54512, "ts": "2026-08-25T15:19:38Z", "hours": 2.1939, "text": "added audio and animation"}, {"post_id": 52892, "ts": "2026-08-23T08:38:37Z", "hours": 1.9892, "text": "St making game in my game engine"}, {"post_id": 51531, "ts": "2026-08-21T09:17:58Z", "hours": 3.6897, "text": "added a ci/cd test For engine with lavapipe"}, {"post_id": 45963, "ts": "2026-08-12T19:45:40Z", "hours": 8.6658, "text": "Add descriptor Set fallback and Contribution guidelines"}, {"post_id": 39452, "ts": "2026-08-02T12:29:11Z", "hours": 8.3283, "text": "implemented many fallback feature no less crash add fallback of dynamic_rendering other are pending"}, {"post_id": 30001, "ts": "2026-07-17T07:25:22Z", "hours": 9.0811, "text": "all setup done just have to write fallback now :)"}, {"post_id": 25765, "ts": "2026-07-10T06:41:34Z", "hours": 3.7094, "text": "implementing old renderpass and Framebuffer and other thing to run old hardware"}, {"post_id": 23311, "ts": "2026-07-06T05:53:37Z", "hours": 3.5711, "text": "add more file more function just fallback for Vulkan Engine so it can run in more device"}, {"post_id": 22767, "ts": "2026-07-05T10:54:14Z", "hours": 3.7322, "text": "add support for extension check in Vulkan"}, {"post_id": 21133, "ts": "2026-07-02T22:43:28Z", "hours": 0.9317, "text": "so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem add buildbot that will test like github don’t support gpu to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus i give better doc or reference next time to show it but it very hard and take month to search so that it"}, {"post_id": 20716, "ts": "2026-07-02T11:47:34Z", "hours": 1.1572, "text": "while working on my engine i take refernce from blender also contributed in blender one issues even got merged other are pending"}, {"post_id": 17338, "ts": "2026-06-28T02:42:07Z", "hours": 7.2022, "text": "jolt physics implementation in vulkan engine and some other bug fix"}, {"post_id": 11434, "ts": "2026-06-18T18:19:47Z", "hours": 1.8758, "text": "PBR light implementation done in my engine"}, {"post_id": 11050, "ts": "2026-06-18T02:35:35Z", "hours": 1.8658, "text": "reimplemented tracy profiler for my engine and working in PBR"}, {"post_id": 10211, "ts": "2026-06-16T20:38:31Z", "hours": 2.0136, "text": "one of the hardest bug to solve i did it now there no texture overlap"}, {"post_id": 9830, "ts": "2026-06-16T08:46:40Z", "hours": 4.2797, "text": "linux and window both support for vulkan engine tested in wine"}, {"post_id": 8004, "ts": "2026-06-13T11:03:28Z", "hours": 6.6514, "text": "model loading done in my engine"}, {"post_id": 5794, "ts": "2026-06-09T18:32:13Z", "hours": 0.28, "text": "update everything now moving toward 3d work and cleanup"}, {"post_id": 5693, "ts": "2026-06-09T16:07:36Z", "hours": 1.7525, "text": "finally port complete in vulkan with RHI and Linux support"}, {"post_id": 5390, "ts": "2026-06-09T04:27:45Z", "hours": 10.2675, "text": "finally rhi and wrapper test is done in vulkan"}, {"post_id": 3458, "ts": "2026-06-06T12:22:17Z", "hours": 8.22, "text": "almost write backend vulkan may i can see something in screen next week after 3 month 😵💫"}, {"post_id": 1715, "ts": "2026-06-03T21:36:09Z", "hours": 0.5761, "text": "rewriting my game engine backend in vulkan and adding support for linux"}]...
|
Title: 3d game engine by @rajaryan1492007 | Starda Title: 3d game engine by @rajaryan1492007 | Stardance
Devlogs:
rewriting my game engine backend in vulkan and adding support for linux
almost write backend vulkan may i can see something in screen next week after 3 month 😵💫
finally rhi and wrapper test is done in vulkan
finally port complete in vulkan with RHI and Linux support
update everything now moving toward 3d work and cleanup
model loading done in my engine
linux and window both support for vulkan engine tested in wine
one of the hardest bug to solve i did it now there no texture overlap
reimplemented tracy profiler for my engine and working in PBR
PBR light implementation done in my engine
jolt physics implementation in vulkan engine and some other bug fix
while working on my engine i take refernce from blender also contributed in blender one issues even got merged other are pending
so from now not developing any feature in Game engine for some weeks and Adding fallback to 1.1 to 1.4 vulkan bcuz lot of problem andriod don’t support 1.3 mostly and many gpu like intel have bug in bindless so just adding other to fallback bcuz other are also not good nvidia and amd also have some problem add buildbot that will test like github don’t support gpu to test most probably i will test in software cpu and build system so user can compile and run thing without having any problem so at last only problem left is gpu vendor specific that i will cover through blender o3de engine that how engine can run in most gpus i give better doc or reference next time to show it but it very hard and take month to search so that it
add support for extension check in Vulkan
add more file more function just fallback for Vulkan Engine so it can run in more device
implementing old renderpass and Framebuffer and other thing to run old hardware
all setup done just have to write fallback now :)
implemented many fallback feature no less crash add fallback of dynamic_rendering other are pending
Add descriptor Set fallback and Contribution guidelines
added a ci/cd test For engine with lavapipe
St making game in my game engine
added audio and animation
added text rendering
add multithreading and better sync
make better job system
just make milestone bar for realase
reading source code of o3de and make my engine barrier better
Ships:
This project has been a daily labor of love for over a year. Over the last 4 to 5 months, I completely rewrote the entire rendering backend, moving away from a legacy OpenGL state machine to an explicit Vulkan pipeline. Along the way, I completely redesigned the Rendering Hardware Interface (RHI) to align with modern graphics architectures. Welcome to UNHUMAN! You are completely free to clone and compile this engine, but please read this first: ->The 50/50 Rule: This is a custom, explicitly defined Vulkan engine currently tailored to a Ryzen/Vega Windows environment. Because Vulkan does not hide driver-level differences (NVIDIA vs. AMD vs. Intel), there is roughly a 50/50 chance it will compile flawlessly or completely explode on your specific GPU setup. ->The Easy Way Out: If you attempt to build the project and hit Vulkan validation errors, device-lost crashes, or strict compilation failures, please do not waste your time trying to debug my RHI! * Visual Verification: If the build fails on your hardware, simply watch the YouTube Walkthrough Video linked below. It contains the full visual proof of the engine running, rendering, and functioning on the native development machine. link -> https://youtu.be/CHDIU61auYo
-> I built the Unhuman Engine (UHE) a high-performance, custom 3D game engine written entirely from scratch in C++. It features a custom Vulkan rendering pipeline, Jolt Physics integration, and a 3D spatial audio system using miniaudio. Alongside the engine, I built a fully playable “Aim Lab” style 3D shooter game to showcase its capabilities, complete with skeletal animations, recoil mechanics, and a robust entity component system (ECS). -> Building a Vulkan renderer from the ground up is notoriously difficult due to how explicit the API is. Getting the Vulkan swapchains, descriptors, and framebuffers perfectly synchronized was a massive hurdle. Beyond rendering, building the virtual file system (VFS) to correctly resolve asset paths across different platforms (Linux native and Windows via Wine) required a lot of trial and error, as did managing multithreaded memory cleanup for the audio subsystem to prevent Because of the custom Vulkan architecture and strict C++ optimizations, the game hits 900+ FPS in release builds, even on integrated graphics! the custom pixel-perfect 3D entity picking system we built using Vulkan framebuffers (instead of relying on standard physics raycasting). Finally, the engine architecture is scalable enough that it’s not just for games—it’s designed to handle heavy robotics and autonomous vehicle simulations in the engine . -> The engine supports both Linux and Windows to play the game, just run the UHEGAME executable inside the bin folder. Important: Make sure the assets folder (which contains the 3D models and audio files) is sitting right next to the executable in the same directory, otherwise the game will fall back to a safe mode. Controls: Use your mouse to aim, Left Click to shoot the targets, and press ‘R’ to reload the animated 3D pistol also i write it too big bcuz last time many people said they don’t understand what i did . about running it u can run it in windows and linux both see window build and linux build there to work able excutable file one is uhegame.exe and uhe_editor.exe one is game and other is editor https://github.com/rajaryan2007/UNHUMAN/releases/tag/alpha i will improve the game as time goes i just st with vulkan and other if u have any problem u can ask here https://github.com/rajaryan2007/UNHUMAN/issues if still don’t understand don’t rate down read or search or just read devlog and understand instead of low rating thankyou :)
i just finally done all thing like stable etc . and search of all libs etc so can really work making really good engine i add milestone etc . u can still test project tho but it will just artitacture doc change and some sync bug fix . other then that i add milestone so i can work on that now but i 19 now today so my hackclub will get end so i just ship to info that . devlog is end but i will continue to work on this engine bcuz it been like year since i st working on it already so anyway . and anything u wanna know u can check my project issues and roadmap
last ship in hackclub bcuz i turn 19 bye : )...
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My awesome macropad! by @Solace | Stardance
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Untitled by @Zdude | Stardance
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My first slack bot! by @bikes6767 | Stardance
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Modular KTANE by @crashandburn001 | Stardance
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Title: Modular KTANE by @crashandburn001 | Stardan Title: Modular KTANE by @crashandburn001 | Stardance...
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<img> by @CY3er | Stardance
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Garrys Mod Lua Addon by @SuperCharged | Stardance
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My first slack bot! by @Zdude | Stardance
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My first slack bot! by @thewildchip | Stardance
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wifi controlled led by @thewildchip | Stardance
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[{"post_id": 17254, "ts": "202 [{"post_id": 17254, "ts": "2026-06-27T23:36:56Z", "hours": 1.0953, "text": "wifi controlled led - first real hardware project :)"}]...
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Title: wifi controlled led by @thewildchip | Stard Title: wifi controlled led by @thewildchip | Stardance
Devlogs:
wifi controlled led - first real hardware project :)...
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Untitled project by @fenix71231 | Stardance
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[{"post_id": 2392, "ts": "2026 [{"post_id": 2392, "ts": "2026-06-04T20:57:38Z", "hours": 2.0953, "text": "I created a basic transformer model for the classification task and started working on training it. I need to think about what augmentations to use on the training set. Also I need to find a way to balance the dataset (I am using the FMA medium dataset). The problem is that there is a class (Rock music) that has much more samples, than all of the other classes combined. I need to find a way, to balance this, because right now the model learns only to always predict the rock class."}, {"post_id": 1462, "ts": "2026-06-03T14:49:12Z", "hours": 1.2914, "text": "I downloaded the dataset and made a simple dataset class. I got rid of empty or broken samples and made a graph which genre / number of samples"}, {"post_id": 1366, "ts": "2026-06-03T11:11:10Z", "hours": 0.5639, "text": "I am working on an AI model, that given the songs waveform or spectrogram, can detect what genre it belongs to."}]...
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Title: Untitled project by @fenix71231 | Stardance Title: Untitled project by @fenix71231 | Stardance
Devlogs:
I am working on an AI model, that given the songs waveform or spectrogram, can detect what genre it belongs to.
I downloaded the dataset and made a simple dataset class. I got rid of empty or broken samples and made a graph which genre / number of samples
I created a basic transformer model for the classification task and started working on training it. I need to think about what augmentations to use on the training set. Also I need to find a way to balance the dataset (I am using the FMA medium dataset). The problem is that there is a class (Rock music) that has much more samples, than all of the other classes combined. I need to find a way, to balance this, because right now the model learns only to always predict the rock class....
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My awesome macropad! by @bikes6767 | Stardance
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A game by @hareef | Stardance
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Title: A game by @hareef | Stardance
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My first slack bot! by @hareef | Stardance
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My awesome macropad! by @justaraincloud | Stardanc My awesome macropad! by @justaraincloud | Stardance...
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Title: My awesome macropad! by @justaraincloud | S Title: My awesome macropad! by @justaraincloud | Stardance...
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TariqGPT Website by @yumorange | Stardance
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yumorange
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T21:17:40Z", "hours": 14.0, "multiplier": 4.59, "payout": 65, "blessing": "neutral", "text": "Tariq’s progress has come another step further! We’re trying new ways of developing the model to make him faster, which has been challenging due to model keys being stupidly hard with pytorch. If you want to get the full out of testing tariq, you should know these things: Tokens - They control how many characters/words tariq is able to use, in a sense, a token equals 1 of anything in his vocabulary Temp - controls tariq’s probabilities, how often he will decide against his training data, a good number for this is 0.8. saving - Although there is sessions, saving is not automatic, you must locally save your tariq conversations- and hey if you get a funny conversation, maybe share it with others!", "repo": "https://github.com/orangeTasteYummers/TariqGPTWebsite", "demo": "https://tariqgpt.duckdns.org"}, {"ship_num": 2, "ts": "2026-06-03T19:47:51Z", "hours": 2.0, "multiplier": 4.97, "payout": 12, "blessing": "neutral", "text": "Tariq Website that contains info on Tariq and allows you to talk to his models! (Models made by me and @poopypants on github). AI was used ONLY for help during debugging, helping to set up model_interpreter, and for info on different way to implement something I didn’t already know how to do.", "repo": "https://github.com/orangeTasteYummers/TariqGPTWebsite", "demo": "https://tariqgpt.duckdns.org"}]...
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[{"post_id": 24348, "ts": "202 [{"post_id": 24348, "ts": "2026-07-07T21:11:21Z", "hours": 2.1144, "text": "More fixing again we tried to fix the next tt model, but yet again model keys screw me over and now I have to figure that out, regardless it’s really close to coming together and I’m just going to ship the project for now since so much has been done since the first ship anyway."}, {"post_id": 13905, "ts": "2026-06-22T20:03:16Z", "hours": 1.68, "text": "UI Update I moved the bot settings into a menu, which you can open by pressing the “settings” button above the input box. (volume temp tokens etc.) Fixed some major bugs that happen during first time set up, and fixed that weird bug for creating new sessions where the exp time was undefined/null. Overall not a whole lot but I really like how this looks on mobile now!"}, {"post_id": 9470, "ts": "2026-06-15T20:30:05Z", "hours": 6.5061, "text": "This update was really not that much for what I did. I decided to add session keys with cookies on the website, just incase for features later when this gets pushed as a mobile app or other format, it also tracks data like device type. I used SQLite for my db, and it was very fun to setup and make work with my server! sessions last 3 days and I plan to do SOMETHING with this in the future, especially when I start working in xcode on my macbook. Quick list of what I did: even MORE ui fixes Sessions that last 3 days (also tracks device type) Sqlite sessions.db so i can add data on users. Added a single fact to tariq Quick list of what I wanna do: Add a settings button instead of the cluttered menu above the text bar Update the readme to be a little more detailed and maybe have better instructions. New page? MAYBE add limited chat saving online for the published site? Below is an example session row: (ip will be changed to local location most likely or local location will be added ex: united states or canada)"}, {"post_id": 5210, "ts": "2026-06-08T22:22:01Z", "hours": 1.1786, "text": "Tariq GPT update I’m proud to say I was able to really quickly make the ui accessible to all devices with access to a network and browser without weird visual bugs! This should have been done sooner but I procrastinated it and I finally did it today and it was really easy, here are the changes: changed sizing for elements to fix overflow on mobile made side bar a collapsible overlay instead of part of the container flex fixed button icons to do: Fix Tsundere Tariq"}, {"post_id": 2452, "ts": "2026-06-04T23:03:47Z", "hours": 2.7497, "text": "Tariq GPT changes Updated Info page with a fun facts section (with a refresh button), and a “how it started” section (to be written still) Changed volume bar not to go crazy for no reason Changed volume bar’s appearance Tariq will no long speak automatically Added more css animations Changed some text to tabler icons Things to fix/add: Tsundere tariq 1.1 is bugged as hell so he isn’t up there right now. Make the website work well on mobile Make the side bar collapsable"}, {"post_id": 1653, "ts": "2026-06-03T19:43:19Z", "hours": 1.3117, "text": "Finished styling about page and added back button. I also added new entries."}, {"post_id": 1166, "ts": "2026-06-03T00:39:49Z", "hours": 1.1025, "text": "added tusndere tariq, started on info page (some info was added but no css) and fixed a lot of stuff wrong with github"}]...
|
Title: TariqGPT Website by @yumorange | Stardance
Title: TariqGPT Website by @yumorange | Stardance
Devlogs:
added tusndere tariq, started on info page (some info was added but no css) and fixed a lot of stuff wrong with github
Finished styling about page and added back button. I also added new entries.
Tariq GPT changes Updated Info page with a fun facts section (with a refresh button), and a “how it started” section (to be written still) Changed volume bar not to go crazy for no reason Changed volume bar’s appearance Tariq will no long speak automatically Added more css animations Changed some text to tabler icons Things to fix/add: Tsundere tariq 1.1 is bugged as hell so he isn’t up there right now. Make the website work well on mobile Make the side bar collapsable
Tariq GPT update I’m proud to say I was able to really quickly make the ui accessible to all devices with access to a network and browser without weird visual bugs! This should have been done sooner but I procrastinated it and I finally did it today and it was really easy, here are the changes: changed sizing for elements to fix overflow on mobile made side bar a collapsible overlay instead of part of the container flex fixed button icons to do: Fix Tsundere Tariq
This update was really not that much for what I did. I decided to add session keys with cookies on the website, just incase for features later when this gets pushed as a mobile app or other format, it also tracks data like device type. I used SQLite for my db, and it was very fun to setup and make work with my server! sessions last 3 days and I plan to do SOMETHING with this in the future, especially when I start working in xcode on my macbook. Quick list of what I did: even MORE ui fixes Sessions that last 3 days (also tracks device type) Sqlite sessions.db so i can add data on users. Added a single fact to tariq Quick list of what I wanna do: Add a settings button instead of the cluttered menu above the text bar Update the readme to be a little more detailed and maybe have better instructions. New page? MAYBE add limited chat saving online for the published site? Below is an example session row: (ip will be changed to local location most likely or local location will be added ex: united states or canada)
UI Update I moved the bot settings into a menu, which you can open by pressing the “settings” button above the input box. (volume temp tokens etc.) Fixed some major bugs that happen during first time set up, and fixed that weird bug for creating new sessions where the exp time was undefined/null. Overall not a whole lot but I really like how this looks on mobile now!
More fixing again we tried to fix the next tt model, but yet again model keys screw me over and now I have to figure that out, regardless it’s really close to coming together and I’m just going to ship the project for now since so much has been done since the first ship anyway.
Ships:
Tariq Website that contains info on Tariq and allows you to talk to his models! (Models made by me and @poopypants on github). AI was used ONLY for help during debugging, helping to set up model_interpreter, and for info on different way to implement something I didn’t already know how to do.
Tariq’s progress has come another step further! We’re trying new ways of developing the model to make him faster, which has been challenging due to model keys being stupidly hard with pytorch. If you want to get the full out of testing tariq, you should know these things: Tokens - They control how many characters/words tariq is able to use, in a sense, a token equals 1 of anything in his vocabulary Temp - controls tariq’s probabilities, how often he will decide against his training data, a good number for this is 0.8. saving - Although there is sessions, saving is not automatic, you must locally save your tariq conversations- and hey if you get a funny conversation, maybe share it with others!...
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1793138362.3148432
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1793224762.3148432
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2893
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Pocket Civilizations by @jerrymao309 | Stardance
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jerrymao309
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0
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0.0
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0
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[]
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[]
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Title: Pocket Civilizations by @jerrymao309 | Star Title: Pocket Civilizations by @jerrymao309 | Stardance...
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1793224193.3641446
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1793828993.3641446
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2892
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AI Meditations by @Reece | Stardance
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Reece
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0
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0.0
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0
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[]
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[]
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Title: AI Meditations by @Reece | Stardance
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1793256642.7141142
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1793861442.7141142
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2891
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Bird Web Page by @SniperShot8913 | Stardance
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SniperShot8913
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0
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1.05
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0
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[]
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[{"post_id": 519, "ts": "2026- [{"post_id": 519, "ts": "2026-06-02T00:10:37Z", "hours": 1.0469, "text": "just finished the top of the page and the first state"}]...
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Title: Bird Web Page by @SniperShot8913 | Stardanc Title: Bird Web Page by @SniperShot8913 | Stardance
Devlogs:
just finished the top of the page and the first state...
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1792623052.0722969
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1793227852.0722969
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2890
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Simple html helper page! by @kewlcactus13 | Starda Simple html helper page! by @kewlcactus13 | Stardance...
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kewlcactus13
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1
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1.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T01:42:35Z", "hours": 1.0, "multiplier": 1.33, "payout": 1, "blessing": "neutral", "text": "Ive made a simple html helper for super basic html tags!", "repo": "https://github.com/kewlcactus13-arch/HTML-Helper", "demo": "https://kewlcactus13-arch.github.io/HTML-Helper/"}]...
|
[{"post_id": 24476, "ts": "202 [{"post_id": 24476, "ts": "2026-07-08T01:41:34Z", "hours": 0.5464, "text": "changed the background and added some more tips!"}, {"post_id": 10546, "ts": "2026-06-17T09:59:07Z", "hours": 0.5667, "text": "Created a basic page with CSS and some info"}]...
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Title: Simple html helper page! by @kewlcactus13 | Title: Simple html helper page! by @kewlcactus13 | Stardance
Devlogs:
Created a basic page with CSS and some info
changed the background and added some more tips!
Ships:
Ive made a simple html helper for super basic html tags!...
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1793138158.4899418
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1793224558.4899418
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2889
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Linux-looking macropad? by @Krupam | Stardance
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Krupam
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0
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24.7
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0
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[]
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[{"post_id": 76285, "ts": "202 [{"post_id": 76285, "ts": "2026-10-03T02:37:31Z", "hours": 0.7833, "text": "Final Devlog Before Ship Hey guys! I am so excited to get this macropad built. I finished setting up the gihub repo and added pictures and I am going to submit my design for review. Wish me Luck!!!"}, {"post_id": 76276, "ts": "2026-10-03T01:44:06Z", "hours": 1.7667, "text": "Prepare for Shipping CAD: Man this project has taught me how much I hate fusion 😭. But I had to learn it eventually right? I added a 45 degree one inch feet to match with my keyboard. I also added small insert holes for me to put rubber feet (or more realistically hot glue). PCB: I spent some time error checking and making the pcb production ready. I created my own footprint for the XAOI to get it to fit on my pcb. I wanted the USB to stick out to reduce the length of cable required to go in. Github: I started putting all of the files on GitHub, check it out! My Github"}, {"post_id": 69821, "ts": "2026-09-17T20:59:15Z", "hours": 11.4175, "text": "Case work! Hey hey hey, I know it has been like three months but I can explain… Why so long? Well to be honest, I do NOT like fusion. I hate geometry and by extension cad. This project is my first time ever doing it so it took a lot of youtube videos, advise, and procrastination to get here. The Case: The case is pretty simple, it has the top piece with cutouts for the OLED, rotary encoder, keys, as well as holes for the LEDs to shine through. (I will fillet everything at the end) It also has holes for the heat inserts to melt into. The bottom case has the actual walls of the case, holes for the screws, standoffs for the pcb, as well as the USB C cutout. This is definitely not my cup of tea, so please let me know if anyone has any ideas."}, {"post_id": 16472, "ts": "2026-06-26T20:22:38Z", "hours": 1.7167, "text": "Fusion! Started making the case for my macropad"}, {"post_id": 14542, "ts": "2026-06-23T18:09:09Z", "hours": 3.6967, "text": "FINALLY! I finished writing all of the code for my macropad today. (I love procrastinating Fusion :) The macropad has a couple of functions. The rotary encoder will switch the layers on KMK. (0-2 right now but planned expansion to 0-4) The leds will light up according to the layer as well as all change color. The oled screen (up top) will display the current layer, an image, and the functions on the layer. On each layer the 4 different keys will do different functions They are as such: Copy, Paste, Redo, and redo. CTRL + F, clipboard, File explorer, and Screenshot. Pause/unpause, mute/unmute discord mic, defen discord, mute pc."}, {"post_id": 3939, "ts": "2026-06-07T02:08:30Z", "hours": 1.2417, "text": "PCB TIME I just finished my design for my pcb and started learning fusion. Yikes ;) Let me know how this looks"}, {"post_id": 1685, "ts": "2026-06-03T20:46:14Z", "hours": 4.0792, "text": "MacroPad Schematic Plan"}]...
|
Title: Linux-looking macropad? by @Krupam | Starda Title: Linux-looking macropad? by @Krupam | Stardance
Devlogs:
MacroPad Schematic Plan
PCB TIME I just finished my design for my pcb and started learning fusion. Yikes ;) Let me know how this looks
FINALLY! I finished writing all of the code for my macropad today. (I love procrastinating Fusion :) The macropad has a couple of functions. The rotary encoder will switch the layers on KMK. (0-2 right now but planned expansion to 0-4) The leds will light up according to the layer as well as all change color. The oled screen (up top) will display the current layer, an image, and the functions on the layer. On each layer the 4 different keys will do different functions They are as such: Copy, Paste, Redo, and redo. CTRL + F, clipboard, File explorer, and Screenshot. Pause/unpause, mute/unmute discord mic, defen discord, mute pc.
Fusion! Started making the case for my macropad
Case work! Hey hey hey, I know it has been like three months but I can explain… Why so long? Well to be honest, I do NOT like fusion. I hate geometry and by extension cad. This project is my first time ever doing it so it took a lot of youtube videos, advise, and procrastination to get here. The Case: The case is pretty simple, it has the top piece with cutouts for the OLED, rotary encoder, keys, as well as holes for the LEDs to shine through. (I will fillet everything at the end) It also has holes for the heat inserts to melt into. The bottom case has the actual walls of the case, holes for the screws, standoffs for the pcb, as well as the USB C cutout. This is definitely not my cup of tea, so please let me know if anyone has any ideas.
Prepare for Shipping CAD: Man this project has taught me how much I hate fusion 😭. But I had to learn it eventually right? I added a 45 degree one inch feet to match with my keyboard. I also added small insert holes for me to put rubber feet (or more realistically hot glue). PCB: I spent some time error checking and making the pcb production ready. I created my own footprint for the XAOI to get it to fit on my pcb. I wanted the USB to stick out to reduce the length of cable required to go in. Github: I started putting all of the files on GitHub, check it out! My Github
Final Devlog Before Ship Hey guys! I am so excited to get this macropad built. I finished setting up the gihub repo and added pictures and I am going to submit my design for review. Wish me Luck!!!...
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1792730933.2185411
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1793335733.2185411
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2888
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CRISPRGenieLAB by @danpan | Stardance
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danpan
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0
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0.0
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0
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[]
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[]
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Title: CRISPRGenieLAB by @danpan | Stardance
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1792889560.0775938
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1793753560.0775938
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2887
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Station F by @Sas | Stardance
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Sas
|
0
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11.39
|
0
|
[]
|
[{"post_id": 9126, "ts": "2026 [{"post_id": 9126, "ts": "2026-06-15T08:32:13Z", "hours": 1.5653, "text": "I made a dialogue system! It’s a mess of Booleans i definitely need to clean up, and only works with one person, and needs some aesthetic work (everything does, its fine i have time) but it works! Broke quite a few times in testing (managed to break the players movement at one point, that was a doozy) but now the player can talk to themselves when they enter certain rooms for the first time. I also added a new font from itch.io because the base godot one’s suck."}, {"post_id": 5506, "ts": "2026-06-09T09:46:37Z", "hours": 2.1314, "text": "So apparently i lied about not being bothered to add in the wall-push, because i did that today. I also found a tileset i really like, but it doesn’t have corners that look great when connecting hallways so idk if i will use it :[[[[. its tile size also means that godots autotile doesn’t work, so i spent a solid half an hour just making it snap to the grid properly. Because the wall push moves you towards your mouse, but the gun recoil pushes you away from it, i decided to add a little arrow that shows you your next movement. Suprisingly, this was significantly harder than making the wall jump/push itself as the godot forums really didn’t want to tell me how to flip an angle. I still don’t know how, i’m just recreating the players velocity calculations except i don’t invert it so shows the actual right direction. as with everything, it’ll eventually look good, but two godot icons will have to do for now. Here’s me testing a room with the new tileset and arrow :]. next up, im gonna add a background and then… well whatever i say im gonna do im just gonna get sidetracked and do something else."}, {"post_id": 4774, "ts": "2026-06-08T08:20:06Z", "hours": 0.5197, "text": "Didn’t do much today but wanted to get some time logged. also want to use this devlog and devlogs beyond it as a place to write ideas. I made a bunch more areas, and made the map feel much more connected overall. Because of the whole rooms exploding thing, i want most rooms to have at least 2 connections, so that exploding one room doesn’t lock you out of progressing unless you explode a few more. this map isn’t done, I want it to be at least twice this size, but this is good enough for now. An issue I’m definitely going to run into is trying to the get rooms to have different purposes once i get to making more rooms. The bottom section of the map is a living area where i can put a buncha bedrooms, but i have no clue what rooms are in a spaceship. Ive got a laboratory, an engine room, living space, bedrooms, galley, armory, wing, workshop, and i’m running out of ideas. I also think i would be fun for the final room to be the cockpit, so that’s taken. As for next steps, the map is feels sprawling and connected but it’s also very same-y. I wanna add some stuff into the rooms, a system that lets the player mark where they’ve been, and hollow knight style shortcuts to reward exploration. I also have this idea in my head that i have no clue if i can be bothered implement, where instead of bouncing on walls you stick to them and can push off them without using up any shots. It makes the tight hallways actually playable, but i have fun ideas about story and giving the main character dialogue when it enters certain rooms as little story hints that I wanna do first. I’m not super happy with the size compared to the player, but that’s an easy fix. Here’s the new layout after the great version purge."}, {"post_id": 3927, "ts": "2026-06-07T01:30:07Z", "hours": 0.7825, "text": "Very proud to say im back where i was like an hour ago. mostly. I stil lost all those levels i made, the levels look a lil wrong and they have no tiles or anything, and the lighting is gone, but other than that the rest has been restored. Having learnt the hard way, ive made a github repository."}, {"post_id": 3902, "ts": "2026-06-07T00:27:16Z", "hours": 1.2886, "text": "I was working on the tilemap and UI and both decided to just, like, die. I spent ages making UI and tilemaps, exit godot to add a devlog, popups come up saying that the files have been edited externally, i press idnore, it just keeps popping up, i press load file from disk, it turns the nodes into copies of the player for some reason. I didn’t touch my files, it just did that. Its not like ive made no progress anywhere, i made much better room detection system and all the scripts were unaffected, buts its super frustrating to spend 30 minutes drawing out tiles to have all of them deleted. I’ve tried reverting files, but nothing working. Long story short, 1 step forward 2 steps backwards."}, {"post_id": 2014, "ts": "2026-06-04T09:16:30Z", "hours": 1.7586, "text": "Got it to count down the number of hits needed for individual rooms. still doesn’t do anything, but i have all the code to detect it."}, {"post_id": 1070, "ts": "2026-06-02T21:42:24Z", "hours": 0.6378, "text": "tried to get the collision on the level working so that it actually does something if you shoot too many times. Couldn’t get it to work today, but i think i know how to fix it next time."}, {"post_id": 679, "ts": "2026-06-02T07:26:07Z", "hours": 2.7056, "text": "Started making the first level and got the movement working. Also added lighting for fun. Next steps are to add an actual objective (Enemies or sections designed to be tough with the movement)"}]...
|
Title: Station F by @Sas | Stardance
Devlogs:
Sta Title: Station F by @Sas | Stardance
Devlogs:
Started making the first level and got the movement working. Also added lighting for fun. Next steps are to add an actual objective (Enemies or sections designed to be tough with the movement)
tried to get the collision on the level working so that it actually does something if you shoot too many times. Couldn’t get it to work today, but i think i know how to fix it next time.
Got it to count down the number of hits needed for individual rooms. still doesn’t do anything, but i have all the code to detect it.
I was working on the tilemap and UI and both decided to just, like, die. I spent ages making UI and tilemaps, exit godot to add a devlog, popups come up saying that the files have been edited externally, i press idnore, it just keeps popping up, i press load file from disk, it turns the nodes into copies of the player for some reason. I didn’t touch my files, it just did that. Its not like ive made no progress anywhere, i made much better room detection system and all the scripts were unaffected, buts its super frustrating to spend 30 minutes drawing out tiles to have all of them deleted. I’ve tried reverting files, but nothing working. Long story short, 1 step forward 2 steps backwards.
Very proud to say im back where i was like an hour ago. mostly. I stil lost all those levels i made, the levels look a lil wrong and they have no tiles or anything, and the lighting is gone, but other than that the rest has been restored. Having learnt the hard way, ive made a github repository.
Didn’t do much today but wanted to get some time logged. also want to use this devlog and devlogs beyond it as a place to write ideas. I made a bunch more areas, and made the map feel much more connected overall. Because of the whole rooms exploding thing, i want most rooms to have at least 2 connections, so that exploding one room doesn’t lock you out of progressing unless you explode a few more. this map isn’t done, I want it to be at least twice this size, but this is good enough for now. An issue I’m definitely going to run into is trying to the get rooms to have different purposes once i get to making more rooms. The bottom section of the map is a living area where i can put a buncha bedrooms, but i have no clue what rooms are in a spaceship. Ive got a laboratory, an engine room, living space, bedrooms, galley, armory, wing, workshop, and i’m running out of ideas. I also think i would be fun for the final room to be the cockpit, so that’s taken. As for next steps, the map is feels sprawling and connected but it’s also very same-y. I wanna add some stuff into the rooms, a system that lets the player mark where they’ve been, and hollow knight style shortcuts to reward exploration. I also have this idea in my head that i have no clue if i can be bothered implement, where instead of bouncing on walls you stick to them and can push off them without using up any shots. It makes the tight hallways actually playable, but i have fun ideas about story and giving the main character dialogue when it enters certain rooms as little story hints that I wanna do first. I’m not super happy with the size compared to the player, but that’s an easy fix. Here’s the new layout after the great version purge.
So apparently i lied about not being bothered to add in the wall-push, because i did that today. I also found a tileset i really like, but it doesn’t have corners that look great when connecting hallways so idk if i will use it :[[[[. its tile size also means that godots autotile doesn’t work, so i spent a solid half an hour just making it snap to the grid properly. Because the wall push moves you towards your mouse, but the gun recoil pushes you away from it, i decided to add a little arrow that shows you your next movement. Suprisingly, this was significantly harder than making the wall jump/push itself as the godot forums really didn’t want to tell me how to flip an angle. I still don’t know how, i’m just recreating the players velocity calculations except i don’t invert it so shows the actual right direction. as with everything, it’ll eventually look good, but two godot icons will have to do for now. Here’s me testing a room with the new tileset and arrow :]. next up, im gonna add a background and then… well whatever i say im gonna do im just gonna get sidetracked and do something else.
I made a dialogue system! It’s a mess of Booleans i definitely need to clean up, and only works with one person, and needs some aesthetic work (everything does, its fine i have time) but it works! Broke quite a few times in testing (managed to break the players movement at one point, that was a doozy) but now the player can talk to themselves when they enter certain rooms for the first time. I also added a new font from itch.io because the base godot one’s suck....
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1792633768.1095676
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1793238568.1095676
|