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2436
|
My first slack bot! by @satxtornado | Stardance
|
satxtornado
|
0
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0.0
|
0
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[]
|
[]
|
Title: My first slack bot! by @satxtornado | Stard Title: My first slack bot! by @satxtornado | Stardance...
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1792565691.130217
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1793170491.130217
|
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2435
|
Magic Docs by @covell_bernstein | Stardance
|
covell_bernstein
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Magic Docs by @covell_bernstein | Stardance
|
1792713006.0901763
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1793317806.0901763
|
|
2434
|
Glide by @pranay | Stardance
|
pranay
|
0
|
5.31
|
0
|
[]
|
[{"post_id": 63657, "ts": "202 [{"post_id": 63657, "ts": "2026-09-07T16:13:19Z", "hours": 0.8533, "text": "Devlog 03 Ok, it’s been so long (school takes up too much time). Despite that time, this is a really short devlog. Updates We have a mockup for the UI that we want the app to have. Now, the mockup (since AI made it) focuses a bit too much on just tasks, but the app will be a notes app; just wanted to make sure that was clear. These colors aren’t finalized and neither is the UI, but the design is what we think would work best for our app. The mockup is attached as a picture. Feedback If you guys have any feedback on the UI or just features you want to see in the app (description of app is in the first devlog), you guys can post comments here or add a suggestion on Github: https://github.com/get-glide/Glide-Mac/discussions/9 . Thanks for reading and have a great day!"}, {"post_id": 40495, "ts": "2026-08-04T01:59:56Z", "hours": 2.9492, "text": "Devlog 02 Still the same basic editor as last time, but we are working on UI design right now. We should have a somewhat decided design in a couple of days. More parsing stuff Anyway, I got markdown header formatting working in the app (you can’t notice a difference visually, but the app knows whether you want a # or ## header now). Now, the plan is to work on getting inline formatting to work ( bold , italics , etc). Dates and moving tasks to different days For being able to have a task repeat weekly, the app needs to be aware of the original day that the task was created on. To do this (as you can see in the image), every task gets a @created (yyyy-mm-dd) tag. The other tag you see in the image ( @carried ) means that task was procrastinated on and got moved to the next day or postponed to some other time. Side note Maybe it’s just me, but the git integration in Xcode is confusing. I may or may not have had to redo some code and that is why this devlog has so much time on it. I’ll make sure that my future devlogs aren’t this unproductive when it comes to actually making features. Thanks for reading my devlog and have an amazing day!!"}, {"post_id": 30796, "ts": "2026-07-18T18:02:59Z", "hours": 1.5114, "text": "Devlog 01 What is Glide? Glide is a Mac note-taking/task planner app built for students. You take notes and create tasks by typing things like “9:00 [] Integral rules homework @daily .” The tasks are then parsed live into a clean, structured timeline. In the future, we want to make an iOS app, add sync, and more features that will help students. Also, I’m making this app with @aarnav_sharma and @harieshkarth . Why Glide? Every other note-taking app that we’ve tried is either overwhelming or missing features students (like us) would want. Glide is our attempt to fix that. What I did in these 90 minutes Now that you guys have some content on the app. So far, I’ve made a basic window so that I can on the line parsing stuff. The images attached show you what the line parsing (as of right now) is doing."}]...
|
Title: Glide by @pranay | Stardance
Devlogs:
Devl Title: Glide by @pranay | Stardance
Devlogs:
Devlog 01 What is Glide? Glide is a Mac note-taking/task planner app built for students. You take notes and create tasks by typing things like “9:00 [] Integral rules homework @daily .” The tasks are then parsed live into a clean, structured timeline. In the future, we want to make an iOS app, add sync, and more features that will help students. Also, I’m making this app with @aarnav_sharma and @harieshkarth . Why Glide? Every other note-taking app that we’ve tried is either overwhelming or missing features students (like us) would want. Glide is our attempt to fix that. What I did in these 90 minutes Now that you guys have some content on the app. So far, I’ve made a basic window so that I can on the line parsing stuff. The images attached show you what the line parsing (as of right now) is doing.
Devlog 02 Still the same basic editor as last time, but we are working on UI design right now. We should have a somewhat decided design in a couple of days. More parsing stuff Anyway, I got markdown header formatting working in the app (you can’t notice a difference visually, but the app knows whether you want a # or ## header now). Now, the plan is to work on getting inline formatting to work ( bold , italics , etc). Dates and moving tasks to different days For being able to have a task repeat weekly, the app needs to be aware of the original day that the task was created on. To do this (as you can see in the image), every task gets a @created (yyyy-mm-dd) tag. The other tag you see in the image ( @carried ) means that task was procrastinated on and got moved to the next day or postponed to some other time. Side note Maybe it’s just me, but the git integration in Xcode is confusing. I may or may not have had to redo some code and that is why this devlog has so much time on it. I’ll make sure that my future devlogs aren’t this unproductive when it comes to actually making features. Thanks for reading my devlog and have an amazing day!!
Devlog 03 Ok, it’s been so long (school takes up too much time). Despite that time, this is a really short devlog. Updates We have a mockup for the UI that we want the app to have. Now, the mockup (since AI made it) focuses a bit too much on just tasks, but the app will be a notes app; just wanted to make sure that was clear. These colors aren’t finalized and neither is the UI, but the design is what we think would work best for our app. The mockup is attached as a picture. Feedback If you guys have any feedback on the UI or just features you want to see in the app (description of app is in the first devlog), you guys can post comments here or add a suggestion on Github: https://github.com/get-glide/Glide-Mac/discussions/9 . Thanks for reading and have a great day!...
|
1793156152.2785394
|
1793760952.2785394
|
|
2433
|
My first slack bot! by @Dom | Stardance
|
Dom
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Dom | Stardance
|
1792788656.3473773
|
1793393456.3473773
|
|
2432
|
Eink Desk Hub by @Timhongphuc | Stardance
|
Timhongphuc
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Eink Desk Hub by @Timhongphuc | Stardance
|
1792716861.3184388
|
1793321661.3184388
|
|
2431
|
Love no matter what by @yose | Stardance
|
yose
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Love no matter what by @yose | Stardance
|
1793206155.1859405
|
1793810955.1859405
|
|
2430
|
Clock Web App by @akshayK | Stardance
|
akshayK
|
1
|
10.0
|
50
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-08T02:52:47Z", "hours": 10.0, "multiplier": 4.97, "payout": 50, "blessing": "neutral", "text": "I made a clock web app using HTML, JS and CSS. It has a real-time clock, stopwatch and timer. Overall, I think the project was pretty cool and turned out well, but I did face a lot of challenges along the way. For example, I was really struggling with the stopwatch part, because no matter what I changed in the code, the time would either not change, the browser would freeze, or the time would have some extra zeros. I ended up learning CSS for this project, and I found it really fun to implement the color theme and the animations to the buttons. This project has taught me a lot about Javascript time control and CSS. Hope you like my project! -Akshay K", "repo": "https://github.com/AkshayK-960/Clock-Web-App/", "demo": "https://akshayk-960.github.io/Clock-Web-App/"}]...
|
[{"post_id": 4680, "ts": "2026 [{"post_id": 4680, "ts": "2026-06-08T02:37:35Z", "hours": 7.6933, "text": "Devlog #2 This is my second devlog for this project; I now finished implementing the code for the Timer portion and fixed some logic errors which were stopping my stopwatch from running correctly. I also learned CSS to add to the project to make it look polished. (I decided to give it a dark purple theme like dracula) Overall, this was difficult for me but I think it came out pretty well in the end. :)"}, {"post_id": 1054, "ts": "2026-06-02T21:13:05Z", "hours": 2.3611, "text": "Devlog # 1 This is my first project, and I am working on a clock website where you can check the time, set a stopwatch and timer (and maybe a Pomodoro timer). Coding it wan’t too much of a challenge, but I struggled getting the stopwatch to work; when I clicked stop, it kept running in the background so the time would keep going when I clicked start again. Also, I’m not very good at CSS, so it might be a challenge to get the program to look polished😅"}]...
|
Title: Clock Web App by @akshayK | Stardance
Devl Title: Clock Web App by @akshayK | Stardance
Devlogs:
Devlog # 1 This is my first project, and I am working on a clock website where you can check the time, set a stopwatch and timer (and maybe a Pomodoro timer). Coding it wan’t too much of a challenge, but I struggled getting the stopwatch to work; when I clicked stop, it kept running in the background so the time would keep going when I clicked start again. Also, I’m not very good at CSS, so it might be a challenge to get the program to look polished😅
Devlog #2 This is my second devlog for this project; I now finished implementing the code for the Timer portion and fixed some logic errors which were stopping my stopwatch from running correctly. I also learned CSS to add to the project to make it look polished. (I decided to give it a dark purple theme like dracula) Overall, this was difficult for me but I think it came out pretty well in the end. :)
Ships:
I made a clock web app using HTML, JS and CSS. It has a real-time clock, stopwatch and timer. Overall, I think the project was pretty cool and turned out well, but I did face a lot of challenges along the way. For example, I was really struggling with the stopwatch part, because no matter what I changed in the code, the time would either not change, the browser would freeze, or the time would have some extra zeros. I ended up learning CSS for this project, and I found it really fun to implement the color theme and the animations to the buttons. This project has taught me a lot about Javascript time control and CSS. Hope you like my project! -Akshay K...
|
1793080121.2162557
|
1793166521.2162557
|
|
2429
|
OddQuest Air by @airpod | Stardance
|
airpod
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: OddQuest Air by @airpod | Stardance
|
1792723776.0233395
|
1793328576.0233395
|
|
2428
|
My first slack bot! by @DonaA | Stardance
|
DonaA
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @DonaA | Stardance
|
1792565438.3823783
|
1793170238.3823783
|
|
2427
|
DISTORTION PEDAL by @Abii | Stardance
|
Abii
|
0
|
6.55
|
0
|
[]
|
[{"post_id": 29028, "ts": "202 [{"post_id": 29028, "ts": "2026-07-15T17:56:35Z", "hours": 2.4981, "text": "KICAD PCB design This was way harder than ltspice for me because i was still trying to navigate the software. A lot of time was spent on looking for the appropriate foot prints. I honestly don’t have much to say apart from needing to cleaning up the layouts. Next Action: I may take a break from Kicad and move on to fusion 360 . That would be better for figuring out what I want in my PCB design"}, {"post_id": 23570, "ts": "2026-07-06T16:35:49Z", "hours": 2.6506, "text": "2ND DISTORTION PEDAL DRAFT #devlog 2 My initial distortion circuit had lots of problems regarding simulating the waves as the out put of each stage did not give the desired shape. I had to go back to some youtube videos and some examples online to see what I could improve to my circuit, comparing the picture below to my previous devlog, you can see I made some major changes regarding the amplifier, clipping and tone control stages. NEXT STEP: I’m pretty confident in this schematic so next step would be designing the enclosure then the PCB"}, {"post_id": 18534, "ts": "2026-06-29T18:31:46Z", "hours": 1.4, "text": "DEVLOG #1 - initial draft of the schematic Hi 👋🏾, this is my first project and post and i wanted to share what i’ve done. A while ago, I expressed my interest in electronics and a friend had given me some good advice on separating my projects into stages to try and understand things better and it was definitely helpful. A distortion pedal usually amplifies your clean guitar signal and clips it which alters the sound. From what I’ve seen online, the main features of the distortion pedal includes: Gain control: controls how much the signal is altered Volume Control: Controls the output volume Tone Control: Controls specific pitches to make them softer or harder. These can all be altered using a standard potentiometer. For my schematic, I decided to break it into parts. POWER SUPPLY: I intend to use a standard 9V battery, however, this only pushes electricity to one direction in contrast to plugging it into an ac supply. Guitar signals are typically sine waves so they go above and below the 0V line. To prevent harsh clipping of the signal, the stage creates a virtual ground at 4.5V OFFSET CIRCUIT: This offsets the guitar signal so that 4.5V is the middle ground. This circuit prepares the tiny guitar signal for the amplification stage. 3.AMPLIFIER CIRCUIT: This is where the volume control happens, this stage amplifies the guitars signal so that it becomes easier to distort. This stage is defined by the inverting amplifier so changing the resistance of the potentiometer affects the gain. CLIPPING CIRCUIT: Two diodes pointing in opposite directions toward the ground act like the ceiling and floor. When an amplified guitar signal hits that stage, they get clipped at the top and bottom of the wave. This is supposed to turn the signal into a square like wave but i’m having trouble getting that ideal shape in the simulation. TONE CONTROL: The clipping stage produces a harsh and buzzy sound so the tone control circuit filters out the high frequencies so that the distorted signal sounds smooth. ROUGH COMPONENTS LIST Shottcky Diodes(may switch this out for a regular silicon diode) Resistors Capacitors OP07 operational amplifier 9V battery Potentiometer PROBLEMS AND THINGS TO WORK ON This is only a rough draft but my simulations don’t give me the ideal waveforms that I want so i need to play around with the values and arrangements of the circuit. My main problems are in the clipping and tone control stage as the output wave forms aren’t ideal. next actions: Work more on the schematic, start designing the enclosure, work on the actual pcb 👍🏾"}]...
|
Title: DISTORTION PEDAL by @Abii | Stardance
Devl Title: DISTORTION PEDAL by @Abii | Stardance
Devlogs:
DEVLOG #1 - initial draft of the schematic Hi 👋🏾, this is my first project and post and i wanted to share what i’ve done. A while ago, I expressed my interest in electronics and a friend had given me some good advice on separating my projects into stages to try and understand things better and it was definitely helpful. A distortion pedal usually amplifies your clean guitar signal and clips it which alters the sound. From what I’ve seen online, the main features of the distortion pedal includes: Gain control: controls how much the signal is altered Volume Control: Controls the output volume Tone Control: Controls specific pitches to make them softer or harder. These can all be altered using a standard potentiometer. For my schematic, I decided to break it into parts. POWER SUPPLY: I intend to use a standard 9V battery, however, this only pushes electricity to one direction in contrast to plugging it into an ac supply. Guitar signals are typically sine waves so they go above and below the 0V line. To prevent harsh clipping of the signal, the stage creates a virtual ground at 4.5V OFFSET CIRCUIT: This offsets the guitar signal so that 4.5V is the middle ground. This circuit prepares the tiny guitar signal for the amplification stage. 3.AMPLIFIER CIRCUIT: This is where the volume control happens, this stage amplifies the guitars signal so that it becomes easier to distort. This stage is defined by the inverting amplifier so changing the resistance of the potentiometer affects the gain. CLIPPING CIRCUIT: Two diodes pointing in opposite directions toward the ground act like the ceiling and floor. When an amplified guitar signal hits that stage, they get clipped at the top and bottom of the wave. This is supposed to turn the signal into a square like wave but i’m having trouble getting that ideal shape in the simulation. TONE CONTROL: The clipping stage produces a harsh and buzzy sound so the tone control circuit filters out the high frequencies so that the distorted signal sounds smooth. ROUGH COMPONENTS LIST Shottcky Diodes(may switch this out for a regular silicon diode) Resistors Capacitors OP07 operational amplifier 9V battery Potentiometer PROBLEMS AND THINGS TO WORK ON This is only a rough draft but my simulations don’t give me the ideal waveforms that I want so i need to play around with the values and arrangements of the circuit. My main problems are in the clipping and tone control stage as the output wave forms aren’t ideal. next actions: Work more on the schematic, start designing the enclosure, work on the actual pcb 👍🏾
2ND DISTORTION PEDAL DRAFT #devlog 2 My initial distortion circuit had lots of problems regarding simulating the waves as the out put of each stage did not give the desired shape. I had to go back to some youtube videos and some examples online to see what I could improve to my circuit, comparing the picture below to my previous devlog, you can see I made some major changes regarding the amplifier, clipping and tone control stages. NEXT STEP: I’m pretty confident in this schematic so next step would be designing the enclosure then the PCB
KICAD PCB design This was way harder than ltspice for me because i was still trying to navigate the software. A lot of time was spent on looking for the appropriate foot prints. I honestly don’t have much to say apart from needing to cleaning up the layouts. Next Action: I may take a break from Kicad and move on to fusion 360 . That would be better for figuring out what I want in my PCB design...
|
1792709337.4930487
|
1793314137.4930487
|
|
2426
|
My awesome macropad! by @sohamdev77 | Stardance
|
sohamdev77
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sohamdev77 | Stard Title: My awesome macropad! by @sohamdev77 | Stardance...
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1792615869.7828083
|
1793220669.7828083
|
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2425
|
My awesome macropad! by @tylerf | Stardance
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tylerf
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @tylerf | Stardance
|
1793137881.7200446
|
1793742681.7200446
|
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2424
|
My first slack bot! (yeah tring :/) by @Lunex | St My first slack bot! (yeah tring :/) by @Lunex | Stardance...
|
Lunex
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0
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0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! (yeah tring :/) by @Lun Title: My first slack bot! (yeah tring :/) by @Lunex | Stardance...
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1792594521.3989787
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1793199321.3989787
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2423
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Clanker Conundrum by @Jinsu | Stardance
|
Jinsu
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0
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0.0
|
0
|
[]
|
[]
|
Title: Clanker Conundrum by @Jinsu | Stardance
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1792666208.4448693
|
1793271008.4448693
|
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2422
|
My first slack bot! by @fatimah | Stardance
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fatimah
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0
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0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @fatimah | Stardance
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1792597913.8561184
|
1793202713.8561184
|
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2421
|
My awesome macropad! by @Antonovna | Stardance
|
Antonovna
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0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Antonovna | Starda Title: My awesome macropad! by @Antonovna | Stardance...
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1792561994.2605004
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1793166794.2605004
|
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2420
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My awesome macropad! by @fatimah | Stardance
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fatimah
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0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @fatimah | Stardanc Title: My awesome macropad! by @fatimah | Stardance...
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1793206525.0458918
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1793811325.0458918
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2419
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AI Agent by @mohnish | Stardance
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mohnish
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0
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0.0
|
0
|
[]
|
[]
|
Title: AI Agent by @mohnish | Stardance
|
1792587019.9865036
|
1793191819.9865036
|
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2418
|
Objection your Honour Remake by @Hridyansh | Stard Objection your Honour Remake by @Hridyansh | Stardance...
|
Hridyansh
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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: Objection your Honour Remake by @Hridyansh Title: Objection your Honour Remake by @Hridyansh | Stardance...
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1792691368.1243706
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1793296168.1243706
|
|
2417
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JJ by @chuku-N0 | Stardance
|
chuku-N0
|
0
|
0.39
|
0
|
[]
|
[{"post_id": 1409, "ts": "2026 [{"post_id": 1409, "ts": "2026-06-03T13:01:46Z", "hours": 0.3917, "text": "Spent some quality time building out a completely local, voice-activated desktop assistant. I was not able to log all of my time which is around 2 weeks of work because stardust didn’t start. The goal was speed, screen awareness, and an interface that doesn’t just sit there but actually feels alive. What’s working: Dual-Model Brains: Hooked up Ollama to dynamically switch models depending on the task. It defaults to a fast text model (mistral) for snappy voice conversations but instantly pivots to a vision model (llama3.2-vision) when triggered to inspect the screen. Eyes on the Desktop: Integrated real-time screenshot capturing using PyAutoGUI. If I ask “Jarvis, look at this,” it grabs the frame, pipes it to the vision model, and tells me what I’m looking at completely offline. Reactive Audio GUI: Built a CustomTkinter dark-themed interface featuring a central arc engine. It doesn’t just loop an animation; it parses live microphone input streams via sounddevice to pulse and flash dynamically based on my voice volume. Contextual YouTube & Notes Engine: Taught it to search YouTube, read the top three results via voice synthesis, and wait for contextual follow-ups (“open the second one”). It can also handle local Python file analysis and dynamic note-taking routines through a custom chunk-reading mechanism. Barge-In Interrupts: Implemented background thread monitoring so I can cut the AI off mid-speech or mid-thought with a quick phrase if it gets too chatty. N.B: if you have any improvements in mind I could add plz feel free"}]...
|
Title: JJ by @chuku-N0 | Stardance
Devlogs:
Spent Title: JJ by @chuku-N0 | Stardance
Devlogs:
Spent some quality time building out a completely local, voice-activated desktop assistant. I was not able to log all of my time which is around 2 weeks of work because stardust didn’t start. The goal was speed, screen awareness, and an interface that doesn’t just sit there but actually feels alive. What’s working: Dual-Model Brains: Hooked up Ollama to dynamically switch models depending on the task. It defaults to a fast text model (mistral) for snappy voice conversations but instantly pivots to a vision model (llama3.2-vision) when triggered to inspect the screen. Eyes on the Desktop: Integrated real-time screenshot capturing using PyAutoGUI. If I ask “Jarvis, look at this,” it grabs the frame, pipes it to the vision model, and tells me what I’m looking at completely offline. Reactive Audio GUI: Built a CustomTkinter dark-themed interface featuring a central arc engine. It doesn’t just loop an animation; it parses live microphone input streams via sounddevice to pulse and flash dynamically based on my voice volume. Contextual YouTube & Notes Engine: Taught it to search YouTube, read the top three results via voice synthesis, and wait for contextual follow-ups (“open the second one”). It can also handle local Python file analysis and dynamic note-taking routines through a custom chunk-reading mechanism. Barge-In Interrupts: Implemented background thread monitoring so I can cut the AI off mid-speech or mid-thought with a quick phrase if it gets too chatty. N.B: if you have any improvements in mind I could add plz feel free...
|
1793198882.595975
|
1793803682.595975
|
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2416
|
Humanoid Robot by @Lotzzy1 | Stardance
|
Lotzzy1
|
0
|
3.76
|
0
|
[]
|
[{"post_id": 26547, "ts": "202 [{"post_id": 26547, "ts": "2026-07-11T13:03:33Z", "hours": 3.3447, "text": "I’m working on my humanoid robot project to make it seem more friendly and humanlike. I have added a few new animations. For example in the picture that would be the thinking animation. The AI has complete control over what animations it wants to use. The robot can talk to you back and forth as well as recognize people that have registered with the robot their name. The robot has memory as well so it can recall past conversations. The robot can face track people around it. The robot can analyze what it can see and tell you want it can see if prompted."}, {"post_id": 11011, "ts": "2026-06-18T01:11:24Z", "hours": 0.4192, "text": "I’m working on making my humanoid Robot actually move. I’ve been working on giving it A.I. that you can talk to and let it move freely. I also would like to add face tracking sooner or later so it can really feel like a person in the room and not just a toy."}]...
|
Title: Humanoid Robot by @Lotzzy1 | Stardance
Dev Title: Humanoid Robot by @Lotzzy1 | Stardance
Devlogs:
I’m working on making my humanoid Robot actually move. I’ve been working on giving it A.I. that you can talk to and let it move freely. I also would like to add face tracking sooner or later so it can really feel like a person in the room and not just a toy.
I’m working on my humanoid robot project to make it seem more friendly and humanlike. I have added a few new animations. For example in the picture that would be the thinking animation. The AI has complete control over what animations it wants to use. The robot can talk to you back and forth as well as recognize people that have registered with the robot their name. The robot has memory as well so it can recall past conversations. The robot can face track people around it. The robot can analyze what it can see and tell you want it can see if prompted....
|
1792622920.5286996
|
1793227720.5286996
|
|
2415
|
My first slack bot! by @jupeme6 | Stardance
|
jupeme6
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @jupeme6 | Stardance
|
1792907568.266105
|
1793771568.266105
|
|
2414
|
Reel Github Grabber by @jupeme6 | Stardance
|
jupeme6
|
1
|
10.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T01:56:24Z", "hours": 10.0, "multiplier": 1.36, "payout": 14, "blessing": "neutral", "text": "What did you make? A local tool called ReelTools to save reel links (Instagram, TikTok, etc.) that mention GitHub repos or useful websites. Each entry stores the tool’s name, the reel URL, the repo URL, a short description, tags, and a transcript. Everything lives in the browser’s localStorage, so it works fully offline with no account and no backend. There’s also an export button that dumps the whole list into a .md file, so you can use it as a “tool memory” to feed other AIs later. What was challenging? Two bugs almost broke me. My editor’s autocomplete kept rewriting value to ariaValueMax and reset to requestFullscreen . The second one made the whole page go fullscreen black when I hit submit, and it took me embarrassingly long to spot. Later, when I added the edit button, editing the first entry kept deleting the last one. Turned out I was loading the data twice from localStorage, which created different object instances, so indexOf returned -1 and splice ate the last entry. Classic JS reference trap. What are you proud of? The export to .md actually works and produces a clean file you can use right away. Also the search bar — it filters in real time by name, tag, or description, and I had to figure out how to keep the original index working when the list is filtered, which felt like a real problem to solve rather than just following a tutorial. What should people know so they can test your project? It runs entirely in the browser, no install needed. Open the demo URL, paste a reel link (or any URL), add a name and whatever else you want, hit Add. Try the search bar and the edit button on each entry. Hit “Export to .md” to download the whole list as a markdown file. Everything stays in your browser, nothing is sent anywhere. Refresh the page and your entries are still there. Live demo: https://notjuangamer10.github.io/reeltools/ Source: https://github.com/notjuangamer10/reeltools", "repo": "https://github.com/NOTJuangamer10/reeltools", "demo": "https://notjuangamer10.github.io/reeltools/"}]...
|
[{"post_id": 27109, "ts": "202 [{"post_id": 27109, "ts": "2026-07-12T11:36:39Z", "hours": 2.6386, "text": "Small update on ReelTools. Added a search bar that filters by name, tag or description in real time, and an edit button on each entry (before you could only delete). Edit is a bit hacky: it loads the entry into the form and deletes the old one, then when you hit Add it creates a new entry with the changes. Felt cleaner than a full edit mode. Hit a sneaky bug: editing the first entry kept deleting the last one. Took me a while to figure out but turns out I was loading the data twice from localStorage, which created different object instances, so indexOf returned -1 and splice ate the last entry. Classic JS reference trap. Search was tricky too because of the same issue, keeping the original index when the list is filtered. Not touching the UI for now, ReelTools is done. Moving on to the next project."}, {"post_id": 26511, "ts": "2026-07-11T11:07:59Z", "hours": 5.5783, "text": "Second version is up. Now each entry saves a name, the reel URL, the repo URL, a short description, tags, and a transcript. I also added an export button that dumps everything into a .md file because the idea is to use it as a “tool memory” to feed other AIs later. The transcript sits inside a dropdown so it doesn’t clutter the list. Hit two stupid bugs while building it. My editor’s autocomplete kept rewriting value to ariaValueMax and reset to requestFullscreen . The second one made the whole page go fullscreen black when I hit submit. Took me embarrassingly long to spot. The UI still screams AI though. Same orange theme, same emojis everywhere. I know I said I’d remove the emojis for this version and… I didn’t. For v3 I’m committing to it: no emojis, more sober palette, cleaner layout. If anyone has actual UI design tips for someone who’s bad at CSS, please share."}, {"post_id": 18665, "ts": "2026-06-29T21:05:51Z", "hours": 1.7578, "text": "I’ve finished the first version; for now it only saves the link and little else, but bigger things are coming. Also, the UI screams AI, and I don’t like that design. Does anyone have any videos or tips on how to design UIs? Gemini has been showing me and has added his own “artistic touches.” I don’t like the design; I think it’s ugly. I’ll probably remove the emojis for the second version."}]...
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Title: Reel Github Grabber by @jupeme6 | Stardance Title: Reel Github Grabber by @jupeme6 | Stardance
Devlogs:
I’ve finished the first version; for now it only saves the link and little else, but bigger things are coming. Also, the UI screams AI, and I don’t like that design. Does anyone have any videos or tips on how to design UIs? Gemini has been showing me and has added his own “artistic touches.” I don’t like the design; I think it’s ugly. I’ll probably remove the emojis for the second version.
Second version is up. Now each entry saves a name, the reel URL, the repo URL, a short description, tags, and a transcript. I also added an export button that dumps everything into a .md file because the idea is to use it as a “tool memory” to feed other AIs later. The transcript sits inside a dropdown so it doesn’t clutter the list. Hit two stupid bugs while building it. My editor’s autocomplete kept rewriting value to ariaValueMax and reset to requestFullscreen . The second one made the whole page go fullscreen black when I hit submit. Took me embarrassingly long to spot. The UI still screams AI though. Same orange theme, same emojis everywhere. I know I said I’d remove the emojis for this version and… I didn’t. For v3 I’m committing to it: no emojis, more sober palette, cleaner layout. If anyone has actual UI design tips for someone who’s bad at CSS, please share.
Small update on ReelTools. Added a search bar that filters by name, tag or description in real time, and an edit button on each entry (before you could only delete). Edit is a bit hacky: it loads the entry into the form and deletes the old one, then when you hit Add it creates a new entry with the changes. Felt cleaner than a full edit mode. Hit a sneaky bug: editing the first entry kept deleting the last one. Took me a while to figure out but turns out I was loading the data twice from localStorage, which created different object instances, so indexOf returned -1 and splice ate the last entry. Classic JS reference trap. Search was tricky too because of the same issue, keeping the original index when the list is filtered. Not touching the UI for now, ReelTools is done. Moving on to the next project.
Ships:
What did you make? A local tool called ReelTools to save reel links (Instagram, TikTok, etc.) that mention GitHub repos or useful websites. Each entry stores the tool’s name, the reel URL, the repo URL, a short description, tags, and a transcript. Everything lives in the browser’s localStorage, so it works fully offline with no account and no backend. There’s also an export button that dumps the whole list into a .md file, so you can use it as a “tool memory” to feed other AIs later. What was challenging? Two bugs almost broke me. My editor’s autocomplete kept rewriting value to ariaValueMax and reset to requestFullscreen . The second one made the whole page go fullscreen black when I hit submit, and it took me embarrassingly long to spot. Later, when I added the edit button, editing the first entry kept deleting the last one. Turned out I was loading the data twice from localStorage, which created different object instances, so indexOf returned -1 and splice ate the last entry. Classic JS reference trap. What are you proud of? The export to .md actually works and produces a clean file you can use right away. Also the search bar — it filters in real time by name, tag, or description, and I had to figure out how to keep the original index working when the list is filtered, which felt like a real problem to solve rather than just following a tutorial. What should people know so they can test your project? It runs entirely in the browser, no install needed. Open the demo URL, paste a reel link (or any URL), add a name and whatever else you want, hit Add. Try the search bar and the edit button on each entry. Hit “Export to .md” to download the whole list as a markdown file. Everything stays in your browser, nothing is sent anywhere. Refresh the page and your entries are still there. Live demo: https://notjuangamer10.github.io/reeltools/ Source: https://github.com/notjuangamer10/reeltools...
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1792878479.4986956
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1793742479.4986956
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2413
|
Untitled project by @Cheerawab | Stardance
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Cheerawab
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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: Untitled project by @Cheerawab | Stardance
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1792687931.6021616
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1793292731.6021616
|
|
2412
|
My first slack bot! by @nishythefishy43 | Stardanc My first slack bot! by @nishythefishy43 | Stardance...
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nishythefishy43
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @nishythefishy43 | S Title: My first slack bot! by @nishythefishy43 | Stardance...
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1793184692.4023328
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1793789492.4023328
|
|
2411
|
My first slack bot! by @evanwhitt | Stardance
|
evanwhitt
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0
|
0.0
|
0
|
[]
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[]
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Title: My first slack bot! by @evanwhitt | Stardan Title: My first slack bot! by @evanwhitt | Stardance...
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1793177497.246552
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1793782297.246552
|
|
2410
|
Untitled by @Jenna | Stardance
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Jenna
|
0
|
0.0
|
0
|
[]
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[]
|
Title: Untitled by @Jenna | Stardance
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1792687875.4735787
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1793292675.4735787
|
|
2409
|
MemoryMap by @LEOM | Stardance
|
LEOM
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T23:24:36Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello! This is MemoryMap - this project aims to help you find your lost items by scanning you room with a couple of pictures and asking later the object detector if you forget where you placed them! With just some simple clicks and pictures, this assistant will help you find all of your lost all objects all around the house in SECONDS! Thank you for stopping by!", "repo": "https://github.com/Planetech0071/MemoryMap", "demo": "https://memorymap-demo-brief.vercel.app/"}]...
|
[{"post_id": 14737, "ts": "202 [{"post_id": 14737, "ts": "2026-06-23T23:02:47Z", "hours": 1.0569, "text": "It is OVER! Shipping! What a project man- I am sure I’ll actually use this. Maybe my second ship could be an integration with ALEXA/Google Home to have a physical assistant? I’d keep an eye out for that, but for now, this is my first ship!"}, {"post_id": 14438, "ts": "2026-06-23T15:52:34Z", "hours": 1.7575, "text": "Hey again :D Quick update: MemoryMap is now basically done. All core systems are in place and working together as expected. The full pipeline from camera input → detection → merging → storage → query is stable. I also went through the remaining edge cases that were causing inconsistent object histories, especially around duplicate merges and stale updates. Most of the time this session was spent on tightening things up instead of adding new features. That included cleaning logs, fixing a few timing issues in the frame handler, and making sure the memory store stays consistent under continuous input. The system now holds up under longer runs without breaking state or losing tracked objects. The query layer is also in a usable state. You can ask questions like where an object was last seen and get a reliable answer based on stored history, not just the latest frame. That part took a bit of tuning to make responses consistent. Right now I’m not planning any more big changes. The project is in final testing mode. I’m running longer sessions across different rooms to check stability, accuracy, and performance under real use. Next step is just validation and small fixes if anything shows up during testing. Feels good to see it reach this stage."}, {"post_id": 4993, "ts": "2026-06-08T17:15:07Z", "hours": 1.4667, "text": "Hey again :D This one was less about fixing bugs and more about actually building out the pipeline. MemoryMap is now split into separate modules instead of everything being stuffed together. The project currently consists of: frame_reader.py: receives and processes incoming video frames detector.py: handles object detection handler.py: coordinates detections and memory updates store.py: persistent memory storage object_record.py: object history tracking merge.py: combines duplicate observations main.py: starts and manages everything The biggest addition this session was the detection pipeline itself. Previously, I had the memory system working, but there wasn’t really a complete path from camera feed → object detection → stored memory. That’s now connected together. Frames arrive, detections are produced, records are updated, and the information is written into MemoryStore automatically. I also started work on observation merging. One issue with object tracking is that the same object can appear multiple times across different frames, creating fragmented records. The merge layer now attempts to consolidate those observations into a single memory entry, making the stored data much cleaner and more useful when querying later. Another thing I spent time on was restructuring the codebase. It doesn’t sound exciting, but getting clear separation between frame capture, detection, storage, and record management will make future work much easier. Debugging individual components is already significantly simpler. The project is starting to look less like a prototype and more like an actual system! Next steps are improving location accuracy, expanding object history tracking, and building the query layer so MemoryMap can start answering natural questions such as: “Where did I leave my headphones?” or “When was the last time the wallet was seen?” Still a lot to build, but the foundations are finally coming together. More soon. 🚀"}, {"post_id": 3550, "ts": "2026-06-06T15:20:35Z", "hours": 1.5297, "text": "Hello :D Firstly, I did say I wanted to update both object_record.py and get everything running. Done and done. In object_record.py, the function “update()” would overwrite the history before saving it, thus creating just one history per object, which isn’t much when we need to know when and how objects have been moved. This is now fixed, while main.py was facing a circular importing error, which has now been sorted out too. And here comes the fun part: Phone camera integration! Originally, we were going to use a webcam for recording purposes. It will work fine on a desk but what about the other areas of the house? Well, there is always the phone! Simply go from room to room pointing it at the surroundings for 10 seconds. Now the server has an additional WebSocket receiver listening at port 8001. Start by entering on phone, use the URL displayed to connect to the web server with your phone, and just the web browser, no special app required; use Safari or Chrome. It starts sending video feeds through Wi-Fi straight from your phone’s rear camera. Added a location label field so that each location gets labeled as you scan it. No longer will the results say “somewhere left of centre frame,” instead they’ll now read “kitchen”. Switched from using YOLOv8 to YOLOv10. Main improvement with v10? None other than the complete removal of non-maximum suppression post-processing. No duplicates, even better for a system like ours which relies heavily on memory. Good trade-off. Completed 28 tests, all successful. Memory layer is ready to go. The thing powers up, retains data, you walk around your house, and you get answers. Basic functionality is there. Now, everything else is about polish. More details soon."}, {"post_id": 477, "ts": "2026-06-01T22:46:20Z", "hours": 2.8167, "text": "Hey, welcome to the first devlog for MemoryMap! I’ve been wanting to build this for a while and I finally started with this perfect opportunity! Fair warning: this is very much a “day one” post, things are rough, bugs, and not everything compiles :/ So what is MemoryMap? You know that feeling when you’re late and you can’t find your keys or your wallet and you wish your house could just tell you where they are? That’s the whole idea. Point a camera at your space (either through “memory” or persistent view), let the system watch continuously and build a memory of where objects are, then ask it questions, like “where are my headphones?” and get an instant answer based on the last time they were actually seen. No more searching the same three spots over and over. The core of the project: store.py, the MemoryStore class. This is the memory layer everything else will depend on. It handles three things. Ingestion: every camera frame hands in a list of detections, and the store either updates an existing record or creates a new one, all thread-safe. Staleness: objects don’t vanish when they leave frame, they get marked stale after a configurable number of hours, so last-known location is always preserved. Persistence: a background thread periodically flushes everything to disk as JSON, atomically obviously, so memory survives restarts. The other two files (object_record.py and main.py) are started but still buggy. They’ll get their moment in a future devlog. Next up: fix object_record.py and get the whole thing to actually boot :D"}]...
|
Title: MemoryMap by @LEOM | Stardance
Devlogs:
He Title: MemoryMap by @LEOM | Stardance
Devlogs:
Hey, welcome to the first devlog for MemoryMap! I’ve been wanting to build this for a while and I finally started with this perfect opportunity! Fair warning: this is very much a “day one” post, things are rough, bugs, and not everything compiles :/ So what is MemoryMap? You know that feeling when you’re late and you can’t find your keys or your wallet and you wish your house could just tell you where they are? That’s the whole idea. Point a camera at your space (either through “memory” or persistent view), let the system watch continuously and build a memory of where objects are, then ask it questions, like “where are my headphones?” and get an instant answer based on the last time they were actually seen. No more searching the same three spots over and over. The core of the project: store.py, the MemoryStore class. This is the memory layer everything else will depend on. It handles three things. Ingestion: every camera frame hands in a list of detections, and the store either updates an existing record or creates a new one, all thread-safe. Staleness: objects don’t vanish when they leave frame, they get marked stale after a configurable number of hours, so last-known location is always preserved. Persistence: a background thread periodically flushes everything to disk as JSON, atomically obviously, so memory survives restarts. The other two files (object_record.py and main.py) are started but still buggy. They’ll get their moment in a future devlog. Next up: fix object_record.py and get the whole thing to actually boot :D
Hello :D Firstly, I did say I wanted to update both object_record.py and get everything running. Done and done. In object_record.py, the function “update()” would overwrite the history before saving it, thus creating just one history per object, which isn’t much when we need to know when and how objects have been moved. This is now fixed, while main.py was facing a circular importing error, which has now been sorted out too. And here comes the fun part: Phone camera integration! Originally, we were going to use a webcam for recording purposes. It will work fine on a desk but what about the other areas of the house? Well, there is always the phone! Simply go from room to room pointing it at the surroundings for 10 seconds. Now the server has an additional WebSocket receiver listening at port 8001. Start by entering on phone, use the URL displayed to connect to the web server with your phone, and just the web browser, no special app required; use Safari or Chrome. It starts sending video feeds through Wi-Fi straight from your phone’s rear camera. Added a location label field so that each location gets labeled as you scan it. No longer will the results say “somewhere left of centre frame,” instead they’ll now read “kitchen”. Switched from using YOLOv8 to YOLOv10. Main improvement with v10? None other than the complete removal of non-maximum suppression post-processing. No duplicates, even better for a system like ours which relies heavily on memory. Good trade-off. Completed 28 tests, all successful. Memory layer is ready to go. The thing powers up, retains data, you walk around your house, and you get answers. Basic functionality is there. Now, everything else is about polish. More details soon.
Hey again :D This one was less about fixing bugs and more about actually building out the pipeline. MemoryMap is now split into separate modules instead of everything being stuffed together. The project currently consists of: frame_reader.py: receives and processes incoming video frames detector.py: handles object detection handler.py: coordinates detections and memory updates store.py: persistent memory storage object_record.py: object history tracking merge.py: combines duplicate observations main.py: starts and manages everything The biggest addition this session was the detection pipeline itself. Previously, I had the memory system working, but there wasn’t really a complete path from camera feed → object detection → stored memory. That’s now connected together. Frames arrive, detections are produced, records are updated, and the information is written into MemoryStore automatically. I also started work on observation merging. One issue with object tracking is that the same object can appear multiple times across different frames, creating fragmented records. The merge layer now attempts to consolidate those observations into a single memory entry, making the stored data much cleaner and more useful when querying later. Another thing I spent time on was restructuring the codebase. It doesn’t sound exciting, but getting clear separation between frame capture, detection, storage, and record management will make future work much easier. Debugging individual components is already significantly simpler. The project is starting to look less like a prototype and more like an actual system! Next steps are improving location accuracy, expanding object history tracking, and building the query layer so MemoryMap can start answering natural questions such as: “Where did I leave my headphones?” or “When was the last time the wallet was seen?” Still a lot to build, but the foundations are finally coming together. More soon. 🚀
Hey again :D Quick update: MemoryMap is now basically done. All core systems are in place and working together as expected. The full pipeline from camera input → detection → merging → storage → query is stable. I also went through the remaining edge cases that were causing inconsistent object histories, especially around duplicate merges and stale updates. Most of the time this session was spent on tightening things up instead of adding new features. That included cleaning logs, fixing a few timing issues in the frame handler, and making sure the memory store stays consistent under continuous input. The system now holds up under longer runs without breaking state or losing tracked objects. The query layer is also in a usable state. You can ask questions like where an object was last seen and get a reliable answer based on stored history, not just the latest frame. That part took a bit of tuning to make responses consistent. Right now I’m not planning any more big changes. The project is in final testing mode. I’m running longer sessions across different rooms to check stability, accuracy, and performance under real use. Next step is just validation and small fixes if anything shows up during testing. Feels good to see it reach this stage.
It is OVER! Shipping! What a project man- I am sure I’ll actually use this. Maybe my second ship could be an integration with ALEXA/Google Home to have a physical assistant? I’d keep an eye out for that, but for now, this is my first ship!
Ships:
Hello! This is MemoryMap - this project aims to help you find your lost items by scanning you room with a couple of pictures and asking later the object detector if you forget where you placed them! With just some simple clicks and pictures, this assistant will help you find all of your lost all objects all around the house in SECONDS! Thank you for stopping by!...
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1793083947.3156223
|
1793170347.3156223
|
|
2408
|
PulseRay by @urged-st | Stardance
|
urged-st
|
1
|
12.0
|
181
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T12:55:44Z", "hours": 12.0, "multiplier": 15.77, "payout": 181, "blessing": "neutral", "text": "I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance.", "repo": "https://github.com/urged-st/PulseRay", "demo": "https://pulseray.vercel.app/"}]...
|
[{"post_id": 6850, "ts": "2026 [{"post_id": 6850, "ts": "2026-06-11T14:35:16Z", "hours": 1.345, "text": "Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)"}, {"post_id": 4772, "ts": "2026-06-08T08:13:27Z", "hours": 0.8692, "text": "It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo"}, {"post_id": 4136, "ts": "2026-06-07T10:32:36Z", "hours": 2.8914, "text": "Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram."}, {"post_id": 2423, "ts": "2026-06-04T21:57:57Z", "hours": 0.6917, "text": "UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!"}, {"post_id": 2233, "ts": "2026-06-04T16:52:07Z", "hours": 0.8417, "text": "UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/"}, {"post_id": 1742, "ts": "2026-06-03T22:33:49Z", "hours": 1.095, "text": "Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate."}, {"post_id": 1401, "ts": "2026-06-03T12:34:49Z", "hours": 0.7019, "text": "Not much done, just fixed a bug where the using the slider would drag the background along with it 😭"}, {"post_id": 817, "ts": "2026-06-02T14:28:42Z", "hours": 1.6878, "text": "Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!"}, {"post_id": 453, "ts": "2026-06-01T21:38:55Z", "hours": 0.5669, "text": "Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine."}, {"post_id": 429, "ts": "2026-06-01T20:41:06Z", "hours": 1.0692, "text": "Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected."}]...
|
Title: PulseRay by @urged-st | Stardance
Devlogs: Title: PulseRay by @urged-st | Stardance
Devlogs:
Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected.
Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine.
Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!
Not much done, just fixed a bug where the using the slider would drag the background along with it 😭
Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate.
UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/
UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!
Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram.
It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo
Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)
Ships:
I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance....
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1792878748.3963103
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1793742748.3963103
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2407
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Steller-x1 by @matthewhanna09 | Stardance
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matthewhanna09
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0
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0.58
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0
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[]
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[{"post_id": 56364, "ts": "202 [{"post_id": 56364, "ts": "2026-08-28T03:34:11Z", "hours": 0.5825, "text": "making all the test models"}]...
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Title: Steller-x1 by @matthewhanna09 | Stardance
Title: Steller-x1 by @matthewhanna09 | Stardance
Devlogs:
making all the test models...
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1793184836.2294288
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1793789636.2294288
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2406
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Language Evolution by @orman | Stardance
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orman
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0
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0.0
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[]
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[]
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Title: Language Evolution by @orman | Stardance
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1792742069.5660694
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1793346869.5660694
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2405
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My awesome macropad! by @MaybeMae | Stardance
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MaybeMae
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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 @MaybeMae | Stardan Title: My awesome macropad! by @MaybeMae | Stardance...
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1793192001.6109593
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1793796801.6109593
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2404
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Should I Invest App by @jordann0518 | Stardance
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jordann0518
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0
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0.0
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[]
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Title: Should I Invest App by @jordann0518 | Stard Title: Should I Invest App by @jordann0518 | Stardance...
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1792597715.5407193
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1793202515.5407193
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2403
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uforce website by @Pho3n1x | Stardance
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Pho3n1x
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0
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[]
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[]
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Title: uforce website by @Pho3n1x | Stardance
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2402
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My awesome macropad! by @corey | Stardance
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corey
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[]
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Title: My awesome macropad! by @corey | Stardance
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1792597956.4966772
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2401
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FRC Style Robotic Arm by @Mattsalt | Stardance
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Mattsalt
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Title: FRC Style Robotic Arm by @Mattsalt | Starda Title: FRC Style Robotic Arm by @Mattsalt | Stardance...
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1792587313.5886614
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1793192113.5886614
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2400
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My first slack bot! by @itzstt | Stardance
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itzstt
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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 @itzstt | Stardance
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1792594366.0800436
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1793199166.0800436
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2399
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AI Robot by @Ibrahim-Khurram | Stardance
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Ibrahim-Khurram
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0
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0
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[]
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[]
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Title: AI Robot by @Ibrahim-Khurram | Stardance
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1793803659.8389342
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2398
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Dots by @Ivan | Stardance
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Ivan
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1
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30.46
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127
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T18:24:51Z", "hours": 28.0, "multiplier": 4.62, "payout": 127, "blessing": "neutral", "text": "I coded Dots, a paper-and-pen game that I loved playing as a kid! The game features several game modes including PvP and PvE. The game engine uses algorithms such as Minimax and Alpha-beta pruning that I learned from Sebastian Lague’s series on Chess programming.", "repo": "https://github.com/IvanMishin1/dots-pygame", "demo": "https://ivannn06.itch.io/dots"}]...
|
[{"post_id": 28326, "ts": "202 [{"post_id": 28326, "ts": "2026-07-14T14:40:14Z", "hours": 2.4639, "text": "I’ve been wanting to learn how to use Blender for quite a while which is why I decided to make an icon for Dots using this software. I found it quite complicated a first but quickly learnt the basics of how it works. Choosing the right shades of red and blue took quite a lot of time."}, {"post_id": 23001, "ts": "2026-07-05T18:16:59Z", "hours": 2.6153, "text": "Worked on the readme file and polished the game for its first ship!"}, {"post_id": 22819, "ts": "2026-07-05T12:35:52Z", "hours": 1.9203, "text": "Added a few menus to make launching the game more straightforward. Also included a short guide."}, {"post_id": 22736, "ts": "2026-07-05T09:57:45Z", "hours": 8.3325, "text": "I got inspired by Sebastian Lague’s series on Chess engines so I decided to create my own engine but for Dots. I implemented the Minimax algorithm with Alpha-beta pruning which is often used in Chess bots. It is worth mentioning that despite it’s simple nature, the computational complexity of a dots engine is WAY higher than that of a chess engine: there are about 10^40 possible positions in chess compared to 10^120 in Dots. Furthermore, there is very little documentation on Dots engines, except for one article from 2002. The image attached is a game between a depth 2 and a depth 4 engine."}, {"post_id": 5811, "ts": "2026-06-09T18:58:47Z", "hours": 2.1308, "text": "Implemented the ability to have more than 2 players! This is not part of the classical game rules but I found this variation to be very fun to play. Currently it supports up to 6 players. Implementing this functionality required me to change the way players are handled which made the code clearer."}, {"post_id": 3581, "ts": "2026-06-06T16:10:26Z", "hours": 2.8408, "text": "Fully separated the game logic from the Pygame graphical interface. I am now considering making a web version of the game using Django"}, {"post_id": 2333, "ts": "2026-06-04T19:27:44Z", "hours": 1.0664, "text": "Lost against my little sister TWICE"}, {"post_id": 2185, "ts": "2026-06-04T15:26:58Z", "hours": 1.8442, "text": "Significantly increased the precision of the dot-capturing algorithm and added a scoreboard."}, {"post_id": 1478, "ts": "2026-06-03T15:00:56Z", "hours": 5.3764, "text": "Implemented the dot-capturing algorithm. A dot is captured when it is completely surrounded by opponents’ dots. This turned out to be much more complicated than expected."}, {"post_id": 367, "ts": "2026-06-01T18:20:46Z", "hours": 1.4261, "text": "I decided to start off Stardance by coding a pen-and-paper strategy game that I loved playing as a child: Dots (aka Kropki or Tochki). First, I created a grid layout and implemented the ability to place dots."}]...
|
Title: Dots by @Ivan | Stardance
Devlogs:
I decid Title: Dots by @Ivan | Stardance
Devlogs:
I decided to start off Stardance by coding a pen-and-paper strategy game that I loved playing as a child: Dots (aka Kropki or Tochki). First, I created a grid layout and implemented the ability to place dots.
Implemented the dot-capturing algorithm. A dot is captured when it is completely surrounded by opponents’ dots. This turned out to be much more complicated than expected.
Significantly increased the precision of the dot-capturing algorithm and added a scoreboard.
Lost against my little sister TWICE
Fully separated the game logic from the Pygame graphical interface. I am now considering making a web version of the game using Django
Implemented the ability to have more than 2 players! This is not part of the classical game rules but I found this variation to be very fun to play. Currently it supports up to 6 players. Implementing this functionality required me to change the way players are handled which made the code clearer.
I got inspired by Sebastian Lague’s series on Chess engines so I decided to create my own engine but for Dots. I implemented the Minimax algorithm with Alpha-beta pruning which is often used in Chess bots. It is worth mentioning that despite it’s simple nature, the computational complexity of a dots engine is WAY higher than that of a chess engine: there are about 10^40 possible positions in chess compared to 10^120 in Dots. Furthermore, there is very little documentation on Dots engines, except for one article from 2002. The image attached is a game between a depth 2 and a depth 4 engine.
Added a few menus to make launching the game more straightforward. Also included a short guide.
Worked on the readme file and polished the game for its first ship!
I’ve been wanting to learn how to use Blender for quite a while which is why I decided to make an icon for Dots using this software. I found it quite complicated a first but quickly learnt the basics of how it works. Choosing the right shades of red and blue took quite a lot of time.
Ships:
I coded Dots, a paper-and-pen game that I loved playing as a kid! The game features several game modes including PvP and PvE. The game engine uses algorithms such as Minimax and Alpha-beta pruning that I learned from Sebastian Lague’s series on Chess programming....
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1793109317.0699468
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1793195717.0699468
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2397
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Drone by @Kynetic | Stardance
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Kynetic
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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: Drone by @Kynetic | Stardance
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1792936307.7351282
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1793800307.7351282
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2396
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My first slack bot! by @bali0531 | Stardance
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bali0531
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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 @bali0531 | Stardanc Title: My first slack bot! by @bali0531 | Stardance...
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1792929096.3428986
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1793793096.3428986
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2395
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My awesome macropad! by @Sgattix | Stardance
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Sgattix
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0
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0.0
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0
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Title: My awesome macropad! by @Sgattix | Stardanc Title: My awesome macropad! by @Sgattix | Stardance...
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1792583596.684529
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1793188396.684529
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2394
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My first slack bot! by @antoninvallonazoulay | Sta My first slack bot! by @antoninvallonazoulay | Stardance...
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antoninvallonazoulay
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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 @antoninvallonazoula Title: My first slack bot! by @antoninvallonazoulay | Stardance...
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1792565625.9527822
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1793170425.9527822
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2393
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Untitled by @itzstt | Stardance
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itzstt
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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 @itzstt | Stardance
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1792680946.0833383
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1793285746.0833383
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2392
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Untitled by @CY3er | Stardance
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CY3er
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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 @CY3er | Stardance
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1792615682.343097
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1793220482.343097
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2391
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My awesome macropad! by @Mirac | Stardance
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Mirac
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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 @Mirac | Stardance
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1792767287.9682374
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1793372087.9682374
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2390
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Custom Slack Command that teaches Spanish by @lee2 Custom Slack Command that teaches Spanish by @lee264 | Stardance...
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lee264
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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: Custom Slack Command that teaches Spanish b Title: Custom Slack Command that teaches Spanish by @lee264 | Stardance...
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1792767011.786843
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1793631011.786843
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2389
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My awesome macropad! by @eunchanh325 | Stardance
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eunchanh325
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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 @eunchanh325 | Star Title: My awesome macropad! by @eunchanh325 | Stardance...
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1792608885.6013255
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1793213685.6013255
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2388
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My awesome macropad! by @ianparedes | Stardance
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ianparedes
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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 @ianparedes | Stard Title: My awesome macropad! by @ianparedes | Stardance...
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1793145154.637145
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1793749954.637145
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2387
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Project Macropad by @theycantseemeyall | Stardance
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theycantseemeyall
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0
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1.48
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0
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[]
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[{"post_id": 32014, "ts": "202 [{"post_id": 32014, "ts": "2026-07-20T21:35:07Z", "hours": 1.4844, "text": "Today i finally finsihed with the schematic of project macro and assigning the appropriate footnotes to each component. It was pretty easy going but took sm onger than I had actually expected. I think debugging the errors and warnings took the longets part as I had to learn how to manually assign footnotes, how to do global nets to avoid a cluster of wires, close parts I wasn’t using and adding power flags to parts. The bad thing was that as I was trying to figure out how to assign the footnotes I decided to just place the footnotes in a different folder and then use that so it readjusts but I also changed the symbols library by accident now I can’t even ctrl Z and I doin’t remember what was there originally. But thats a problem for tmr me."}]...
|
Title: Project Macropad by @theycantseemeyall | St Title: Project Macropad by @theycantseemeyall | Stardance
Devlogs:
Today i finally finsihed with the schematic of project macro and assigning the appropriate footnotes to each component. It was pretty easy going but took sm onger than I had actually expected. I think debugging the errors and warnings took the longets part as I had to learn how to manually assign footnotes, how to do global nets to avoid a cluster of wires, close parts I wasn’t using and adding power flags to parts. The bad thing was that as I was trying to figure out how to assign the footnotes I decided to just place the footnotes in a different folder and then use that so it readjusts but I also changed the symbols library by accident now I can’t even ctrl Z and I doin’t remember what was there originally. But thats a problem for tmr me....
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1792637571.0241857
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1793242371.0241857
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