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1036
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Beyond the Quarks by @__grdev | Stardance
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__grdev
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1
|
31.4
|
410
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-14T13:56:37Z", "hours": 31.0, "multiplier": 13.08, "payout": 410, "blessing": "neutral", "text": "I built this sci-fi-themed video game from scratch. The story is about an astronaut who makes the first interdimensional journey thanks to Q.U.A.R.K., a device created by NASA to generate wormholes. However, the device malfunctions, and the player finds himself lost in the multiverse. The player must explore different universes to find parts to repair the Q.U.A.R.K. and return home. The game is still in its early stages of development. The demo only includes the first playable scene, the lab, but much of the foundation for the rest of the gameplay is already in place. The pixel art assets were almost entirely created from scratch by me. Only a few of the images in the first sequence were generated by AI and then edited and adjusted by hand. While the game may be very short at the moment, I hope the attention to detail stands out, such as the dialogue, sprites, and the logic of certain elements, such as the camera that changes its behavior (first fixed on the screen and then dynamically following the player).", "repo": "https://github.com/gianluca-rainis/BeyondTheQuarks", "demo": "https://var-grdev.itch.io/beyond-the-quarks"}]...
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[{"post_id": 53050, "ts": "202 [{"post_id": 53050, "ts": "2026-08-23T13:21:48Z", "hours": 0.3958, "text": "Fixed the deselect on background click in all the scenes."}, {"post_id": 46911, "ts": "2026-08-14T13:33:31Z", "hours": 0.3492, "text": "Updated the README and published on itch.io!"}, {"post_id": 46881, "ts": "2026-08-14T12:54:10Z", "hours": 0.8186, "text": "I’ve added a “Coming Soon” scene after the finish of the first scene. I’ve also added an automatic saving system for when it change scene."}, {"post_id": 45135, "ts": "2026-08-11T13:06:26Z", "hours": 1.1853, "text": "Finally finished a working saving system! It saves the position of the player, the inventory, the scene and the current room!"}, {"post_id": 44569, "ts": "2026-08-10T12:38:18Z", "hours": 0.5222, "text": "Made the graphics for the delete items."}, {"post_id": 44017, "ts": "2026-08-09T14:47:42Z", "hours": 1.5428, "text": "Finished the logic and the graphics of the inventory. Added some items in the laboratory that the player can pick up. Created some special dialogues with some NPCs that depends on the items that the player has in the inventory."}, {"post_id": 43303, "ts": "2026-08-08T14:20:32Z", "hours": 1.7525, "text": "Finished a first full-working version of the inventory. (the column in the video is just a test item)"}, {"post_id": 42646, "ts": "2026-08-07T14:12:17Z", "hours": 0.4469, "text": "Finished a first simple version of the pause menu, with inventory, QUARK status, Save and Quit buttons."}, {"post_id": 41301, "ts": "2026-08-05T13:19:18Z", "hours": 1.6572, "text": "Started working on a simple pause menu. Started integrating a better saving system, that should allow the player to save in almost any moment and resume from it."}, {"post_id": 40715, "ts": "2026-08-04T12:58:49Z", "hours": 1.35, "text": "Added images and text for the first dimensional leap sequence."}, {"post_id": 39955, "ts": "2026-08-03T09:10:36Z", "hours": 1.0233, "text": "Finally finished a first version of the tutorial scene. I’ve added the sound effects and prepared everything to start working on the first multiverse."}, {"post_id": 39420, "ts": "2026-08-02T11:29:31Z", "hours": 1.9908, "text": "Added an animation for the moment when you step on the stage, with a speech from the head of the Q.U.A.R.K. project. Added an animation when you take the Q.U.A.R.K. and the animated portal that you can open with it. I drew all the sprites."}, {"post_id": 39351, "ts": "2026-08-02T08:43:14Z", "hours": 0.8733, "text": "Added some really important people in the stage room. Each person have a dialogue, and the NASA Administrator has 4 dialogues."}, {"post_id": 38800, "ts": "2026-08-01T11:17:02Z", "hours": 0.6367, "text": "Added the QUARK, with the pickup animation."}, {"post_id": 38109, "ts": "2026-07-31T10:12:26Z", "hours": 0.9011, "text": "Drawn 2 more sprites for the scientists. Added some electronic components in the engineers room. Added unique dialogues with the NPCs."}, {"post_id": 37534, "ts": "2026-07-30T10:49:14Z", "hours": 1.8297, "text": "Made the dialogs with the NPC!"}, {"post_id": 36978, "ts": "2026-07-29T12:33:12Z", "hours": 0.9403, "text": "Added some scientists in the first room!"}, {"post_id": 36331, "ts": "2026-07-28T11:46:35Z", "hours": 1.3778, "text": "Started working on the sprites for the tutorial rooms!"}, {"post_id": 32956, "ts": "2026-07-22T13:18:32Z", "hours": 1.3172, "text": "Created the backgrounds for the tutorial rooms"}, {"post_id": 24042, "ts": "2026-07-07T10:27:48Z", "hours": 2.4883, "text": "Started working on the rooms. Created three empty rooms (that will be the three rooms of the tutorial), two with static camera, and one (that’s bigger) with the free camera. Made the room transition animation (It’s been quite difficult, I had to fix a lot of bugs!)."}, {"post_id": 22771, "ts": "2026-07-05T11:05:24Z", "hours": 1.2342, "text": "Updated the Unity version to the modern 6000.5.1f1 and fixed all the related bugs. Added a typing sound effect for the story scene (unluckily you can’t hear it in the video)."}, {"post_id": 2644, "ts": "2026-06-05T09:27:33Z", "hours": 1.1653, "text": "Drawn the player sprites! (1st simple version)"}, {"post_id": 1349, "ts": "2026-06-03T09:35:28Z", "hours": 0.8936, "text": "Made the story’s slides for the new games."}, {"post_id": 1323, "ts": "2026-06-03T08:08:39Z", "hours": 0.7725, "text": "Finished the title screen!"}, {"post_id": 802, "ts": "2026-06-02T13:58:42Z", "hours": 0.8736, "text": "Writed the Save logic."}, {"post_id": 730, "ts": "2026-06-02T10:33:57Z", "hours": 0.9222, "text": "Added the buttons in the title screen"}, {"post_id": 689, "ts": "2026-06-02T07:57:05Z", "hours": 2.4847, "text": "Made the README file. Started working on the title scene."}]...
|
Title: Beyond the Quarks by @__grdev | Stardance
Title: Beyond the Quarks by @__grdev | Stardance
Devlogs:
Made the README file. Started working on the title scene.
Added the buttons in the title screen
Writed the Save logic.
Finished the title screen!
Made the story’s slides for the new games.
Drawn the player sprites! (1st simple version)
Updated the Unity version to the modern 6000.5.1f1 and fixed all the related bugs. Added a typing sound effect for the story scene (unluckily you can’t hear it in the video).
Started working on the rooms. Created three empty rooms (that will be the three rooms of the tutorial), two with static camera, and one (that’s bigger) with the free camera. Made the room transition animation (It’s been quite difficult, I had to fix a lot of bugs!).
Created the backgrounds for the tutorial rooms
Started working on the sprites for the tutorial rooms!
Added some scientists in the first room!
Made the dialogs with the NPC!
Drawn 2 more sprites for the scientists. Added some electronic components in the engineers room. Added unique dialogues with the NPCs.
Added the QUARK, with the pickup animation.
Added some really important people in the stage room. Each person have a dialogue, and the NASA Administrator has 4 dialogues.
Added an animation for the moment when you step on the stage, with a speech from the head of the Q.U.A.R.K. project. Added an animation when you take the Q.U.A.R.K. and the animated portal that you can open with it. I drew all the sprites.
Finally finished a first version of the tutorial scene. I’ve added the sound effects and prepared everything to start working on the first multiverse.
Added images and text for the first dimensional leap sequence.
Started working on a simple pause menu. Started integrating a better saving system, that should allow the player to save in almost any moment and resume from it.
Finished a first simple version of the pause menu, with inventory, QUARK status, Save and Quit buttons.
Finished a first full-working version of the inventory. (the column in the video is just a test item)
Finished the logic and the graphics of the inventory. Added some items in the laboratory that the player can pick up. Created some special dialogues with some NPCs that depends on the items that the player has in the inventory.
Made the graphics for the delete items.
Finally finished a working saving system! It saves the position of the player, the inventory, the scene and the current room!
I’ve added a “Coming Soon” scene after the finish of the first scene. I’ve also added an automatic saving system for when it change scene.
Updated the README and published on itch.io!
Fixed the deselect on background click in all the scenes.
Ships:
I built this sci-fi-themed video game from scratch. The story is about an astronaut who makes the first interdimensional journey thanks to Q.U.A.R.K., a device created by NASA to generate wormholes. However, the device malfunctions, and the player finds himself lost in the multiverse. The player must explore different universes to find parts to repair the Q.U.A.R.K. and return home. The game is still in its early stages of development. The demo only includes the first playable scene, the lab, but much of the foundation for the rest of the gameplay is already in place. The pixel art assets were almost entirely created from scratch by me. Only a few of the images in the first sequence were generated by AI and then edited and adjusted by hand. While the game may be very short at the moment, I hope the attention to detail stands out, such as the dialogue, sprites, and the logic of certain elements, such as the camera that changes its behavior (first fixed on the screen and then dynamically following the player)....
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1792986852.4131675
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1793073252.4131675
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1035
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The Ultimate Calculator by @ZM | Stardance
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ZM
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0
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0.0
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[]
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[]
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Title: The Ultimate Calculator by @ZM | Stardance
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1792648418.4295447
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1793253218.4295447
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1034
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Untitled by @jam06452 | Stardance
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jam06452
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0
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Title: Untitled by @jam06452 | Stardance
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1033
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NULL
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1792896537.6848469
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1793760537.6848469
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1032
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OpenRecode by @xarber | Stardance
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xarber
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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: OpenRecode by @xarber | Stardance
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1792713093.5155916
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1793317893.5155916
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1031
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Sound powered machine by @Tripler | Stardance
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Tripler
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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: Sound powered machine by @Tripler | Stardan Title: Sound powered machine by @Tripler | Stardance...
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1792666122.6265385
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1793270922.6265385
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1030
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Stock Simulator by @lucasian | Stardance
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lucasian
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0
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0.0
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[]
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Title: Stock Simulator by @lucasian | Stardance
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1792788811.086874
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1793393611.086874
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1029
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Origin Engine by @aloyak | Stardance
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aloyak
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1
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74.0
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1696
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-29T14:54:41Z", "hours": 74.0, "multiplier": 19.01, "payout": 1696, "blessing": "neutral", "text": "I made a custom game engine from scratch! it has a fast opengl pixelart renderer, builtin physics, lighting, an entity-component system, a spatial audio system, terrain system, it can load and save scenes on the fly, supports many 3d asset extensions… Its what i used to create my other big project! (JSP) the engine is cross-platform and works right out of the box for linux, windows and web!! and also it comes with a lightweight level editor and ive also made a website for it Hope you like it!! made with <3 from @aloyak", "repo": "https://github.com/aloyak/origin", "demo": "https://origin.aloyak.dev/"}]...
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[{"post_id": 57380, "ts": "202 [{"post_id": 57380, "ts": "2026-08-29T14:44:05Z", "hours": 5.4342, "text": "ORIGIN ENGINE version 0.19.3 First ship is coming up soon! Even tho ive been working on really exciting stuff, i really would like to focus on actually learning and having a deep enough understanding of vulkan and other stuff like the best engine’s architecture before actually logging and building something open and usable, thats why i feel this is a good place to finally ship this project as it is and maybe come back to it at some point Pre-ship checklist! I’ve updated the website! now you have a few new sections with new information like the game i build using this engine and other cool stuff! published a new version to the github releases page (0.19.3 i think), with the binaries for the demo game and the sandbox for both windows and linux! the web build is still there on the website but it is marked as legacy tho Its been super fun to work on this and ive learnt a lot but i really really really think i could make something so much better with all the knowledge i now have and with some serious research, this is pretty much what ive explained in most of all the previous devlogs (the last 2 or 3) I’ve been working on applying some of the stuff ive been working on to the engine, like the new renderer class its now pretty much ported nicely! ive also tested that everything worked cross platform and yay! the project is very ready to hold any new game or project you might wanna do with it, although i might wanna make a quick tutorial on how to work with the engine on a github repo cuz its not very intuitive Known issue I’ve been trying to add support to the engine for builtin shaders but ive realized that its a super deeper problem than what i was expecting, id honestly do something like making all the shaders be done with something like slang and then compile them to spirv without any glsl intermediary PD: the video you see is a demo scene you can find at assets/scenes/physics.scene if you wanna try it by yourself!!!"}, {"post_id": 54613, "ts": "2026-08-25T17:11:59Z", "hours": 10.0381, "text": "ORIGIN ENGINE I’ve finally managed to port enough of the original engine to setup an imgui layer to have this little built-in launcher! it currently only works when using opengl, but its completely supported by both the windowing backends (glfw & sdl3) Its hard to make videos like this on a steamdeck so please like lol. Other stuff I completely restructured the new engine architecture to be a layered system, the engine holds a stack of layers and updates them independently! each layer holds stuff like OnAttach OnLateUpdate OnEvent etc, which is a much better approach compared to what we had before! I created a completely new custom file system, as the sandbox and games use completely different files and base directories, you can now mount/dismount different “aliases” for each program, so you can find your assets easily with custom virtual paths like sandbox://settings.json or project://scenes/scene.json Literally ported the scene/entity system right from the previous version, but it is a lot smaller currently, because the previous one wasnt really good, we now can load scenes from a file but now those get added to a scene stack, which is a lot more efficient if you wanna load them again! Overall the project’s code quality is so much better too!! After these bases are set im gonna be focusing on getting a full render layer working with at least opengl, even tho the vulkan renderer is already setup… PD: Origin Zero is just the new “protoype” name i gave it, just like with when i started this project i called it Origin “Zeus” lmao"}, {"post_id": 53290, "ts": "2026-08-23T19:02:52Z", "hours": 9.1458, "text": "ORIGIN ENGINE I’m sorry in advance that these and probably the next few devlogs wont have very exiting things or new and awesome information but sometimes you gotta focus on boring structural stuff that its just not really fun… The new Project-Based System The engine is now very dependent on the sandbox editor, sort of like a symbiotic relationship between the sandbox and your code editor, because thats where you will not only handle your assets but also play the game. The previous version just had the sandbox to be a tiny map editor tool that not even i would use half of the time The project (also called environment) then would have its own “environment” literally where all your assets would be included, with very little naming restrictions, this would make working on the project super easy and itd be easy too to use git with it (maybe build a builtin git UI??? it could be cool) I’ve already built the base for it and I’ve already added support for ImGui only for the OpenGL backend, i was thinking of adding a different UI system but this one will do for now :))"}, {"post_id": 51278, "ts": "2026-08-20T20:19:45Z", "hours": 8.3647, "text": "ORIGIN ENGINE A NEW UPDATE! I’m building a huge update for the origin engine! it might even be considered a new engine all together. The same philosophy is still there but I’m re-writting and refactoring the base structure of the whole engine. For now this refactor is close source tho, ill publish it once its ready for ship! What we currently have: I have the structure already though: A new project-based system where all the shader compilation and asset handling is done for each project, this + a simple abstraction layer should allow the sandbox to be a hugely more important tool as you will be able to play your game right in the editor! Compile time switch between SDL3 or GLFW for windowing, input is not yet “ported” if you consider it that way What i wanna add but may be difficult Runtime api switching between OpenGL, Vulkan and DirectX3D 11. even tho for now i have a super basic abstraction layer and only opengl is even able to initialize so….. maybe too hard i hope i manage to do it tho , was thinking of doing a similar thing for switching between physics engines like bullet3, physicsX or Box3D, this is very much in the future of course Project export/ editor previews This is a major step and im learning a lot!! but its very difficult to handle new stuff like vulkan with other new c++ architectural stuff, hope it goes well"}, {"post_id": 50196, "ts": "2026-08-19T10:21:29Z", "hours": 7.615, "text": "ORIGIN ENGINE Another update to the best game engine there is that starts with the letter “O” (i think). Today’s devlog is small, bust most likely will be start of a new series of very much needed updates to the engine!. It’s important to note that most of the things ive been working on are not yet finished :(( New stuff! New things that are completely finished: Fix the sandbox UI, it was missing imgui flags from previous bug fixes i had to do because the docking branch of imgui was broken, they fixed it so i just rolled back! Cleaned up the rendering class, specially important for the new updates im working on, because im gonna need to do a hell lot of abstraction! Things im working on Im taking the current base of the engine to make a new “modular” system just for the love of the game, the most basic thing ive done is to allow the user to choose between SDL3 or GLFW for windowing, although input is currently only handled with SDL3 regardless…. There’s a lot of exiting stuff coming SOON^(TM), hope you like them!! (vulkan?, probably not lmfao) PD: yes! this is the origin engine running nicely in a steamdeck!!!"}, {"post_id": 41213, "ts": "2026-08-05T09:19:15Z", "hours": 6.7264, "text": "ORIGIN ENGINE Yippi another round of improvements to the best and certainty not over engineered game engine out there! Out of all the things ive been working on with the engine ive only really finished one, but it was rather a big change tho NEW input system I’ve added a new action-based input system that handles by itself connected devices (because we now support gamepads!!! ), input modes and preferences, keybinds and settings all in one simple system The new system instead of reading “raw” input from SDL3 now instead has a wrapper that sets all input to “actions”. All actions have assigned a certain key/button/axis etc… It allows you to use keyboard/mouse and gamepad all at the same time Games can now have support for handheld devices like your steamdeck! Support for precompiled shaders (GLSL -> SPV) This is still work in progress!! The engine itself supports the compiled GLSL files very quickly but the problem is to get those shaders to compile in the first place The shader class gets the relative path for the shader, before actually compiling it, it checks if theres a file with the same name but that ends with “.spv”, in that case it uses that one Right now theres not an easy utility script that will handle compilation for you, that needs to be done next!! Dynamically Chunked Terrain Collisions Very early and of course WIP, I still haven’t done much but i have a pretty good idea of how this will work: You bake the local position of all the vertex of a terrain model and then, when you require it, you get all the triangles close to the player in real time (with a basic “chunked” system), then Bullet3 generates that mesh collider rather quickly as the mesh is not so big (this will probably require multi-threading ). More on this on the next devlog Other small changes Fixed the sandbox not having docking enabled Added ImPlot3D to project, might use it at some point PD: This picture is from my other project that you should check out! It showcases the new terrain system (WIP)"}, {"post_id": 33210, "ts": "2026-07-22T22:17:42Z", "hours": 8.1519, "text": "ORIGIN ENGINE I’ve been adding some quality of life changes that make working with this engine a lot easier, which means more abstraction in some cases which is not always the best but whatever. Ive also worked very hard on fixing and improving the physics (even considered porting it to now use Box3D instead of Bullet3, but that will probably happen in the far future, and Bullet3 will be kept as a fallback) What have i been working on i see you ask? Added the ParentEntityComponent , a very simple work around for the lack of parent-child entities on my engine, this will probably be deprecated sooner or later but its a decent solution instead of doing all the work all at once Added GetRefreshRate to window class, so for example, your game can set the target fps based on this Changes to physics system (Bullet3) Fixed a super hard to find bug where models vertex and physics-engine vertex would have shifter coords and would make the objects act weird on real time, this is such a huge change, it makes physics really good to play with, see the video!! Added functions to apply force, impulse and torque to a dynamic rigidbody Added the teleport function for kinematic rigidbodies Added getLinearVelocity and getAngularVelocity Added options to freeze rotation on independent axis HUGE: allow the engine to support different physics worlds to live in one same game in real time! this needs some work tho, not featured in the video PD: This is getting super nice but also growing in complexity, once i finish with my game i will surely start improving the overall structure and start thinking about more serious changes, maybe another graphics api????"}, {"post_id": 27690, "ts": "2026-07-13T14:02:40Z", "hours": 9.3322, "text": "ORIGIN ENGINE Yippie! another update to the engine powering my game, i’ve added quite a lot of things but also managed to clean up some dead code in the way. The most excinting new thing is probably the new postprocessing layer system! this is what ive added in the past 3 weeks: Postprocessing layer: you can now code different vertex & fragment shaders that drawn on top of the main buffer, you can stack as many as youd like in order to create many new cool effects spent hours trying to fix the sandbox editor’s rendering being completely broken, took about 3-4 days lol added new getters to camera like a directly inversed view matrix or setMat4() and setTexture() functions with shaders add localToWorld() and worldToLocal() to the transform class fixed specular lighting leaking to some dark areas fix handle untextured materials in model import added a built-in user settings save/load system based on json serialization refactor a part of the audio system to now have built-in fade ins/out, volume control and async background music The biggest change coming up would probably be to develop a dynamic rendering system that allows me to use different cameras rendering at the same time, as I’ll probably need it for JSP PD: this engine is being used for my current main project (almost 100 hours!), please check it out! JSP: https://stardance.hackclub.com/projects/14066"}, {"post_id": 11317, "ts": "2026-06-18T14:52:15Z", "hours": 9.5539, "text": "ORIGIN ENGINE This is my custom engine that im using for my other big project, the Janitor Space Program (go check it out!: https://stardance.hackclub.com/projects/14066 ), most of these changes come from having to create or update an engine feature so that the game im building is easier and faster to develop, and in the meantime im also upgrading this engine to something more powerful and mature, although i feel like im making it also a bit more complex or spaghetti, ill work on that later over this last 2 weeks ive added so many features like: improved logging library, allows you to use formatting directly support for embedded textures in .fbx models added a lookAt() method to the camera component fixed web support for the audio system added more features and functions to the in-house math library, like the cross and dot products, a 4x4 Matrix and other small stuff scenes now can be either “.json” or “.scene” sandbox: shortcut to align an entity to the sandbox scene view camera added color tint to the skybox component added quick line rendering for fast debugging, probably needs refactoring tho added LateLoop() , which obviously happens after Loop() and its mainly used for UI and stuff added setTargetFps() so that gpu doesnt work to 100% if vsync is disabled changed the builtin shaders path to assets/shaders/builtin wip: added imgui support to the web builds Most relevant new features: added instanced rendering! still sort of a WIP added real-time texture editing, allows the cpu to have ownership of a texture instead of the gpu and do whatever it wants with it, currently just paint it wip: huge refactoring of the render class to allow for different postprocessing layers to render on top of each other with custom shaders, this allows for any kind of postprocessing effect to be made without much issue, i managed to get a simple vignette shader working quickly! the render class still needs some cleanup tho This was fun but if they gave me an euro for every seg fault ive endured elon musk would be small next to me. i love to see how this small side project i started long ago is now something a lot bigger than i expected, this literally started as a learnopengl tutorial :))"}]...
|
Title: Origin Engine by @aloyak | Stardance
Devlo Title: Origin Engine by @aloyak | Stardance
Devlogs:
ORIGIN ENGINE This is my custom engine that im using for my other big project, the Janitor Space Program (go check it out!: https://stardance.hackclub.com/projects/14066 ), most of these changes come from having to create or update an engine feature so that the game im building is easier and faster to develop, and in the meantime im also upgrading this engine to something more powerful and mature, although i feel like im making it also a bit more complex or spaghetti, ill work on that later over this last 2 weeks ive added so many features like: improved logging library, allows you to use formatting directly support for embedded textures in .fbx models added a lookAt() method to the camera component fixed web support for the audio system added more features and functions to the in-house math library, like the cross and dot products, a 4x4 Matrix and other small stuff scenes now can be either “.json” or “.scene” sandbox: shortcut to align an entity to the sandbox scene view camera added color tint to the skybox component added quick line rendering for fast debugging, probably needs refactoring tho added LateLoop() , which obviously happens after Loop() and its mainly used for UI and stuff added setTargetFps() so that gpu doesnt work to 100% if vsync is disabled changed the builtin shaders path to assets/shaders/builtin wip: added imgui support to the web builds Most relevant new features: added instanced rendering! still sort of a WIP added real-time texture editing, allows the cpu to have ownership of a texture instead of the gpu and do whatever it wants with it, currently just paint it wip: huge refactoring of the render class to allow for different postprocessing layers to render on top of each other with custom shaders, this allows for any kind of postprocessing effect to be made without much issue, i managed to get a simple vignette shader working quickly! the render class still needs some cleanup tho This was fun but if they gave me an euro for every seg fault ive endured elon musk would be small next to me. i love to see how this small side project i started long ago is now something a lot bigger than i expected, this literally started as a learnopengl tutorial :))
ORIGIN ENGINE Yippie! another update to the engine powering my game, i’ve added quite a lot of things but also managed to clean up some dead code in the way. The most excinting new thing is probably the new postprocessing layer system! this is what ive added in the past 3 weeks: Postprocessing layer: you can now code different vertex & fragment shaders that drawn on top of the main buffer, you can stack as many as youd like in order to create many new cool effects spent hours trying to fix the sandbox editor’s rendering being completely broken, took about 3-4 days lol added new getters to camera like a directly inversed view matrix or setMat4() and setTexture() functions with shaders add localToWorld() and worldToLocal() to the transform class fixed specular lighting leaking to some dark areas fix handle untextured materials in model import added a built-in user settings save/load system based on json serialization refactor a part of the audio system to now have built-in fade ins/out, volume control and async background music The biggest change coming up would probably be to develop a dynamic rendering system that allows me to use different cameras rendering at the same time, as I’ll probably need it for JSP PD: this engine is being used for my current main project (almost 100 hours!), please check it out! JSP: https://stardance.hackclub.com/projects/14066
ORIGIN ENGINE I’ve been adding some quality of life changes that make working with this engine a lot easier, which means more abstraction in some cases which is not always the best but whatever. Ive also worked very hard on fixing and improving the physics (even considered porting it to now use Box3D instead of Bullet3, but that will probably happen in the far future, and Bullet3 will be kept as a fallback) What have i been working on i see you ask? Added the ParentEntityComponent , a very simple work around for the lack of parent-child entities on my engine, this will probably be deprecated sooner or later but its a decent solution instead of doing all the work all at once Added GetRefreshRate to window class, so for example, your game can set the target fps based on this Changes to physics system (Bullet3) Fixed a super hard to find bug where models vertex and physics-engine vertex would have shifter coords and would make the objects act weird on real time, this is such a huge change, it makes physics really good to play with, see the video!! Added functions to apply force, impulse and torque to a dynamic rigidbody Added the teleport function for kinematic rigidbodies Added getLinearVelocity and getAngularVelocity Added options to freeze rotation on independent axis HUGE: allow the engine to support different physics worlds to live in one same game in real time! this needs some work tho, not featured in the video PD: This is getting super nice but also growing in complexity, once i finish with my game i will surely start improving the overall structure and start thinking about more serious changes, maybe another graphics api????
ORIGIN ENGINE Yippi another round of improvements to the best and certainty not over engineered game engine out there! Out of all the things ive been working on with the engine ive only really finished one, but it was rather a big change tho NEW input system I’ve added a new action-based input system that handles by itself connected devices (because we now support gamepads!!! ), input modes and preferences, keybinds and settings all in one simple system The new system instead of reading “raw” input from SDL3 now instead has a wrapper that sets all input to “actions”. All actions have assigned a certain key/button/axis etc… It allows you to use keyboard/mouse and gamepad all at the same time Games can now have support for handheld devices like your steamdeck! Support for precompiled shaders (GLSL -> SPV) This is still work in progress!! The engine itself supports the compiled GLSL files very quickly but the problem is to get those shaders to compile in the first place The shader class gets the relative path for the shader, before actually compiling it, it checks if theres a file with the same name but that ends with “.spv”, in that case it uses that one Right now theres not an easy utility script that will handle compilation for you, that needs to be done next!! Dynamically Chunked Terrain Collisions Very early and of course WIP, I still haven’t done much but i have a pretty good idea of how this will work: You bake the local position of all the vertex of a terrain model and then, when you require it, you get all the triangles close to the player in real time (with a basic “chunked” system), then Bullet3 generates that mesh collider rather quickly as the mesh is not so big (this will probably require multi-threading ). More on this on the next devlog Other small changes Fixed the sandbox not having docking enabled Added ImPlot3D to project, might use it at some point PD: This picture is from my other project that you should check out! It showcases the new terrain system (WIP)
ORIGIN ENGINE Another update to the best game engine there is that starts with the letter “O” (i think). Today’s devlog is small, bust most likely will be start of a new series of very much needed updates to the engine!. It’s important to note that most of the things ive been working on are not yet finished :(( New stuff! New things that are completely finished: Fix the sandbox UI, it was missing imgui flags from previous bug fixes i had to do because the docking branch of imgui was broken, they fixed it so i just rolled back! Cleaned up the rendering class, specially important for the new updates im working on, because im gonna need to do a hell lot of abstraction! Things im working on Im taking the current base of the engine to make a new “modular” system just for the love of the game, the most basic thing ive done is to allow the user to choose between SDL3 or GLFW for windowing, although input is currently only handled with SDL3 regardless…. There’s a lot of exiting stuff coming SOON^(TM), hope you like them!! (vulkan?, probably not lmfao) PD: yes! this is the origin engine running nicely in a steamdeck!!!
ORIGIN ENGINE A NEW UPDATE! I’m building a huge update for the origin engine! it might even be considered a new engine all together. The same philosophy is still there but I’m re-writting and refactoring the base structure of the whole engine. For now this refactor is close source tho, ill publish it once its ready for ship! What we currently have: I have the structure already though: A new project-based system where all the shader compilation and asset handling is done for each project, this + a simple abstraction layer should allow the sandbox to be a hugely more important tool as you will be able to play your game right in the editor! Compile time switch between SDL3 or GLFW for windowing, input is not yet “ported” if you consider it that way What i wanna add but may be difficult Runtime api switching between OpenGL, Vulkan and DirectX3D 11. even tho for now i have a super basic abstraction layer and only opengl is even able to initialize so….. maybe too hard i hope i manage to do it tho , was thinking of doing a similar thing for switching between physics engines like bullet3, physicsX or Box3D, this is very much in the future of course Project export/ editor previews This is a major step and im learning a lot!! but its very difficult to handle new stuff like vulkan with other new c++ architectural stuff, hope it goes well
ORIGIN ENGINE I’m sorry in advance that these and probably the next few devlogs wont have very exiting things or new and awesome information but sometimes you gotta focus on boring structural stuff that its just not really fun… The new Project-Based System The engine is now very dependent on the sandbox editor, sort of like a symbiotic relationship between the sandbox and your code editor, because thats where you will not only handle your assets but also play the game. The previous version just had the sandbox to be a tiny map editor tool that not even i would use half of the time The project (also called environment) then would have its own “environment” literally where all your assets would be included, with very little naming restrictions, this would make working on the project super easy and itd be easy too to use git with it (maybe build a builtin git UI??? it could be cool) I’ve already built the base for it and I’ve already added support for ImGui only for the OpenGL backend, i was thinking of adding a different UI system but this one will do for now :))
ORIGIN ENGINE I’ve finally managed to port enough of the original engine to setup an imgui layer to have this little built-in launcher! it currently only works when using opengl, but its completely supported by both the windowing backends (glfw & sdl3) Its hard to make videos like this on a steamdeck so please like lol. Other stuff I completely restructured the new engine architecture to be a layered system, the engine holds a stack of layers and updates them independently! each layer holds stuff like OnAttach OnLateUpdate OnEvent etc, which is a much better approach compared to what we had before! I created a completely new custom file system, as the sandbox and games use completely different files and base directories, you can now mount/dismount different “aliases” for each program, so you can find your assets easily with custom virtual paths like sandbox://settings.json or project://scenes/scene.json Literally ported the scene/entity system right from the previous version, but it is a lot smaller currently, because the previous one wasnt really good, we now can load scenes from a file but now those get added to a scene stack, which is a lot more efficient if you wanna load them again! Overall the project’s code quality is so much better too!! After these bases are set im gonna be focusing on getting a full render layer working with at least opengl, even tho the vulkan renderer is already setup… PD: Origin Zero is just the new “protoype” name i gave it, just like with when i started this project i called it Origin “Zeus” lmao
ORIGIN ENGINE version 0.19.3 First ship is coming up soon! Even tho ive been working on really exciting stuff, i really would like to focus on actually learning and having a deep enough understanding of vulkan and other stuff like the best engine’s architecture before actually logging and building something open and usable, thats why i feel this is a good place to finally ship this project as it is and maybe come back to it at some point Pre-ship checklist! I’ve updated the website! now you have a few new sections with new information like the game i build using this engine and other cool stuff! published a new version to the github releases page (0.19.3 i think), with the binaries for the demo game and the sandbox for both windows and linux! the web build is still there on the website but it is marked as legacy tho Its been super fun to work on this and ive learnt a lot but i really really really think i could make something so much better with all the knowledge i now have and with some serious research, this is pretty much what ive explained in most of all the previous devlogs (the last 2 or 3) I’ve been working on applying some of the stuff ive been working on to the engine, like the new renderer class its now pretty much ported nicely! ive also tested that everything worked cross platform and yay! the project is very ready to hold any new game or project you might wanna do with it, although i might wanna make a quick tutorial on how to work with the engine on a github repo cuz its not very intuitive Known issue I’ve been trying to add support to the engine for builtin shaders but ive realized that its a super deeper problem than what i was expecting, id honestly do something like making all the shaders be done with something like slang and then compile them to spirv without any glsl intermediary PD: the video you see is a demo scene you can find at assets/scenes/physics.scene if you wanna try it by yourself!!!
Ships:
I made a custom game engine from scratch! it has a fast opengl pixelart renderer, builtin physics, lighting, an entity-component system, a spatial audio system, terrain system, it can load and save scenes on the fly, supports many 3d asset extensions… Its what i used to create my other big project! (JSP) the engine is cross-platform and works right out of the box for linux, windows and web!! and also it comes with a lightweight level editor and ive also made a website for it Hope you like it!! made with <3 from @aloyak...
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1792990527.5510185
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1793076927.5510185
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1028
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My awesome macropad! by @Icky_Vicky | Stardance
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Icky_Vicky
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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 @Icky_Vicky | Stard Title: My awesome macropad! by @Icky_Vicky | Stardance...
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1792597923.191316
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1793202723.191316
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1027
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Untitled by @mani | Stardance
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mani
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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 @mani | Stardance
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1792921959.9941068
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1793785959.9941068
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1026
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spacepad by @mani | Stardance
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mani
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0
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2.0
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0
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[]
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[{"post_id": 17736, "ts": "202 [{"post_id": 17736, "ts": "2026-06-28T17:32:49Z", "hours": 0.0, "text": "made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder"}, {"post_id": 7561, "ts": "2026-06-12T17:18:39Z", "hours": 0.0, "text": "completed the case"}, {"post_id": 3857, "ts": "2026-06-06T22:35:55Z", "hours": 1.0, "text": "made the top panel for the spacepad"}, {"post_id": 2822, "ts": "2026-06-05T17:24:55Z", "hours": 0.0, "text": "updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow"}, {"post_id": 1918, "ts": "2026-06-04T04:41:57Z", "hours": 0.0, "text": "silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustments😮💨"}, {"post_id": 1489, "ts": "2026-06-03T15:26:37Z", "hours": 0.0, "text": "routed all the traces of my space pad"}, {"post_id": 901, "ts": "2026-06-02T17:04:44Z", "hours": 1.0, "text": "i made the pcb for the space pad and attached the 3d models for the mockup 😮💨"}, {"post_id": 365, "ts": "2026-06-01T18:17:43Z", "hours": 0.0, "text": "made the schematics of the space pad made the all the connection based on guide"}]...
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Title: spacepad by @mani | Stardance
Devlogs:
mad Title: spacepad by @mani | Stardance
Devlogs:
made the schematics of the space pad made the all the connection based on guide
i made the pcb for the space pad and attached the 3d models for the mockup 😮💨
routed all the traces of my space pad
silkscreen art placement made most of them from scratch like outpost logo alexren and stardust but most are slight adjustments😮💨
updated placements of silkscreen and made the switch plate in cad fusion 360 died on me so I think i will do it tomorrow
made the top panel for the spacepad
completed the case
made firmware in kmk for my space pad with 2 layers for 16 keys and rotary encoder...
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1792907373.5380497
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1793771373.5380497
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1025
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Seergraph by @Zephyr | Stardance
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Zephyr
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0
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57.6
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0
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[]
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[{"post_id": 26436, "ts": "202 [{"post_id": 26436, "ts": "2026-07-11T07:15:52Z", "hours": 9.3689, "text": "NEW DEVLOG!! I’m terribly behind on a lot of work but that’s okay, lets keep going So the call extraction is proving to be MUCH more difficult that I expected. Turns out, there are a lot of ways to call a callable symbol in javascript But that’s fine, I’ve gotten most of it down now, just a few more cases to handle: the this keyword return values indirect parameter calls After I’m done with call extraction, all that’s left to do is figure out how im going to save this graph, then I can use it to make my architectural linter CLI :D"}, {"post_id": 19845, "ts": "2026-07-01T07:42:24Z", "hours": 10.045, "text": "Its time…. for another devlog :> Okay so, here’s a concise list describing what I’ve accomplished: Make binding symbols to represent symbols which have been imported from another file Create aliases edges to connect binding symbols to the actual symbol, OR to connect namespace import symbols to the actual file being imported Create lookup / index tables for my data, then realize that i don’t need all of them during graph build time, then delete some of the indexes Major refactor of source code to use the new GraphBuilder class instead of manually collecting symbols/edges Write testttssssssss Clean up types (it was a mess, but its better now) Now, I’m changing my main analyzer entry point to support multi-file tests without having to actually create the files (right now, it only supports code input of filepath input). After that, i can FINALLY. AND I MEAN FINALLY. move on to call extraction :> (and yes, this is yet another screenshot of the terminal / IDE cuz im still trying to extract data, theres not much to show )"}, {"post_id": 16167, "ts": "2026-06-26T08:43:08Z", "hours": 9.5747, "text": "NEW DEVLOGGG. Okay so i’ve been super busy recently so not a lot of work done :> but i completed the export extraction, and also import extraction (which was surprisingly easy because turns out ts-morph does a lot of the heavy lifting for me)! Was going to move on to call extraction, when i realized a few things: I need to resolve my imports. How am i supposed to know what an imported symbol is referring to if they don’t have a symbol? I need to create aliases edges for my binding symbols (which are technically dummy symbols used to represent the imported symbol that is being referred to), in order to connect them to their actual symbol. I need lookup tables! :0 which i completely forgot about. So now I’ll be creating lookup tables as well via incremental updates. :> After i resolve the above, i can FINALLY move on to call extraction I’ve also decided to change what my project is for! Having a graph representation of an actual codebase is super powerful, so I’ll be using it to make some sort of architectural linter (like eslint but for architecture instead of code syntax) This is what i have in mind currently: layers : { api : \" src/routes/** \" , services : \" src/services/** \" , repositories : \" src/repositories/** \" , }, rules : [ // Layer rules — explicit forbidden edges noCrossLayerCalls ({ from : \" api \" , to : \" repositories \" }), // Path rules — enforce mandatory intermediaries mustGoThrough ({ from : \" api \" , to : \" repositories \" , through : \" services \" }), // Cluster rules — graph-inferred boundaries noUnexpectedCrossClusterCalls (), allowCrossClusterCall ({ from : \" payments \" , to : \" shared \" }), ] Obviously, its still a work in progress :> but i like where its going, will be working much more often hopefully (P.S, the image shows my export extraction details)"}, {"post_id": 11722, "ts": "2026-06-19T02:52:54Z", "hours": 9.7944, "text": "NEW DEVLOG. Okay so: I finished my symbol extraction and I have moved on to extracting exports :0 Unfortunately, all i have to show for it is STILL console output, but we’re getting there :> For the symbol extraction, i did a MAJOR refactoring of my code to use generator functions, and I’m much happier with the output now :D I also added extraction of some other symbols, and change the object extraction strategy to use a recursive approach (if i hit a property that contains an object, i recurse). For export extraction, I go over all export symbols that I found inside of the source file and then I handle their initializers. Basically: see what is being exported, and make an edge from the file to the export :> Some hard cases that I have to handle include default exports and export specifiers. These aren’t exactly the same as other types of exports in the parsed AST, so I need to make sure some weird cases are working as well. Next step is finishing my export extraction, writing a buncha tests, and then moving on to call extraction."}, {"post_id": 9048, "ts": "2026-06-15T03:16:20Z", "hours": 9.1664, "text": "Okay devlog time :> So far I’ve been really focused on accurate symbol extraction from the AST, I need to have enough information extraction about what functions are actually useful enough to qualify as a symbol, because I don’t want a symbol for some random .map() callback function! Anyways, the image i’ve attached below is a dual view of the symbols im extracting. On the left, I’ve only got ids (for a quicker glance) and on the right I’ve got the full symbols for each id! Also, after the first devlog, I realized the complexity of the project and instantly decided to write tests, so I’ve been doing that as well :> I don’t want to break something accidentally in the future without even knowing smh So far, im creating a symbol for: non-exported variables that contain a function exported variables named classes named class’s methods named function declarations and arrow functions nested function declarations and arrow functions an object’s properties that are arrow functions/function expressions intermediate objects of a parent object that contains at least one callable descendant, that act as namespaces a function’s methods Right now, I still need to collect a symbol for: default exports, whether named or not types enums interfaces Anonymous classes stored in a variable After that, I need to write a couple of more tests, refactor my code a little (it’s pretty messy right now), and then move on to the call graph, where I’ll have to extract CallFacts (basically whenever a symbol is being called/referred to)"}, {"post_id": 6767, "ts": "2026-06-11T10:29:18Z", "hours": 9.6475, "text": "Okay! This is supposed to be a local tool that takes in a repository, creates a huge graph out of the entire thing (with relationships between imports, exports, function calls, etc), and then based on the graph, I’ll be able to answer questions like “what is this function for?”, or “What functions depend on this?” The first step is scanning the repo (the easy part). Doing this was quite easy, since I just needed to use node’s fs module. The next step is significantly more challenging: creating the graph. First, I’ll have to parse each file and get an AST out of it, then i’ll have to traverse it in order to collect all the information i need, along with all of the relationships. Currently, this is the only output i can screenshot since im just trying to correctly parse and collect the AST nodes x-x but yes, i think its going to turn out well in the future :>"}]...
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Title: Seergraph by @Zephyr | Stardance
Devlogs:
Title: Seergraph by @Zephyr | Stardance
Devlogs:
Okay! This is supposed to be a local tool that takes in a repository, creates a huge graph out of the entire thing (with relationships between imports, exports, function calls, etc), and then based on the graph, I’ll be able to answer questions like “what is this function for?”, or “What functions depend on this?” The first step is scanning the repo (the easy part). Doing this was quite easy, since I just needed to use node’s fs module. The next step is significantly more challenging: creating the graph. First, I’ll have to parse each file and get an AST out of it, then i’ll have to traverse it in order to collect all the information i need, along with all of the relationships. Currently, this is the only output i can screenshot since im just trying to correctly parse and collect the AST nodes x-x but yes, i think its going to turn out well in the future :>
Okay devlog time :> So far I’ve been really focused on accurate symbol extraction from the AST, I need to have enough information extraction about what functions are actually useful enough to qualify as a symbol, because I don’t want a symbol for some random .map() callback function! Anyways, the image i’ve attached below is a dual view of the symbols im extracting. On the left, I’ve only got ids (for a quicker glance) and on the right I’ve got the full symbols for each id! Also, after the first devlog, I realized the complexity of the project and instantly decided to write tests, so I’ve been doing that as well :> I don’t want to break something accidentally in the future without even knowing smh So far, im creating a symbol for: non-exported variables that contain a function exported variables named classes named class’s methods named function declarations and arrow functions nested function declarations and arrow functions an object’s properties that are arrow functions/function expressions intermediate objects of a parent object that contains at least one callable descendant, that act as namespaces a function’s methods Right now, I still need to collect a symbol for: default exports, whether named or not types enums interfaces Anonymous classes stored in a variable After that, I need to write a couple of more tests, refactor my code a little (it’s pretty messy right now), and then move on to the call graph, where I’ll have to extract CallFacts (basically whenever a symbol is being called/referred to)
NEW DEVLOG. Okay so: I finished my symbol extraction and I have moved on to extracting exports :0 Unfortunately, all i have to show for it is STILL console output, but we’re getting there :> For the symbol extraction, i did a MAJOR refactoring of my code to use generator functions, and I’m much happier with the output now :D I also added extraction of some other symbols, and change the object extraction strategy to use a recursive approach (if i hit a property that contains an object, i recurse). For export extraction, I go over all export symbols that I found inside of the source file and then I handle their initializers. Basically: see what is being exported, and make an edge from the file to the export :> Some hard cases that I have to handle include default exports and export specifiers. These aren’t exactly the same as other types of exports in the parsed AST, so I need to make sure some weird cases are working as well. Next step is finishing my export extraction, writing a buncha tests, and then moving on to call extraction.
NEW DEVLOGGG. Okay so i’ve been super busy recently so not a lot of work done :> but i completed the export extraction, and also import extraction (which was surprisingly easy because turns out ts-morph does a lot of the heavy lifting for me)! Was going to move on to call extraction, when i realized a few things: I need to resolve my imports. How am i supposed to know what an imported symbol is referring to if they don’t have a symbol? I need to create aliases edges for my binding symbols (which are technically dummy symbols used to represent the imported symbol that is being referred to), in order to connect them to their actual symbol. I need lookup tables! :0 which i completely forgot about. So now I’ll be creating lookup tables as well via incremental updates. :> After i resolve the above, i can FINALLY move on to call extraction I’ve also decided to change what my project is for! Having a graph representation of an actual codebase is super powerful, so I’ll be using it to make some sort of architectural linter (like eslint but for architecture instead of code syntax) This is what i have in mind currently: layers : { api : " src/routes/** " , services : " src/services/** " , repositories : " src/repositories/** " , }, rules : [ // Layer rules — explicit forbidden edges noCrossLayerCalls ({ from : " api " , to : " repositories " }), // Path rules — enforce mandatory intermediaries mustGoThrough ({ from : " api " , to : " repositories " , through : " services " }), // Cluster rules — graph-inferred boundaries noUnexpectedCrossClusterCalls (), allowCrossClusterCall ({ from : " payments " , to : " shared " }), ] Obviously, its still a work in progress :> but i like where its going, will be working much more often hopefully (P.S, the image shows my export extraction details)
Its time…. for another devlog :> Okay so, here’s a concise list describing what I’ve accomplished: Make binding symbols to represent symbols which have been imported from another file Create aliases edges to connect binding symbols to the actual symbol, OR to connect namespace import symbols to the actual file being imported Create lookup / index tables for my data, then realize that i don’t need all of them during graph build time, then delete some of the indexes Major refactor of source code to use the new GraphBuilder class instead of manually collecting symbols/edges Write testttssssssss Clean up types (it was a mess, but its better now) Now, I’m changing my main analyzer entry point to support multi-file tests without having to actually create the files (right now, it only supports code input of filepath input). After that, i can FINALLY. AND I MEAN FINALLY. move on to call extraction :> (and yes, this is yet another screenshot of the terminal / IDE cuz im still trying to extract data, theres not much to show )
NEW DEVLOG!! I’m terribly behind on a lot of work but that’s okay, lets keep going So the call extraction is proving to be MUCH more difficult that I expected. Turns out, there are a lot of ways to call a callable symbol in javascript But that’s fine, I’ve gotten most of it down now, just a few more cases to handle: the this keyword return values indirect parameter calls After I’m done with call extraction, all that’s left to do is figure out how im going to save this graph, then I can use it to make my architectural linter CLI :D...
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1792619629.2536116
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1793224429.2536116
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1024
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Mo' Ability by @Icky_Vicky | Stardance
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Icky_Vicky
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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: Mo' Ability by @Icky_Vicky | Stardance
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1792540097.7348094
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1793144897.7348094
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1023
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My awesome macropad! by @Joey | Stardance
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Joey
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1
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0.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T02:51:18Z", "hours": 0.0, "multiplier": 5.0, "payout": 1, "blessing": "neutral", "text": "I made a six key macropad with a basic simplistic design. Being a beginner to these programs, it was quite difficult to understand. However, the communtiy was very helpful and incredibly nice. I’m very proud of this since it’s my first attempt doing these kinds of things.", "repo": "https://github.com/joeydooom/Hackclub-Hackpad", "demo": ""}]...
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[{"post_id": 1231, "ts": "2026 [{"post_id": 1231, "ts": "2026-06-03T02:44:00Z", "hours": 0.2606, "text": "A six key marcopad for w,a,s,d, q, and e. It’s already finished but i dont really know how to submit it"}]...
|
Title: My awesome macropad! by @Joey | Stardance
Title: My awesome macropad! by @Joey | Stardance
Devlogs:
A six key marcopad for w,a,s,d, q, and e. It’s already finished but i dont really know how to submit it
Ships:
I made a six key macropad with a basic simplistic design. Being a beginner to these programs, it was quite difficult to understand. However, the communtiy was very helpful and incredibly nice. I’m very proud of this since it’s my first attempt doing these kinds of things....
|
1792990552.4181776
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1793076952.4181776
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1022
|
JARVIS by @aarav_ | Stardance
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aarav_
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T18:52:04Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "J.A.R.V.I.S - Just A Rather Very Intelligent System “Sometimes you gotta run before you can walk.” - Tony Stark An AI desktop assistant inspired by Iron Man’s JARVIS. Built with Python, powered by free-first local command routing with optional Groq cloud AI, and designed to combine voice control, desktop automation, memory, productivity helpers, plugin safety, release checks, and a cinematic cyber interface in one Windows-first system. J.A.R.V.I.S can run in a keyless degraded mode. Local rules, the desktop UI, memory helpers, health checks, and many system commands work without API keys. Groq, Spotify, Gemini, and other cloud-backed capabilities are optional integrations.", "repo": "https://github.com/namanisnaman/JARVIS", "demo": "https://youtu.be/-wQnZ4pi9sM?si=OQfAUqn5ei09KKH6"}]...
|
[{"post_id": 366, "ts": "2026- [{"post_id": 366, "ts": "2026-06-01T18:18:29Z", "hours": 0.2644, "text": "I AM CURETLY WORKING ON JARVIS"}]...
|
Title: JARVIS by @aarav_ | Stardance
Devlogs:
I A Title: JARVIS by @aarav_ | Stardance
Devlogs:
I AM CURETLY WORKING ON JARVIS
Ships:
J.A.R.V.I.S - Just A Rather Very Intelligent System “Sometimes you gotta run before you can walk.” - Tony Stark An AI desktop assistant inspired by Iron Man’s JARVIS. Built with Python, powered by free-first local command routing with optional Groq cloud AI, and designed to combine voice control, desktop automation, memory, productivity helpers, plugin safety, release checks, and a cinematic cyber interface in one Windows-first system. J.A.R.V.I.S can run in a keyless degraded mode. Local rules, the desktop UI, memory helpers, health checks, and many system commands work without API keys. Groq, Spotify, Gemini, and other cloud-backed capabilities are optional integrations....
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1792990551.5402124
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1793076951.5402124
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Untitled project by @Enginerd14 | Stardance
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Title: Untitled project by @Enginerd14 | Stardance
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1020
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My first slack bot! by @aarav_ | Stardance
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aarav_
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Title: My first slack bot! by @aarav_ | Stardance
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1019
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My awesome macropad! by @Joshua_Westrick | Stardan My awesome macropad! by @Joshua_Westrick | Stardance...
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Title: My awesome macropad! by @Joshua_Westrick | Title: My awesome macropad! by @Joshua_Westrick | Stardance...
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1792781461.3875456
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My awesome macropad! by @aarav_ | Stardance
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aarav_
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Title: My awesome macropad! by @aarav_ | Stardance
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1017
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OBSTICLE AVOIDING CAR by @aarav_ | Stardance
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Title: OBSTICLE AVOIDING CAR by @aarav_ | Stardanc Title: OBSTICLE AVOIDING CAR by @aarav_ | Stardance...
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1792504483.2907887
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Untitled project by @SimDev | Stardance
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SimDev
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Title: Untitled project by @SimDev | Stardance
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Untitled project by @Jacob | Stardance
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Title: Untitled project by @Jacob | Stardance
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Untitled project by @Jacob | Stardance
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Title: Untitled project by @Jacob | Stardance
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1013
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My first slack bot! by @matthiaslubbertsen | Stard My first slack bot! by @matthiaslubbertsen | Stardance...
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matthiaslubbertsen
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Title: My first slack bot! by @matthiaslubbertsen Title: My first slack bot! by @matthiaslubbertsen | Stardance...
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1792666313.5165608
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1793271113.5165608
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My first slack bot! by @arma | Stardance
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arma
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Title: My first slack bot! by @arma | Stardance
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1792684294.217782
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1011
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ProgCal by @hatya-mouse | Stardance
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hatya-mouse
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Title: ProgCal by @hatya-mouse | Stardance
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My first slack bot! by @Bill | Stardance
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Bill
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Title: My first slack bot! by @Bill | Stardance
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1792644717.5467691
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1009
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My awesome macropad! by @Bill | Stardance
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Bill
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Title: My awesome macropad! by @Bill | Stardance
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1792748937.8716805
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1793353737.8716805
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1008
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ClubHub by @Mottl | Stardance
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Mottl
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[]
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[{"post_id": 45223, "ts": "202 [{"post_id": 45223, "ts": "2026-08-11T15:42:37Z", "hours": 2.8606, "text": "#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!"}, {"post_id": 39132, "ts": "2026-08-01T20:58:21Z", "hours": 7.4072, "text": "Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, it’s time to… well, how do I say this… make the actual website. I know, it’s so hard. All I’ve been doing is bugfixing the backend, it’ll be so nice to program in React again."}, {"post_id": 32063, "ts": "2026-07-20T23:21:35Z", "hours": 4.0053, "text": "Devlog #4 Okay, so I missed last week… HOWEVER, I have made an API! Which is great. It’s going pretty good so far, but it’s not finished yet, and when I finish it, I will finally be able to finish the app! (let’s go)"}, {"post_id": 24900, "ts": "2026-07-08T19:08:41Z", "hours": 3.5833, "text": "(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I don’t want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it won’t just be frontend much longer."}, {"post_id": 20995, "ts": "2026-07-02T18:53:00Z", "hours": 3.1369, "text": "Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot."}, {"post_id": 13772, "ts": "2026-06-22T15:59:28Z", "hours": 1.2197, "text": "Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That one’s gonna be hard, but I found a thing called Motion that might let me do it. I’ll see you in the next devlog (later today)!"}, {"post_id": 6464, "ts": "2026-06-10T21:29:24Z", "hours": 0.5061, "text": "I’ve begun working on the prototype UI for my school club management project, ClubHub. It’s made in Google Slides. Tomorrow I will probably start learning React (y’know, to actually make the project)"}]...
|
Title: ClubHub by @Mottl | Stardance
Devlogs:
I’v Title: ClubHub by @Mottl | Stardance
Devlogs:
I’ve begun working on the prototype UI for my school club management project, ClubHub. It’s made in Google Slides. Tomorrow I will probably start learning React (y’know, to actually make the project)
Devlog #2 I have created a new React app for ClubHub after making a simple React test, and after a very long hour of programming, I have created the layout for the main bulletin of the app! The top row is the part with all of the tabs for different parts of the site, the side row is where all of the filters for different clubs are going to go, and the middle area is where the bulletin board is going to go. That one’s gonna be hard, but I found a thing called Motion that might let me do it. I’ll see you in the next devlog (later today)!
Devlog #3 This past week I have been working on the actual bulletin board part of the bulletin page. I found a nice react library (not Motion) that lets me do what I want, but the documentation was realy bad, and it took me a couple (unlogged) hours trying to figure out how to use it. But now I have a proper bulletin, I just have to figure out how to feed data to it and polish it up a lot.
(Weekly) Devlog #3 Yes, I have decided that these devlogs will be weekly, because I have things to do and I don’t want to write them all the time! This week I got a ton of stuff done, the most major was adding pages to the site! I gotta get to work on those right away after I work on this devlog. I also did some general code cleanup and polish, and as you can see I added a top bar with tabs that let you switch between pages, as well as an account page and a settings page. I also started working on a Python REST API for the project, so it won’t just be frontend much longer.
Devlog #4 Okay, so I missed last week… HOWEVER, I have made an API! Which is great. It’s going pretty good so far, but it’s not finished yet, and when I finish it, I will finally be able to finish the app! (let’s go)
Signup Page!!!!! You (probably like two people) may have been wondering what I have been doing the past two weeks, and I am proud to announce that I have authentication working!!! It may have taken 7 hours and 30 minutes, but the API can sign people in safely and securely! Now, it’s time to… well, how do I say this… make the actual website. I know, it’s so hard. All I’ve been doing is bugfixing the backend, it’ll be so nice to program in React again.
#Plan to LOCK IN! This contest ends in a month and a half, and I have a plan to get it done in 10 days! The picture below is all I have left to do in ClubHub, and all there is is this! If I do one thing every day, then I can get this thing done before the deadline! Time to get to work!...
|
1792497306.8210258
|
1793102106.8210258
|
|
1007
|
Homelab Dashboard by @nbth | Stardance
|
nbth
|
0
|
0.0
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0
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[]
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[]
|
Title: Homelab Dashboard by @nbth | Stardance
|
1792507754.9966264
|
1793112554.9966264
|
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1006
|
Untitled by @Srijit | Stardance
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Srijit
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[]
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Title: Untitled by @Srijit | Stardance
|
1792504051.1680636
|
1793108851.1680636
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1005
|
Untitled by @Anay | Stardance
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Anay
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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 @Anay | Stardance
|
1792522106.1587174
|
1793126906.1587174
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1004
|
Untitled by @Anay | Stardance
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Anay
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[]
|
Title: Untitled by @Anay | Stardance
|
1792709238.131434
|
1793314038.131434
|
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1003
|
My awesome macropad! by @ghastly | Stardance
|
ghastly
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0
|
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[]
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[]
|
Title: My awesome macropad! by @ghastly | Stardanc Title: My awesome macropad! by @ghastly | Stardance...
|
1792695244.7120202
|
1793300044.7120202
|
|
1002
|
My first slack bot! by @HackPlayAar | Stardance
|
HackPlayAar
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0
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0.58
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[]
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[{"post_id": 683, "ts": "2026- [{"post_id": 683, "ts": "2026-06-02T07:34:51Z", "hours": 0.5781, "text": "A Slack Bot named J.A.R.V.I.S"}]...
|
Title: My first slack bot! by @HackPlayAar | Stard Title: My first slack bot! by @HackPlayAar | Stardance
Devlogs:
A Slack Bot named J.A.R.V.I.S...
|
1792604877.4120207
|
1793209677.4120207
|
|
1001
|
HACKSOLE! by @asta_exl10 | Stardance
|
asta_exl10
|
0
|
0.0
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0
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[]
|
[]
|
Title: HACKSOLE! by @asta_exl10 | Stardance
|
1792540360.57122
|
1793145160.57122
|
|
1000
|
My first slack bot! by @d-rav | Stardance
|
d-rav
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0
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0.0
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[]
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[]
|
Title: My first slack bot! by @d-rav | Stardance
|
1792536630.3525522
|
1793141430.3525522
|
|
999
|
Relative Velocity by @R10 | Stardance
|
R10
|
0
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0.0
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0
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[]
|
[]
|
Title: Relative Velocity by @R10 | Stardance
|
1792637284.6623003
|
1793242084.6623003
|
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998
|
Untitled project by @HackPlayAar | Stardance
|
HackPlayAar
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0
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0.0
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[]
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[]
|
Title: Untitled project by @HackPlayAar | Stardanc Title: Untitled project by @HackPlayAar | Stardance...
|
1792644468.14851
|
1793249268.14851
|
|
997
|
AI-research-agent by @ashmildax | Stardance
|
ashmildax
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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-research-agent by @ashmildax | Stardance
|
1792507748.2937918
|
1793112548.2937918
|
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996
|
Camera slider by @Gwendal | Stardance
|
Gwendal
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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: Camera slider by @Gwendal | Stardance
|
1792562022.2749436
|
1793166822.2749436
|
|
995
|
Track or Trash by @Maxolotl | Stardance
|
Maxolotl
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1
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17.68
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181
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-22T07:24:35Z", "hours": 14.0, "multiplier": 13.37, "payout": 181, "blessing": "neutral", "text": "I made Track or Trash! A 100% free, private Spotify playlist sorter, because I got tired of all the worthless apps that try to charge you insane amounts for it. For me, it was a huge learning curve with css & also with the Spotify API, but I’m really proud of how well it works and how it turned out! If you want to try, view the documentation on how to get your own API keys - unfortunately, you need 25.000 users before Spotify grants you publicly available keys (why?). If you only want to give it a try for reviewing it, please send me an email ( [email protected] ) and I will add your Spotify account to the whitelist to use demo API credentials.", "repo": "https://github.com/maxolotled/TrackOrTrash", "demo": "https://trackortrash.me"}]...
|
[{"post_id": 14353, "ts": "202 [{"post_id": 14353, "ts": "2026-06-23T13:36:16Z", "hours": 3.6831, "text": "Track or Trash now supports youtube music! Go check it out - no annoying API keys needed. This was way simpler than the damned Spotify API, luckily! Only verifying with Google was a bit of an hassle, but otherwise, it all went smoothly. Youtube does show both normal videos and music in the same Playlists, so it’s even slightly multifunctional!"}, {"post_id": 13573, "ts": "2026-06-22T07:07:25Z", "hours": 3.485, "text": "Everything is now done! The app is finished, and as far as I can tell, all bugs have been ironed out. I added a new feature to add songs to your liked songs immediately, and finished the documentation!"}, {"post_id": 9394, "ts": "2026-06-15T18:53:59Z", "hours": 3.8325, "text": "I finished all core functions of the website! It now works for playlists, shows songs in random order, has a saving & logout function, and a functioning UI for mobile devices. I also gave it it’s own domain! It was quite a struggle to figure out how the spotify API works for playlists (who decided it had to be entirely different?!). Next up, I’m going to work on some UI improvements, tutorials and integration of other music services. You can already try it out yourself if you know how to use the spotify API via trackortrash.me!"}, {"post_id": 3430, "ts": "2026-06-06T11:21:37Z", "hours": 4.2958, "text": "I finished making the sorting mechanism for the likes songs album! It took a lot of struggling with the spotify API and authentication, but I’m super glad to see it all functioning now. Next up I will work on normal playlists! :)"}, {"post_id": 1377, "ts": "2026-06-03T11:25:17Z", "hours": 1.9925, "text": "I’m making a website to clean up my spotify playlists! I just finished the login screens (very ugly, but being worked on) and the auth flow. My goal will be to learn HTML/CSS and expand my java knowledge in regard to API’s!"}]...
|
Title: Track or Trash by @Maxolotl | Stardance
De Title: Track or Trash by @Maxolotl | Stardance
Devlogs:
I’m making a website to clean up my spotify playlists! I just finished the login screens (very ugly, but being worked on) and the auth flow. My goal will be to learn HTML/CSS and expand my java knowledge in regard to API’s!
I finished making the sorting mechanism for the likes songs album! It took a lot of struggling with the spotify API and authentication, but I’m super glad to see it all functioning now. Next up I will work on normal playlists! :)
I finished all core functions of the website! It now works for playlists, shows songs in random order, has a saving & logout function, and a functioning UI for mobile devices. I also gave it it’s own domain! It was quite a struggle to figure out how the spotify API works for playlists (who decided it had to be entirely different?!). Next up, I’m going to work on some UI improvements, tutorials and integration of other music services. You can already try it out yourself if you know how to use the spotify API via trackortrash.me!
Everything is now done! The app is finished, and as far as I can tell, all bugs have been ironed out. I added a new feature to add songs to your liked songs immediately, and finished the documentation!
Track or Trash now supports youtube music! Go check it out - no annoying API keys needed. This was way simpler than the damned Spotify API, luckily! Only verifying with Google was a bit of an hassle, but otherwise, it all went smoothly. Youtube does show both normal videos and music in the same Playlists, so it’s even slightly multifunctional!
Ships:
I made Track or Trash! A 100% free, private Spotify playlist sorter, because I got tired of all the worthless apps that try to charge you insane amounts for it. For me, it was a huge learning curve with css & also with the Spotify API, but I’m really proud of how well it works and how it turned out! If you want to try, view the documentation on how to get your own API keys - unfortunately, you need 25.000 users before Spotify grants you publicly available keys (why?). If you only want to give it a try for reviewing it, please send me an email ( [email protected] ) and I will add your Spotify account to the whitelist to use demo API credentials....
|
1792972094.6708295
|
1793058494.6708295
|
|
994
|
Ctex by @Rustlord547 | Stardance
|
Rustlord547
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Ctex by @Rustlord547 | Stardance
|
1792766898.509258
|
1793371698.509258
|
|
993
|
My awesome macropad! by @Isaac | Stardance
|
Isaac
|
0
|
0.44
|
0
|
[]
|
[{"post_id": 1574, "ts": "2026 [{"post_id": 1574, "ts": "2026-06-03T17:51:26Z", "hours": 0.4394, "text": "Schematic I first watched a yt video to learn how to add schematics and symbols, then after adding it I made the schematic: 🙂"}]...
|
Title: My awesome macropad! by @Isaac | Stardance
Title: My awesome macropad! by @Isaac | Stardance
Devlogs:
Schematic I first watched a yt video to learn how to add schematics and symbols, then after adding it I made the schematic: 🙂...
|
1792669793.7394667
|
1793274593.7394667
|
|
992
|
Sleep Helper by @Manula | Stardance
|
Manula
|
0
|
30.07
|
0
|
[]
|
[{"post_id": 29374, "ts": "202 [{"post_id": 29374, "ts": "2026-07-16T09:00:52Z", "hours": 12.6847, "text": "Devlog3 - Sleep Helper What I did: Added a photoresistor for light levels + LED Added code to set an alarm + buzzer added a relay that would cause a motor to spin if the temperature got past ideal sleeping temps Added an extra button to stop/set alarm Added an ethernet shield because it has a microSD card slot Used microSD card to create a CSV file with timestamps, temp & humidity data, light etc. microSD card can then be removed from ethernet shield and opened to see data in an EXCEL spreadsheet (check how your sleeping environment was after waking up) added a capacitor to deal with voltage dips Debugged during Argentina vs England (🐐) Free up space for SRAM on Arduino UNO (this has taken too long.) MAJOR PROBLEMS: Arduino Uno doesn’t have enough SRAM to manage OLED, DHT and SD libraries at once and doesn’t have adequate space to Open a file on an SD card for a write function Moving forward: finding a solution to manage everything without voltage dips becoming an issue + managing SRAM adding motor Creating 3D printed housing Shipping"}, {"post_id": 26407, "ts": "2026-07-11T05:48:07Z", "hours": 17.3875, "text": "Sleep Helper Devlog 2 Can’t sleep? Well maybe the problem is your sleeping environment! I’m building an Arduino-powered sleep device that watches over my room while I sleep. Helping me improve my sleeping environment and get quality sleep. So far it tracks temperature, humidity and noise. Things I have done so far: Made an ‘Alarm Style’ clock setup Read temp and humidity Change between clock and temp modes Detect Loud sounds Next steps:| Adding more features Polishing off Arduino code Creating 3D printed housing I hope you all like it! :)"}]...
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Title: Sleep Helper by @Manula | Stardance
Devlog Title: Sleep Helper by @Manula | Stardance
Devlogs:
Sleep Helper Devlog 2 Can’t sleep? Well maybe the problem is your sleeping environment! I’m building an Arduino-powered sleep device that watches over my room while I sleep. Helping me improve my sleeping environment and get quality sleep. So far it tracks temperature, humidity and noise. Things I have done so far: Made an ‘Alarm Style’ clock setup Read temp and humidity Change between clock and temp modes Detect Loud sounds Next steps:| Adding more features Polishing off Arduino code Creating 3D printed housing I hope you all like it! :)
Devlog3 - Sleep Helper What I did: Added a photoresistor for light levels + LED Added code to set an alarm + buzzer added a relay that would cause a motor to spin if the temperature got past ideal sleeping temps Added an extra button to stop/set alarm Added an ethernet shield because it has a microSD card slot Used microSD card to create a CSV file with timestamps, temp & humidity data, light etc. microSD card can then be removed from ethernet shield and opened to see data in an EXCEL spreadsheet (check how your sleeping environment was after waking up) added a capacitor to deal with voltage dips Debugged during Argentina vs England (🐐) Free up space for SRAM on Arduino UNO (this has taken too long.) MAJOR PROBLEMS: Arduino Uno doesn’t have enough SRAM to manage OLED, DHT and SD libraries at once and doesn’t have adequate space to Open a file on an SD card for a write function Moving forward: finding a solution to manage everything without voltage dips becoming an issue + managing SRAM adding motor Creating 3D printed housing Shipping...
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1792515017.9336224
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1793119817.9336224
|
|
991
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Scrumpheus by @rino | Stardance
|
rino
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0
|
9.9
|
0
|
[]
|
[{"post_id": 4224, "ts": "2026 [{"post_id": 4224, "ts": "2026-06-07T13:41:56Z", "hours": 3.0933, "text": "I’m PROUD! Devlog 5 I’m too excited to tell this! I made a procedural algorithm that creates a random station, same station with same key (like minecraft world gen). Then I used PixiJS (first time btw) to render the output as stations in an infinite canvas! Bro… I made a proc algo rendered it using pixiJS made an infinite canvas integrated it with firestore I never did any of these before… This is the first time, and I did all of this in 3 hours! THIS IS CRAZY FOR ME! (ydk how i feel, this might feel cringe to you… I recommend watching the video I attached here…)"}, {"post_id": 2634, "ts": "2026-06-05T08:32:16Z", "hours": 1.4761, "text": "Devlog 4 Made a light version of the procedural algorithm that prints the space station on the terminal for testing, now I’m gonna create the space environment and put these spaceships into it using PixiJS"}, {"post_id": 1969, "ts": "2026-06-04T07:06:23Z", "hours": 1.6392, "text": "Devlog 3 Made the assets for procedural space station generation in Figma, now I will use a seed based procedural function to generate stations on the fly. It will be consistent and also bigger projects get bigger stations."}, {"post_id": 917, "ts": "2026-06-02T17:34:21Z", "hours": 1.5103, "text": "Devlog 2 Firebase Database is now completely integrated. Minor Fixes and improvements. Will actually need to use the database to its fullest."}, {"post_id": 706, "ts": "2026-06-02T08:55:34Z", "hours": 1.8019, "text": "Devlog 1: Used Cloudflare workers to create the Auth Flow. Installed React Router and developed all the things needed for a full user authentication and logout flow. When the user first visits the web-app, they see a UI where they can click “Login with Hackatime” to create an account and access their dashboard through a wormhole animation (it’s a loading screen)."}, {"post_id": 330, "ts": "2026-06-01T17:03:45Z", "hours": 0.3753, "text": "Created the boilerplate + the basic layout for the app. It’s gonna be space themed!"}]...
|
Title: Scrumpheus by @rino | Stardance
Devlogs:
C Title: Scrumpheus by @rino | Stardance
Devlogs:
Created the boilerplate + the basic layout for the app. It’s gonna be space themed!
Devlog 1: Used Cloudflare workers to create the Auth Flow. Installed React Router and developed all the things needed for a full user authentication and logout flow. When the user first visits the web-app, they see a UI where they can click “Login with Hackatime” to create an account and access their dashboard through a wormhole animation (it’s a loading screen).
Devlog 2 Firebase Database is now completely integrated. Minor Fixes and improvements. Will actually need to use the database to its fullest.
Devlog 3 Made the assets for procedural space station generation in Figma, now I will use a seed based procedural function to generate stations on the fly. It will be consistent and also bigger projects get bigger stations.
Devlog 4 Made a light version of the procedural algorithm that prints the space station on the terminal for testing, now I’m gonna create the space environment and put these spaceships into it using PixiJS
I’m PROUD! Devlog 5 I’m too excited to tell this! I made a procedural algorithm that creates a random station, same station with same key (like minecraft world gen). Then I used PixiJS (first time btw) to render the output as stations in an infinite canvas! Bro… I made a proc algo rendered it using pixiJS made an infinite canvas integrated it with firestore I never did any of these before… This is the first time, and I did all of this in 3 hours! THIS IS CRAZY FOR ME! (ydk how i feel, this might feel cringe to you… I recommend watching the video I attached here…)...
|
1792770571.150744
|
1793375371.150744
|
|
990
|
PythOS by @milo0622 | Stardance
|
milo0622
|
1
|
42.45
|
270
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T14:06:19Z", "hours": 14.0, "multiplier": 19.35, "payout": 270, "blessing": "neutral", "text": "This is a Linux distro written almost completely in Python!! What’s special about it, is that the whole Linux distro is compiled and assembled by me!! Compared to previous versions in the previous repo, those all relied on other Linux distro shells. But this time, the shell and other programs in /bin is written in Python. How it works: Boots grub bootloader Boots Linux kernel Loads init script Loads init.py from sbin/ Tries to load pysh.py from bin/ -> If fails or user exits pyshell, it falls back to init.py as a logon menu (written with ncurses) This is a protection mechanism that prevents kernel panic (which needs us to force reboot the PC) I’m really proud that my OS worked, and has always been my dream creating an up and running OS!!", "repo": "https://github.com/milo0622/PythOS", "demo": "https://github.com/milo0622/PythOS/releases/"}]...
|
[{"post_id": 31306, "ts": "202 [{"post_id": 31306, "ts": "2026-07-19T16:31:21Z", "hours": 9.7153, "text": "Alright. So in the past 8 hours, I’ve been working on the KMSDRM rendering for PythOS’ desktop. Since all apps will be called via standard execve, functions inside cannot be called directly from the main server. That’s where IPC comes in. Like GNOME, it pygui acts as a server that handles the custom made apps that contains the GUI APIs, and performs a communication back and forth to render the apps. The process is NOT easy, and got my brain frying."}, {"post_id": 28979, "ts": "2026-07-15T16:38:05Z", "hours": 7.3539, "text": "In this 6 hours’ work, I’ve added a handle to the windows for the user to drag them. Various APIs were also added, such as buttons, text and images. There is one more useful feature: window focusing. When multiple windows are added, you can focus on them by clicking on them just like normal OSes."}, {"post_id": 28215, "ts": "2026-07-14T11:11:36Z", "hours": 11.3847, "text": "In this 11 hours (shows 10 hours because of the limit of devlogs), I’ve worked on framebuffering with PyGame, it was kinda painful trying to learn writing GUI in a completely different language, but it’s kinda worth it and enjoyable :) Also the theme of the GUI is based on Windows 98"}, {"post_id": 19180, "ts": "2026-06-30T13:20:41Z", "hours": 7.0183, "text": "After rewriting code for 7 hours and building the ISO file for more than 5 hours, I have finally built a bootable PythOS ISO file!!! What I have rewritten, was pysh.py to optimize the shell. I’ve also fixed a TypeError of PosixPath + str in ls.py. How the OS works: Boots grub bootloader Boots Linux kernel Loads init script Loads init.py from sbin/ Tries to load pysh.py from bin/ -> If fails or user exits pyshell, it falls back to init.py as a logon menu (written with ncurses) This is a protection mechanism that prevents kernel panic (which needs us to force reboot the PC) How to dualboot: (for Windows users. Skip if you know how to dualboot Linux, but please do not ignore step 6 when flashing): Prerequisites: Rufus (download from here ) PythOS ISO (download from the releases page ) A USB (at least 200MB) Steps: Plug in your USB and run Rufus you have just downloaded Select your USB device in the “Device” dropdown menu In the “Boot selection” dropdown, select “Disk or ISO image (Please select)” Select PythOS ISO file Click START Select DD mode as the flash mode instead of ISO mode (ISO mode will NOT work) and click OK Wait for it to flash Reboot your computer after flashing and enter UEFI boot menu Select the USB flash drive Select PythOS Phoenix ENJOY! NOTE: If your computer uses legacy BIOS instead of UEFI, I’m sorry… I’ll be adding BIOS support very soon tho :) Other architecture builds of the OS will be released very soon. The current supported arch is x86_64 (64-bit) P.S. You might be wondering if you’ll need to type in “.py” for running my scripts in bin, you don’t. Simply type in the command without .py, it’ll be good to go. Of course you CAN type in .py if you want, but it would basically be your choice mate"}, {"post_id": 2103, "ts": "2026-06-04T13:07:32Z", "hours": 4.5208, "text": "In this ~4.5 hours, I’ve added many commands to PythOS: clear, date, ls, mkdir, touch, uname And the most amazing thing I’ve done, is adding arguments and options :). I do think that this project can let me learn a LOT more about Python, Linux and low-level things"}, {"post_id": 748, "ts": "2026-06-02T11:46:02Z", "hours": 2.4308, "text": "I’ve relaunched the project PythOS, a Linux distro but almost fully written in Python. Instead of relying on init systems like BusyBox, it uses bare-minimum components: a Linux kernel, musl library, Python library, and my own Python runtime (init systems are written by me in C) I’ve actually worked on a project like this, also a Linux distro written in C, but back then, the distro relied on Alpine Linux as a base system. This time I’m actually trying to create the Linux distro myself :) The image I’ve uploaded is a preview of the shell. It’s still run on my Linux VM as it’s not built into a system yet."}]...
|
Title: PythOS by @milo0622 | Stardance
Devlogs:
I Title: PythOS by @milo0622 | Stardance
Devlogs:
I’ve relaunched the project PythOS, a Linux distro but almost fully written in Python. Instead of relying on init systems like BusyBox, it uses bare-minimum components: a Linux kernel, musl library, Python library, and my own Python runtime (init systems are written by me in C) I’ve actually worked on a project like this, also a Linux distro written in C, but back then, the distro relied on Alpine Linux as a base system. This time I’m actually trying to create the Linux distro myself :) The image I’ve uploaded is a preview of the shell. It’s still run on my Linux VM as it’s not built into a system yet.
In this ~4.5 hours, I’ve added many commands to PythOS: clear, date, ls, mkdir, touch, uname And the most amazing thing I’ve done, is adding arguments and options :). I do think that this project can let me learn a LOT more about Python, Linux and low-level things
After rewriting code for 7 hours and building the ISO file for more than 5 hours, I have finally built a bootable PythOS ISO file!!! What I have rewritten, was pysh.py to optimize the shell. I’ve also fixed a TypeError of PosixPath + str in ls.py. How the OS works: Boots grub bootloader Boots Linux kernel Loads init script Loads init.py from sbin/ Tries to load pysh.py from bin/ -> If fails or user exits pyshell, it falls back to init.py as a logon menu (written with ncurses) This is a protection mechanism that prevents kernel panic (which needs us to force reboot the PC) How to dualboot: (for Windows users. Skip if you know how to dualboot Linux, but please do not ignore step 6 when flashing): Prerequisites: Rufus (download from here ) PythOS ISO (download from the releases page ) A USB (at least 200MB) Steps: Plug in your USB and run Rufus you have just downloaded Select your USB device in the “Device” dropdown menu In the “Boot selection” dropdown, select “Disk or ISO image (Please select)” Select PythOS ISO file Click START Select DD mode as the flash mode instead of ISO mode (ISO mode will NOT work) and click OK Wait for it to flash Reboot your computer after flashing and enter UEFI boot menu Select the USB flash drive Select PythOS Phoenix ENJOY! NOTE: If your computer uses legacy BIOS instead of UEFI, I’m sorry… I’ll be adding BIOS support very soon tho :) Other architecture builds of the OS will be released very soon. The current supported arch is x86_64 (64-bit) P.S. You might be wondering if you’ll need to type in “.py” for running my scripts in bin, you don’t. Simply type in the command without .py, it’ll be good to go. Of course you CAN type in .py if you want, but it would basically be your choice mate
In this 11 hours (shows 10 hours because of the limit of devlogs), I’ve worked on framebuffering with PyGame, it was kinda painful trying to learn writing GUI in a completely different language, but it’s kinda worth it and enjoyable :) Also the theme of the GUI is based on Windows 98
In this 6 hours’ work, I’ve added a handle to the windows for the user to drag them. Various APIs were also added, such as buttons, text and images. There is one more useful feature: window focusing. When multiple windows are added, you can focus on them by clicking on them just like normal OSes.
Alright. So in the past 8 hours, I’ve been working on the KMSDRM rendering for PythOS’ desktop. Since all apps will be called via standard execve, functions inside cannot be called directly from the main server. That’s where IPC comes in. Like GNOME, it pygui acts as a server that handles the custom made apps that contains the GUI APIs, and performs a communication back and forth to render the apps. The process is NOT easy, and got my brain frying.
Ships:
This is a Linux distro written almost completely in Python!! What’s special about it, is that the whole Linux distro is compiled and assembled by me!! Compared to previous versions in the previous repo, those all relied on other Linux distro shells. But this time, the shell and other programs in /bin is written in Python. How it works: Boots grub bootloader Boots Linux kernel Loads init script Loads init.py from sbin/ Tries to load pysh.py from bin/ -> If fails or user exits pyshell, it falls back to init.py as a logon menu (written with ncurses) This is a protection mechanism that prevents kernel panic (which needs us to force reboot the PC) I’m really proud that my OS worked, and has always been my dream creating an up and running OS!!...
|
1792983290.4333286
|
1793069690.4333286
|
|
989
|
MICRO-WARS! by @lisreney | Stardance
|
lisreney
|
0
|
1.36
|
0
|
[]
|
[{"post_id": 7374, "ts": "2026 [{"post_id": 7374, "ts": "2026-06-12T09:11:27Z", "hours": 1.3647, "text": "i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~"}]...
|
Title: MICRO-WARS! by @lisreney | Stardance
Devlo Title: MICRO-WARS! by @lisreney | Stardance
Devlogs:
i have big ambitions for someone who’s new at coding but i’m making a 2d pixel educational tower defense game that is medical themed! stay tuned for my journey~...
|
1792702220.551228
|
1793307020.551228
|
|
988
|
My awesome macropad! by @Anay | Stardance
|
Anay
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Anay | Stardance
|
1792518908.9001114
|
1793123708.9001114
|
|
987
|
Oppurtunity OS by @dseshukumar2008 | Stardance
|
dseshukumar2008
|
1
|
219.84
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T15:28:16Z", "hours": 136.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and refined OppurtunityOS , an AI powered career development platform designed to help students understand their skills, career paths, and can be more confident about the career . The platform includes the features such as Career Roadmaps, Project recommendations, AI Career coach, Resume Builder and Analyzer , Github Analyzer , Skill Gap Analysis , Career Explorer, and Analytics. One of the main challenges that I faced was handling API calls . I refined the interface , removed unnecessary features , and ensured final platform is deployed. I am proud of bringing the different career-development tools together into one working platform. To use the project , use the try project button to explore the deployed application , and see the source code to view the complete implementation and README.", "repo": "https://github.com/dseshukumar2008-hub/opportunityOS", "demo": "https://opportunity-os-rust.vercel.app/"}]...
|
[{"post_id": 69727, "ts": "202 [{"post_id": 69727, "ts": "2026-09-17T17:35:11Z", "hours": 9.6806, "text": "While working on OpportunityOS, I realized as the project grew , the CSS had become more complex , With repeated tailwind classes , different styling patterns, larger border radiuses. I decided to simplify the existing styling component by component, focusing on cleaner layouts, consistent colors, simpler borders and shadows, and more maintainable CSS while keeping the existing UI structure and functionality unchanged. I made changes and removed unnecessary repeated code."}, {"post_id": 64952, "ts": "2026-09-09T18:06:24Z", "hours": 11.1286, "text": "Fixed the local AI connection issue by routing frontend API requests through the vite proxy to the deployed backend . Debugged several issues including: -> offline fallback states -> Incorrect AI response handling -> stuck analysis / loading states scrolling and time stamp issues"}, {"post_id": 63536, "ts": "2026-09-07T13:33:53Z", "hours": 10.7625, "text": "Working on the project engine . The main page is taking step , but OppurtunityOS Copilot side panel still needs fixing - messages are not getting a proper response . Fixing the integration and working to get the proper response"}, {"post_id": 62056, "ts": "2026-09-05T09:06:42Z", "hours": 10.3364, "text": "Added the Career quiz to the Skill Arcade - a timed 10 question challenge designed to test challenge around coding and technology . Currently polishing the Skill arcade experience and getting oppurtunityOS closer to final submission."}, {"post_id": 60708, "ts": "2026-09-03T08:22:30Z", "hours": 11.0881, "text": "Build Tech Match for the Skill Arcade !!! A quick challenge where you match technologies with their correct categories and test your knowledge under time pressure."}, {"post_id": 58637, "ts": "2026-08-31T03:49:46Z", "hours": 10.4067, "text": "After spending time fixing the bugs - I decided to make finding bugs a game . So I added a new game to my skill arcade - bug hunter. The idea is simple , first the user have to select the programming language , and then have to select the toughness level , based on that there will be code snippets and options for that code snippets."}, {"post_id": 56740, "ts": "2026-08-28T16:48:24Z", "hours": 10.3039, "text": "After spending too much time fixing bugs , i got tired of debugging So instead of fixing another bug …. I tried to build something new . I implemented Skill Arcade in Opportunity OS - a small gamified section where users can test their skills through interactive games"}, {"post_id": 55130, "ts": "2026-08-26T16:22:11Z", "hours": 10.1347, "text": "I am continuing to manually refine and test the project feature by feature . I focused on debugging the Resume Analyzer , improving the error flow , and checking the complete analysis process . Still refining the project , making changes in the code , getting errors and fixing them ."}, {"post_id": 53102, "ts": "2026-08-23T15:17:00Z", "hours": 4.3336, "text": "finally OpportunityOS is deployed and it is live !!!"}, {"post_id": 52494, "ts": "2026-08-22T17:11:34Z", "hours": 9.8203, "text": "Recently I have been refining the career intelligence dashboard and improving the overall UI and user experience . I am also working on connecting the Analytics page with all the existing features , so users can get a complete view of their progress and activity across Opportunity OS . The focus is now on making the existing features feel more connected , polished , and product ready . Still Building … still improving !!!"}, {"post_id": 49693, "ts": "2026-08-18T16:16:04Z", "hours": 9.9183, "text": "Opportunity OS is getting closer to the finish line !!! The focus has now shifted from building features to make sure everything actually works as intended Currently working on : Fixing remaining bugs Testing complete user flows checking AI - powered features polishing UI Fixing navigation and state issues verifying existing features before release At this stage , it’s less about adding more and more features - and more about making the existing product reliable , consistent , and ready to ship . The final stretch is here ……."}, {"post_id": 38424, "ts": "2026-07-31T19:45:09Z", "hours": 10.7006, "text": "Opportunity OS has entered its final phase . Currently I am focusing on fixing the bugs , testing and ensuring every feature works before final release . The finish line is getting closer"}, {"post_id": 28867, "ts": "2026-07-15T12:57:36Z", "hours": 9.6481, "text": "continued refining the OpportunityOS onboarding experience by improving the overall UI, spacing, alignment, typography, and visual consistency across all onboarding steps. The focus wasn’t on adding new features but on creating a smoother, more intuitive, and premium experience that makes a great first impression. One step closer to a polished SaaS product!"}, {"post_id": 23475, "ts": "2026-07-06T14:05:30Z", "hours": 10.7319, "text": "I focused on improving the onboarding experience for OpportunityOS. I redesigned the Personal Details, Education, and Skills screens to create a cleaner and more premium user experience. I also introduced a new Career Interests step, allowing users to share their career goals so OpportunityOS can deliver more personalized opportunities and recommendations. The onboarding is becoming more intuitive, engaging, and aligned with the vision of building an AI-powered career platform for students"}, {"post_id": 15145, "ts": "2026-06-24T16:31:24Z", "hours": 8.7697, "text": "I focused on enhancing the Resume Builder in OpportunityOS. Improved the resume creation workflow, refined the live preview experience, strengthened Firebase data synchronization, and validated auto-save functionality for a smoother user experience. Also worked on ATS analysis improvements and overall stability to ensure users can build professional resumes seamlessly."}, {"post_id": 14465, "ts": "2026-06-23T16:26:54Z", "hours": 14.9064, "text": "Built the Career Explorer module in OpportunityOS to help users discover career paths based on their skills and profile. Added role-based career cards, skill gap insights, recommended projects, learning timelines, and roadmap generation for different career tracks. Currently focusing on improving matching accuracy, personalization, and overall user experience."}, {"post_id": 11928, "ts": "2026-06-19T13:37:55Z", "hours": 5.7172, "text": "Project Recommendation Engine in OpportunityOS. One problem I noticed is that many students know their dream role but have no idea what projects they should actually build. So I developed an AI-powered engine that analyzes a student’s target role and skill gaps, then recommends portfolio-worthy projects that can strengthen their profile and improve career readiness. Turning career goals into actionable projects, one recommendation at a time. user flow : user selects the specialization that he has choosen next user selects the target role Stay tuned for more updates !!!"}, {"post_id": 10024, "ts": "2026-06-16T16:13:40Z", "hours": 10.1594, "text": "After generating a personalized Career Roadmap, the next step is understanding what’s missing. The Skill Gap Analysis feature helps users compare their current skills with the skills required for their dream career. For example, if someone wants to become an AI Engineer, OpportunityOS can analyze their profile and show which skills they already have and which skills they still need to learn."}, {"post_id": 8533, "ts": "2026-06-14T06:06:49Z", "hours": 6.7772, "text": "Development Update: AI-Powered Career Roadmap in OpportunityOS One challenge students face is not knowing what to learn next after choosing a career path. Today, I worked on the Career Roadmap Module in OpportunityOS. How does it work : -> Lets users choose a target role (Software Engineer, AI Engineer, Full Stack Developer, etc.) -> Generates a structured learning roadmap Breaks the journey into clear phases and milestones -> Shows recommended learning resources for each phase -> Tracks roadmap progress over time Integrates with Skill Gap Analysis to recommend the next skills to learn Still improving the experience, but excited to see the roadmap becoming more interactive and personalized."}, {"post_id": 7300, "ts": "2026-06-12T05:14:32Z", "hours": 4.055, "text": "One of the biggest challenges students face is finding relevant opportunities scattered across multiple platforms. To solve this, I built the Opportunities Hub inside OpportunityOS , where students can discover internships, jobs, hackathons, scholarships, and competitions from a single platform."}, {"post_id": 4909, "ts": "2026-06-08T14:24:57Z", "hours": 3.5189, "text": "AI Resume Analysis is now live in OpportunityOS. One thing I’ve noticed is that many students apply for opportunities without knowing whether their resume is actually ATS-friendly or aligned with the role they’re targeting. To address this, I built an AI-powered Resume Analysis feature using Google Gemini, allowing users to upload a resume or analyze their OpportunityOS profile to receive ATS scoring, strengths and weaknesses analysis, missing skill detection, and personalized improvement suggestions. Stay tuned for more features !!!"}, {"post_id": 4726, "ts": "2026-06-08T05:04:03Z", "hours": 2.1067, "text": "Thinking a lot , I thought of building a OpportunityOS Copilot, a context-aware AI assistant built directly into the platform. Instead of acting like a generic chatbot, the Copilot is designed to understand a user’s profile, skills, career goals, resume insights, and opportunities data to provide personalized guidance. And Guess what the answer is insane !!!"}, {"post_id": 3598, "ts": "2026-06-06T16:25:34Z", "hours": 4.8642, "text": "Worked on OpportunityOS onboarding and authentication today. Implemented a first-time user onboarding flow that guides users through profile creation, skill selection, interests, and career goals setup after Google Sign In."}, {"post_id": 2781, "ts": "2026-06-05T16:10:58Z", "hours": 10.1692, "text": "Built and organized multiple settings components including Account Information, Password & Security, Notifications, Privacy, Integrations, Appearance, Data Storage, and Email Preferences. Next, I’ll connect these settings to live backend services and replace remaining placeholder functionality with real-time integrations. Stay tuned !!!!!"}, {"post_id": 1548, "ts": "2026-06-03T17:07:23Z", "hours": 4.4708, "text": "I worked on the login page of Oppurtunity OS . I added a branding section on the left side to highlight the main features of the platform . I also improved the login form layout and added google and github signin options to make the user interface look more good and efficient ."}, {"post_id": 935, "ts": "2026-06-02T18:06:06Z", "hours": 5.0983, "text": "I worked on the home page of Oppurtunity OS I improved the landing page design , navigation bar, overall layout . I also fixed alignment issues ."}, {"post_id": 228, "ts": "2026-06-01T10:39:24Z", "hours": 0.5008, "text": "I completed the foundation of OppurtunityOS, a platform designed to help students , discover the hackathons , internships , competitions and scholarships."}]...
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Title: Oppurtunity OS by @dseshukumar2008 | Starda Title: Oppurtunity OS by @dseshukumar2008 | Stardance
Devlogs:
I completed the foundation of OppurtunityOS, a platform designed to help students , discover the hackathons , internships , competitions and scholarships.
I worked on the home page of Oppurtunity OS I improved the landing page design , navigation bar, overall layout . I also fixed alignment issues .
I worked on the login page of Oppurtunity OS . I added a branding section on the left side to highlight the main features of the platform . I also improved the login form layout and added google and github signin options to make the user interface look more good and efficient .
Built and organized multiple settings components including Account Information, Password & Security, Notifications, Privacy, Integrations, Appearance, Data Storage, and Email Preferences. Next, I’ll connect these settings to live backend services and replace remaining placeholder functionality with real-time integrations. Stay tuned !!!!!
Worked on OpportunityOS onboarding and authentication today. Implemented a first-time user onboarding flow that guides users through profile creation, skill selection, interests, and career goals setup after Google Sign In.
Thinking a lot , I thought of building a OpportunityOS Copilot, a context-aware AI assistant built directly into the platform. Instead of acting like a generic chatbot, the Copilot is designed to understand a user’s profile, skills, career goals, resume insights, and opportunities data to provide personalized guidance. And Guess what the answer is insane !!!
AI Resume Analysis is now live in OpportunityOS. One thing I’ve noticed is that many students apply for opportunities without knowing whether their resume is actually ATS-friendly or aligned with the role they’re targeting. To address this, I built an AI-powered Resume Analysis feature using Google Gemini, allowing users to upload a resume or analyze their OpportunityOS profile to receive ATS scoring, strengths and weaknesses analysis, missing skill detection, and personalized improvement suggestions. Stay tuned for more features !!!
One of the biggest challenges students face is finding relevant opportunities scattered across multiple platforms. To solve this, I built the Opportunities Hub inside OpportunityOS , where students can discover internships, jobs, hackathons, scholarships, and competitions from a single platform.
Development Update: AI-Powered Career Roadmap in OpportunityOS One challenge students face is not knowing what to learn next after choosing a career path. Today, I worked on the Career Roadmap Module in OpportunityOS. How does it work : -> Lets users choose a target role (Software Engineer, AI Engineer, Full Stack Developer, etc.) -> Generates a structured learning roadmap Breaks the journey into clear phases and milestones -> Shows recommended learning resources for each phase -> Tracks roadmap progress over time Integrates with Skill Gap Analysis to recommend the next skills to learn Still improving the experience, but excited to see the roadmap becoming more interactive and personalized.
After generating a personalized Career Roadmap, the next step is understanding what’s missing. The Skill Gap Analysis feature helps users compare their current skills with the skills required for their dream career. For example, if someone wants to become an AI Engineer, OpportunityOS can analyze their profile and show which skills they already have and which skills they still need to learn.
Project Recommendation Engine in OpportunityOS. One problem I noticed is that many students know their dream role but have no idea what projects they should actually build. So I developed an AI-powered engine that analyzes a student’s target role and skill gaps, then recommends portfolio-worthy projects that can strengthen their profile and improve career readiness. Turning career goals into actionable projects, one recommendation at a time. user flow : user selects the specialization that he has choosen next user selects the target role Stay tuned for more updates !!!
Built the Career Explorer module in OpportunityOS to help users discover career paths based on their skills and profile. Added role-based career cards, skill gap insights, recommended projects, learning timelines, and roadmap generation for different career tracks. Currently focusing on improving matching accuracy, personalization, and overall user experience.
I focused on enhancing the Resume Builder in OpportunityOS. Improved the resume creation workflow, refined the live preview experience, strengthened Firebase data synchronization, and validated auto-save functionality for a smoother user experience. Also worked on ATS analysis improvements and overall stability to ensure users can build professional resumes seamlessly.
I focused on improving the onboarding experience for OpportunityOS. I redesigned the Personal Details, Education, and Skills screens to create a cleaner and more premium user experience. I also introduced a new Career Interests step, allowing users to share their career goals so OpportunityOS can deliver more personalized opportunities and recommendations. The onboarding is becoming more intuitive, engaging, and aligned with the vision of building an AI-powered career platform for students
continued refining the OpportunityOS onboarding experience by improving the overall UI, spacing, alignment, typography, and visual consistency across all onboarding steps. The focus wasn’t on adding new features but on creating a smoother, more intuitive, and premium experience that makes a great first impression. One step closer to a polished SaaS product!
Opportunity OS has entered its final phase . Currently I am focusing on fixing the bugs , testing and ensuring every feature works before final release . The finish line is getting closer
Opportunity OS is getting closer to the finish line !!! The focus has now shifted from building features to make sure everything actually works as intended Currently working on : Fixing remaining bugs Testing complete user flows checking AI - powered features polishing UI Fixing navigation and state issues verifying existing features before release At this stage , it’s less about adding more and more features - and more about making the existing product reliable , consistent , and ready to ship . The final stretch is here …….
Recently I have been refining the career intelligence dashboard and improving the overall UI and user experience . I am also working on connecting the Analytics page with all the existing features , so users can get a complete view of their progress and activity across Opportunity OS . The focus is now on making the existing features feel more connected , polished , and product ready . Still Building … still improving !!!
finally OpportunityOS is deployed and it is live !!!
I am continuing to manually refine and test the project feature by feature . I focused on debugging the Resume Analyzer , improving the error flow , and checking the complete analysis process . Still refining the project , making changes in the code , getting errors and fixing them .
After spending too much time fixing bugs , i got tired of debugging So instead of fixing another bug …. I tried to build something new . I implemented Skill Arcade in Opportunity OS - a small gamified section where users can test their skills through interactive games
After spending time fixing the bugs - I decided to make finding bugs a game . So I added a new game to my skill arcade - bug hunter. The idea is simple , first the user have to select the programming language , and then have to select the toughness level , based on that there will be code snippets and options for that code snippets.
Build Tech Match for the Skill Arcade !!! A quick challenge where you match technologies with their correct categories and test your knowledge under time pressure.
Added the Career quiz to the Skill Arcade - a timed 10 question challenge designed to test challenge around coding and technology . Currently polishing the Skill arcade experience and getting oppurtunityOS closer to final submission.
Working on the project engine . The main page is taking step , but OppurtunityOS Copilot side panel still needs fixing - messages are not getting a proper response . Fixing the integration and working to get the proper response
Fixed the local AI connection issue by routing frontend API requests through the vite proxy to the deployed backend . Debugged several issues including: -> offline fallback states -> Incorrect AI response handling -> stuck analysis / loading states scrolling and time stamp issues
While working on OpportunityOS, I realized as the project grew , the CSS had become more complex , With repeated tailwind classes , different styling patterns, larger border radiuses. I decided to simplify the existing styling component by component, focusing on cleaner layouts, consistent colors, simpler borders and shadows, and more maintainable CSS while keeping the existing UI structure and functionality unchanged. I made changes and removed unnecessary repeated code.
Ships:
I built and refined OppurtunityOS , an AI powered career development platform designed to help students understand their skills, career paths, and can be more confident about the career . The platform includes the features such as Career Roadmaps, Project recommendations, AI Career coach, Resume Builder and Analyzer , Github Analyzer , Skill Gap Analysis , Career Explorer, and Analytics. One of the main challenges that I faced was handling API calls . I refined the interface , removed unnecessary features , and ensured final platform is deployed. I am proud of bringing the different career-development tools together into one working platform. To use the project , use the try project button to explore the deployed application , and see the source code to view the complete implementation and README....
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