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236
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Untitled by @imu | Stardance
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imu
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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 @imu | Stardance
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1792929038.3430915
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1793793038.3430915
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235
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Untitled project by @gabelo17 | Stardance
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gabelo17
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @gabelo17 | Stardance
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1792619479.5005975
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234
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Smoke Sim Optimizations by @blobbingblobb | Starda Smoke Sim Optimizations by @blobbingblobb | Stardance...
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blobbingblobb
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0
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8.16
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0
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[]
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[{"post_id": 26695, "ts": "202 [{"post_id": 26695, "ts": "2026-07-11T17:14:07Z", "hours": 3.8628, "text": "So, the first idea was to implement shared memory into the smooth shader, and I did so. That brought down the average run time of the pressure solve shader from 15.4 ms to 13.87ms. Only 1.5 ms improvement.. why? Well, there was a halo of cells that had to be still fetched from global memory. So I thought to load those too to shared memory, but that introduced a ton of branching, which brought the average runtime to 29.7 ms… immediatelly reverted the change. At this point, unhappy with only 1.5 ms of change I didn’t stop here: fixing barrier bits brought down 13.87ms to 13.74ms, and changing the pressure and residual images from r32f to r16f (as that much precision is anyways not needed) brought it further down to 13.62ms. The biggest improvement was batching the gauss seidel calls: that allowed the GPU to better use the cached values and avoid CPU overhead. This brought the execution down to 8.93ms! This initial optimization sped up the pressure solve shader of a whooping 42%! And there is still the compute residual, prolong pressure, restrict residual and restrict solid shaders which too affect the pressure solve runtime! TLDR: Initial runtime (avg) - 15.4ms Shared memory - 13.87ms (-1.53) Barrier bit fix - 13.742ms (-1.66) r32f to r16f - 13.62ms (-1.78) Batching smooth calls - 8.93ms (-6.47)"}, {"post_id": 24877, "ts": "2026-07-08T18:43:07Z", "hours": 2.2258, "text": "took a long enough break from coding to forget a few things of my project, but that was helpful to rewrite the benchmarking logic: it was a complete mess. It now logs data correctly and makes a proper csv file! Now, I can cleanup the benchmark setup code and then I can finally start optimizing my shaders and seeing the effects of what I’m doing! (Gotta make benchmark enviroment end at a set amount of frames + skip first initial frames)"}, {"post_id": 1679, "ts": "2026-06-03T20:28:12Z", "hours": 2.0761, "text": "Started making a benchmark enviroment that saves the GPU times on a .csv to allow me to calculate how changes on the shaders impact performance. It is pretty messy for now, and that will be improved next, but at least I have some code to work on now."}]...
|
Title: Smoke Sim Optimizations by @blobbingblobb | Title: Smoke Sim Optimizations by @blobbingblobb | Stardance
Devlogs:
Started making a benchmark enviroment that saves the GPU times on a .csv to allow me to calculate how changes on the shaders impact performance. It is pretty messy for now, and that will be improved next, but at least I have some code to work on now.
took a long enough break from coding to forget a few things of my project, but that was helpful to rewrite the benchmarking logic: it was a complete mess. It now logs data correctly and makes a proper csv file! Now, I can cleanup the benchmark setup code and then I can finally start optimizing my shaders and seeing the effects of what I’m doing! (Gotta make benchmark enviroment end at a set amount of frames + skip first initial frames)
So, the first idea was to implement shared memory into the smooth shader, and I did so. That brought down the average run time of the pressure solve shader from 15.4 ms to 13.87ms. Only 1.5 ms improvement.. why? Well, there was a halo of cells that had to be still fetched from global memory. So I thought to load those too to shared memory, but that introduced a ton of branching, which brought the average runtime to 29.7 ms… immediatelly reverted the change. At this point, unhappy with only 1.5 ms of change I didn’t stop here: fixing barrier bits brought down 13.87ms to 13.74ms, and changing the pressure and residual images from r32f to r16f (as that much precision is anyways not needed) brought it further down to 13.62ms. The biggest improvement was batching the gauss seidel calls: that allowed the GPU to better use the cached values and avoid CPU overhead. This brought the execution down to 8.93ms! This initial optimization sped up the pressure solve shader of a whooping 42%! And there is still the compute residual, prolong pressure, restrict residual and restrict solid shaders which too affect the pressure solve runtime! TLDR: Initial runtime (avg) - 15.4ms Shared memory - 13.87ms (-1.53) Barrier bit fix - 13.742ms (-1.66) r32f to r16f - 13.62ms (-1.78) Batching smooth calls - 8.93ms (-6.47)...
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233
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My first slack bot! by @manthanjindal | Stardance
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manthanjindal
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @manthanjindal | Sta Title: My first slack bot! by @manthanjindal | Stardance...
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232
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My first slack bot! by @georgegk | Stardance
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georgegk
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @georgegk | Stardanc Title: My first slack bot! by @georgegk | Stardance...
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1792716901.1000924
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231
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SweetCasa by @Paul | Stardance
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Paul
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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: SweetCasa by @Paul | Stardance
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1792648446.4788601
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1793253246.4788601
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230
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AntiMatter by @Mr-Milky-Way | Stardance
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Mr-Milky-Way
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0
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13.52
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0
|
[]
|
[{"post_id": 37443, "ts": "202 [{"post_id": 37443, "ts": "2026-07-30T05:58:52Z", "hours": 13.5156, "text": "Welp it happened again, Signed up for a hack club event then forgot about it till I was already past 10 hours on multiple projects Anyways, This is a game engine made for a FPV drone sim and that will work on windows and linux, It’s the first thing of the sort I’ve done, I don’t really have a plan I’m just making it up as I go. I started out with creating a system that would make a window with glfw and then would run some loops to process logic (Update OnStart OnRender and such) I then added a input system, audio, some logging, IMGUI. Then a camera and moved my (most) of my libs to git submodule(s) Then I moved window logic to it’s own class, added some input keycode stuff. This was intended to be a game engine for a nuclear reactor sim, but I wanted to code a small physics engine too, so it’s for a drone sim now I really only have a square to show for all of this work tho as I need to work on the render lmao"}]...
|
Title: AntiMatter by @Mr-Milky-Way | Stardance
De Title: AntiMatter by @Mr-Milky-Way | Stardance
Devlogs:
Welp it happened again, Signed up for a hack club event then forgot about it till I was already past 10 hours on multiple projects Anyways, This is a game engine made for a FPV drone sim and that will work on windows and linux, It’s the first thing of the sort I’ve done, I don’t really have a plan I’m just making it up as I go. I started out with creating a system that would make a window with glfw and then would run some loops to process logic (Update OnStart OnRender and such) I then added a input system, audio, some logging, IMGUI. Then a camera and moved my (most) of my libs to git submodule(s) Then I moved window logic to it’s own class, added some input keycode stuff. This was intended to be a game engine for a nuclear reactor sim, but I wanted to code a small physics engine too, so it’s for a drone sim now I really only have a square to show for all of this work tho as I need to work on the render lmao...
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1792677282.8515215
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1793282082.8515215
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229
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WarioWare Game by @ | Stardance
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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: WarioWare Game by @ | Stardance
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1792507790.608973
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1793112590.608973
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228
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Foldup, scissor-lift, cross-cantilever 3D printer Foldup, scissor-lift, cross-cantilever 3D printer by @kai | Stardance...
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kai
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0
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1.24
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0
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[]
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[{"post_id": 7731, "ts": "2026 [{"post_id": 7731, "ts": "2026-06-12T22:03:42Z", "hours": 1.2369, "text": "Hello World :D"}]...
|
Title: Foldup, scissor-lift, cross-cantilever 3D p Title: Foldup, scissor-lift, cross-cantilever 3D printer by @kai | Stardance
Devlogs:
Hello World :D...
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1792529427.01703
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1793134227.01703
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227
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Untitled project by @ben | Stardance
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ben
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @ben | Stardance
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1792504195.5109708
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226
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Darkness within by @ANSH_SHUKLA | Stardance
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ANSH_SHUKLA
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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: Darkness within by @ANSH_SHUKLA | Stardance
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1792558356.4038002
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1793163156.4038002
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225
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Slick Stats++ by @Niko | Stardance
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Niko
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0
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1.08
|
0
|
[]
|
[{"post_id": 100, "ts": "2026- [{"post_id": 100, "ts": "2026-05-31T18:38:24Z", "hours": 1.0808, "text": "Started work on the oauth handler (which needs to be dropped since bash scripts aren’t great at handling this) Also worked on the install script which will hopefully drop the oauth handler Misc stuff as well (slack bot templating, etc.)"}]...
|
Title: Slick Stats++ by @Niko | Stardance
Devlogs Title: Slick Stats++ by @Niko | Stardance
Devlogs:
Started work on the oauth handler (which needs to be dropped since bash scripts aren’t great at handling this) Also worked on the install script which will hopefully drop the oauth handler Misc stuff as well (slack bot templating, etc.)...
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1792716608.895982
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1793321408.895982
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224
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Untitled by @Niko | Stardance
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Niko
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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 @Niko | Stardance
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1792731013.8275313
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1793335813.8275313
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223
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Untitled by @Niko | Stardance
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Niko
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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 @Niko | Stardance
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1792795923.8212438
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1793400723.8212438
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222
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Rocket by @jonathan | Stardance
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jonathan
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0
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0.0
|
0
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[]
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[]
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Title: Rocket by @jonathan | Stardance
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1792947273.1561708
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221
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Alpha by @ | Stardance
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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: Alpha by @ | Stardance
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1792540102.1763566
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1793144902.1763566
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220
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Frictionless by @dvanteesh | Stardance
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dvanteesh
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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: Frictionless by @dvanteesh | Stardance
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1792576444.8576033
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1793181244.8576033
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219
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Stellar Programming Fundamentals Course by @djblac Stellar Programming Fundamentals Course by @djblackberry64contribute | Stardance...
|
djblackberry64contribute
|
1
|
16.45
|
133
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-28T20:46:54Z", "hours": 11.0, "multiplier": 12.57, "payout": 133, "blessing": "neutral", "text": "I made a programming fundamentals course with Astro Starlight because I wanted to make my own soft entry into the programming cosmos. The Astro 7 migration as well as the configurations were really challenging but I overcame them by reading docs, research and - as a last resort - socratic AI assistance. I’m really proud I got familiar with this tool and can express my idea more easily now. In order to test this project just visit the website linked under the image in the README.md and look around a bit.", "repo": "https://github.com/djblackberry64/programming-fundamentals-course", "demo": "https://djblackberry64.github.io/programming-fundamentals-course/"}]...
|
[{"post_id": 68257, "ts": "202 [{"post_id": 68257, "ts": "2026-09-14T19:49:15Z", "hours": 5.4544, "text": "PWA journey, Tagline afternoon and dependency disaster So in these 5 hours you see, some things happened and I’m excited to share the story with you.📖 First, the PWA So I wanted to make a PWA out of my website and searched around. After a while, I find a plugin that seems just right for me. Little did I know what I had just unleashed here… I’ve spent a whole day just figuring out what was wrong before ultimately realizing the service worker setup was causing issues, so I decided to revisit this later. I cleaned up, added a normal webmanifest and the logos/icons I had already created and got a non-offline PWA out of it for now (definitely will add offline functionality once I figure out how to write a service worker).🤔 Next, the Tagline Afternoon So I wanted to change this little text under that big bold “Hey there! Yeah you!” (as seen in the pictures I was successful in the end). But I had misread one critical piece of information which would devour my whole afternoon. I thought the description option was the place for configuring this little text! (Spoiler: It was the option called tagline) So I spent hours searching if my OS had trouble updating sites, reinstalling dependencies etc. and gave myself a proper facepalm when you finally see what was right in front of you.😑🤣 Last but not least, Dependency Disaster So this problem basically followed me through every attempt and changing or troubleshooting something. It thankfully was easy to resolve the remains of this problem though (reinstalling some dependencies and cussing a little at AI for suggesting a deprecated option when I asked about the build error).😌 Conclusion These were really productive 5 hours I spent here - more or less successful - expanding this project even further. I hope you enjoyed this devlog and I can’t wait for you to join in again. 😉Have a nice day, I’ll see myself out for now!😁"}, {"post_id": 36594, "ts": "2026-07-28T20:11:21Z", "hours": 0.7392, "text": "Why I am doing this, manifest update, minor changes Added “Why another free course” section to README.md Added project banner to README.md Added Stardance note in “Achievements” section to README.md Removed giscus comments from start page for visual clarity This is the last post before the first ship. 🥳 I’m so excited! 😬 I’m so glad I got to share the current development process of this project so far in this (and previous) HackClub event(s).☺️ But this project is far from over. I’m looking forward to extending this even further with more content, different styling, functionality, translations etc.🫡"}, {"post_id": 35285, "ts": "2026-07-26T16:22:16Z", "hours": 1.4225, "text": "This change focused on theme and comment/suggestion functionality I added the starlight-giscus plugin to add giscus support, added an edit page to my config file and followed the steps in the docs for applying a custom theme on a starlight page. Annoying Bug When configuring the styling for the giscus plugin in the config, the browser wouldn’t switch neatly when switching from light to dark mode when using themes other than plain light and dark –> using default themes for correct switching logic now."}, {"post_id": 24140, "ts": "2026-07-07T14:47:28Z", "hours": 0.4725, "text": "After another 30min of router logic battle I got the images working!🥳 Something with how the routing logic subtracts base subtracted the necessary / too so just added an extra one to make it work. #workaround"}, {"post_id": 24119, "ts": "2026-07-07T14:10:58Z", "hours": 7.27, "text": "Astro 7 transition, markdown rendering hell and a functional result After some growing pains 😖 with the tools I was using (Starlight + Astro), I finally got this project ready and shipped. Stay tuned for more devlogs!😉 Quick overview of the changes I made✍️: Added social links Astro 7 transition Removed duplicate titles"}, {"post_id": 4885, "ts": "2026-06-08T13:29:12Z", "hours": 0.6567, "text": "I worked on the existing project (was already part of flavortown).😄 Added an update to the manifest regarding a migraton to another static site generator. Added a lesson in section 2-language-specific-lessons where I detail my new project - a Java course which is based on the same principles as this course - and describe what it’s for. Short version Migrating from Material for MkDocs to Astro Starlight. Look forward to: Migration post where I detail the experience with the migration going on in the background!😘"}]...
|
Title: Stellar Programming Fundamentals Course by Title: Stellar Programming Fundamentals Course by @djblackberry64contribute | Stardance
Devlogs:
I worked on the existing project (was already part of flavortown).😄 Added an update to the manifest regarding a migraton to another static site generator. Added a lesson in section 2-language-specific-lessons where I detail my new project - a Java course which is based on the same principles as this course - and describe what it’s for. Short version Migrating from Material for MkDocs to Astro Starlight. Look forward to: Migration post where I detail the experience with the migration going on in the background!😘
Astro 7 transition, markdown rendering hell and a functional result After some growing pains 😖 with the tools I was using (Starlight + Astro), I finally got this project ready and shipped. Stay tuned for more devlogs!😉 Quick overview of the changes I made✍️: Added social links Astro 7 transition Removed duplicate titles
After another 30min of router logic battle I got the images working!🥳 Something with how the routing logic subtracts base subtracted the necessary / too so just added an extra one to make it work. #workaround
This change focused on theme and comment/suggestion functionality I added the starlight-giscus plugin to add giscus support, added an edit page to my config file and followed the steps in the docs for applying a custom theme on a starlight page. Annoying Bug When configuring the styling for the giscus plugin in the config, the browser wouldn’t switch neatly when switching from light to dark mode when using themes other than plain light and dark –> using default themes for correct switching logic now.
Why I am doing this, manifest update, minor changes Added “Why another free course” section to README.md Added project banner to README.md Added Stardance note in “Achievements” section to README.md Removed giscus comments from start page for visual clarity This is the last post before the first ship. 🥳 I’m so excited! 😬 I’m so glad I got to share the current development process of this project so far in this (and previous) HackClub event(s).☺️ But this project is far from over. I’m looking forward to extending this even further with more content, different styling, functionality, translations etc.🫡
PWA journey, Tagline afternoon and dependency disaster So in these 5 hours you see, some things happened and I’m excited to share the story with you.📖 First, the PWA So I wanted to make a PWA out of my website and searched around. After a while, I find a plugin that seems just right for me. Little did I know what I had just unleashed here… I’ve spent a whole day just figuring out what was wrong before ultimately realizing the service worker setup was causing issues, so I decided to revisit this later. I cleaned up, added a normal webmanifest and the logos/icons I had already created and got a non-offline PWA out of it for now (definitely will add offline functionality once I figure out how to write a service worker).🤔 Next, the Tagline Afternoon So I wanted to change this little text under that big bold “Hey there! Yeah you!” (as seen in the pictures I was successful in the end). But I had misread one critical piece of information which would devour my whole afternoon. I thought the description option was the place for configuring this little text! (Spoiler: It was the option called tagline) So I spent hours searching if my OS had trouble updating sites, reinstalling dependencies etc. and gave myself a proper facepalm when you finally see what was right in front of you.😑🤣 Last but not least, Dependency Disaster So this problem basically followed me through every attempt and changing or troubleshooting something. It thankfully was easy to resolve the remains of this problem though (reinstalling some dependencies and cussing a little at AI for suggesting a deprecated option when I asked about the build error).😌 Conclusion These were really productive 5 hours I spent here - more or less successful - expanding this project even further. I hope you enjoyed this devlog and I can’t wait for you to join in again. 😉Have a nice day, I’ll see myself out for now!😁
Ships:
I made a programming fundamentals course with Astro Starlight because I wanted to make my own soft entry into the programming cosmos. The Astro 7 migration as well as the configurations were really challenging but I overcame them by reading docs, research and - as a last resort - socratic AI assistance. I’m really proud I got familiar with this tool and can express my idea more easily now. In order to test this project just visit the website linked under the image in the README.md and look around a bit....
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1792997354.9952517
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1793083754.9952517
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218
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Untitled project by @Rinta | Stardance
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Rinta
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @Rinta | Stardance
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1792770550.753977
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1793375350.753977
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217
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WarioWare Game by @adicoding-js | Stardance
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adicoding-js
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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: WarioWare Game by @adicoding-js | Stardance
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1792774131.4789777
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1793378931.4789777
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216
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project by @juny62017 | Stardance
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juny62017
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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: project by @juny62017 | Stardance
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1792939958.4714096
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1793803958.4714096
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215
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Chitze by @Atharv_Anand | Stardance
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Atharv_Anand
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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: Chitze by @Atharv_Anand | Stardance
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1792709592.6828015
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1793314392.6828015
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214
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Untitled by @imu | Stardance
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imu
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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 @imu | Stardance
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1792936306.102539
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1793800306.102539
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213
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Jeff vs The Underground by @keshavdaboss | Stardan Jeff vs The Underground by @keshavdaboss | Stardance...
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keshavdaboss
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1
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4.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T06:49:48Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a platformer on Godot, where you avoid enemies and find the exit!", "repo": "https://github.com/KeshavDaBoss/jeff-vs-the-underground", "demo": "https://keshavdaboss.itch.io/jeff-vs-the-underground"}]...
|
[{"post_id": 21989, "ts": "202 [{"post_id": 21989, "ts": "2026-07-04T06:39:58Z", "hours": 3.8336, "text": "Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)"}]...
|
Title: Jeff vs The Underground by @keshavdaboss | Title: Jeff vs The Underground by @keshavdaboss | Stardance
Devlogs:
Hi! I’m creating a platformer game in which you must avoid the enemies and find the exit (could be anywhere yk)
Ships:
I made a platformer on Godot, where you avoid enemies and find the exit!...
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1793000984.7746954
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1793087384.7746954
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212
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keeb heatmap by @Hridya | Stardance
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Hridya
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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: keeb heatmap by @Hridya | Stardance
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1792716713.0805876
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1793321513.0805876
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211
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Untitled project by @MathInfo | Stardance
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MathInfo
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @MathInfo | Stardance
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1792936232.1977816
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1793800232.1977816
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210
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Frictionless by @MathInfo | Stardance
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MathInfo
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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: Frictionless by @MathInfo | Stardance
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1792900274.0326066
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1793764274.0326066
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209
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kindness generator by @kenji | Stardance
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kenji
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1
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7.0
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87
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T14:26:24Z", "hours": 7.0, "multiplier": 12.05, "payout": 87, "blessing": "neutral", "text": "i was making random acts of kindness or kindness generator, what hard is the script and the category style bcs is had some typo at there What I am proud of is the new challenge button and the animation when we opens the web!!!!!", "repo": "https://github.com/coplikso/kindness-generator", "demo": "https://coplikso.github.io/kindness-generator/"}]...
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[{"post_id": 3522, "ts": "2026 [{"post_id": 3522, "ts": "2026-06-06T14:33:12Z", "hours": 2.0656, "text": "HEYYY GUYSSSSS, its been a while since the last devs yk, btw the web is done (no) but there is still something i wanna change like the color isn’t stardance enough and the challenge still not enough its only like.. 30 or smth, anyway what i have worked on is the category the animation when we refresh it and um that is it i guess, i’ll prob demo it so you guys can try to spread kindness to other people!!!!!!!!! luv you alllll"}, {"post_id": 2622, "ts": "2026-06-05T07:52:23Z", "hours": 1.3706, "text": "what changes im making is first of all the streak button i make it more “square” and the challenge,done, and share button is already having some cool effect that i luvvvv. that is just from me, baii"}, {"post_id": 1924, "ts": "2026-06-04T05:00:26Z", "hours": 1.1553, "text": "yo gng, so i have made the button to make a new challenge and the challlenge text!! next ill gonna be adding more style and script!!!!!!!"}, {"post_id": 1326, "ts": "2026-06-03T08:15:37Z", "hours": 0.7567, "text": "yooo gng, so i have added the box column for the challenge its cool tho"}, {"post_id": 741, "ts": "2026-06-02T11:24:37Z", "hours": 0.6286, "text": "the header has been centered and i have already added the orange thingy at the top"}, {"post_id": 460, "ts": "2026-06-01T22:13:45Z", "hours": 0.4944, "text": "so i have been working on the css file, the header is much cooler now, bcs of the font and the flex, luv it😆"}, {"post_id": 202, "ts": "2026-06-01T07:53:58Z", "hours": 0.7775, "text": "44m = i only got the html file, nothing else but i love the way it is to be tho. that is just from me"}]...
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Title: kindness generator by @kenji | Stardance
D Title: kindness generator by @kenji | Stardance
Devlogs:
44m = i only got the html file, nothing else but i love the way it is to be tho. that is just from me
so i have been working on the css file, the header is much cooler now, bcs of the font and the flex, luv it😆
the header has been centered and i have already added the orange thingy at the top
yooo gng, so i have added the box column for the challenge its cool tho
yo gng, so i have made the button to make a new challenge and the challlenge text!! next ill gonna be adding more style and script!!!!!!!
what changes im making is first of all the streak button i make it more “square” and the challenge,done, and share button is already having some cool effect that i luvvvv. that is just from me, baii
HEYYY GUYSSSSS, its been a while since the last devs yk, btw the web is done (no) but there is still something i wanna change like the color isn’t stardance enough and the challenge still not enough its only like.. 30 or smth, anyway what i have worked on is the category the animation when we refresh it and um that is it i guess, i’ll prob demo it so you guys can try to spread kindness to other people!!!!!!!!! luv you alllll
Ships:
i was making random acts of kindness or kindness generator, what hard is the script and the category style bcs is had some typo at there What I am proud of is the new challenge button and the animation when we opens the web!!!!!...
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Untitled project by @Llamabug | Stardance
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Title: Untitled project by @Llamabug | Stardance
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My first slack bot! by @ | Stardance
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Title: My first slack bot! by @ | Stardance
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Title: Untitled project by @Amru | Stardance
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Title: Test by @__grdev | Stardance
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Title: Untitled by @luka_trojan | Stardance
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Calamity Engine by @zrl | Stardance
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zrl
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T20:24:10Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Calamity Engine Alpha v1.1.0 Calamity Engine is a small, portable, 2D game engine made with retro/underpowered platforms in mind, written in C++. I worked on maintaining and updating Calamity Engine with new features, such as multi-window support, raycasts, collision signals, a bunch of refactoring/restructuring, etc… I also wrote 4 new examples that showcase these new features! I recommend checking out the website where you will find (almost) every example compiled to the web, so you can try them out without leaving your browser! Please consider checking it out, I put a lot of work into it.", "repo": "https://github.com/sl4shed/calamity-engine", "demo": "https://calamity.sl4shed.xyz/"}]...
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[{"post_id": 16912, "ts": "202 [{"post_id": 16912, "ts": "2026-06-27T13:51:30Z", "hours": 11.8522, "text": "Calamity engine devlog 3 we back baby Fixed the github workflow!! I finally figured out what was going on with the github workflow! The issue was that I was using an outdated version of download-emscripten and the emscripten version being downloaded was fried and that would mess up the loading. In the process of fixing the runner, i also migrated it to an arch container for no specific reason other than I like arch. New examples and refactoring I refactored every example (except graphics-settings and multi-window ) to run on console platforms and work with controllers! The code in the examples is now a better resource for learning the ins and outs of Calamity Engine. Input service fixes You can now see what modifiers are active in a key event now (look at InputEventWithModifiers ) visible and enabled properties on Nodes Before alpha 1.1, components (i.e. sprites) handled visibility individually but I decided that I don’t like that and now visibility a property of the node class! It is also inherited down the node tree to the children of the node. I also added the enabled property to Nodes! While visibility affects the rendering, the enabled property basically stops all lifetime functions such as update , physicsUpdate and input along with render . Full Windows support Windows is now fully supported and every issue I have encountered is ironed out. The console is now hidden in release builds, etc, etc New examples I added the graphics-settings , multi-window , button and raycast examples. You can check these out on the website (except for graphics-settings and multi-window because those are desktop specific)! Alpha 1.1 And with this devlog, I will be publishing Calamity Engine 1.1! i really don’t know what else to say so i attached a video of the new node-tree example"}, {"post_id": 8612, "ts": "2026-06-14T09:50:57Z", "hours": 7.24, "text": "Calamity engine devlog 2 i’m back with another fire devlog Physics changes I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class. Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)! Windows is supported again You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though… Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library) Example changes I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service! Stuff that’s planned for the next minor release I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1. New minor release After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD that’s it scooby gang. please like and subscribe and make sure to share this devlog to every family member in your vicinity! That also includes your grandmother."}, {"post_id": 383, "ts": "2026-06-01T18:54:17Z", "hours": 1.7694, "text": "Calamity engine devlog 1 Because of a lot of internal changes (i.e. multi-window support), the node-tree example broke :( Saving and loading sprites and textures was broken however i got it working again! Saving and loading any physics shape was also broken but now it’s also fixed! (i still have to fix loading for animated sprites/animations which will also be a pain in the bum bum but it is what it is…) Changes that occurred between Flavortown and Stardance Added multi-window support Started working on 3DS support (wasn’t able to finish in time unfortunately) Added collision detection signals to every physics body Added mouse hover detection signals to every physics body Made an example project of a button Added tracy support Added some QOL functions, such as lookAt() on Transforms “Fixed” github runner that compiles the website (it’s still broken 😭) Goals with development Primarily, I want to ship a more definitive version of Calamity Engine. I want to expand to more platforms, add networking, improve audio, add a ui library among other smaller things. Instead of one big release (alpha 1.0), i will probably be splitting ships across smaller releases (i.e. i want to release an alpha 1.1 version when i’m done with some smaller fixes and physics additions). When all of my goals are achieved with Calamity Engine, I want to work on a separate project that uses Calamity Engine - a cross-platform Navidrome client! I’ve always wanted to use my PSP as a music player but because I can’t be bothered to keep updating my playlist/redownloading music, I never got around to it… I also want to remake simulator canalizare 2019 in Calamity Engine and ship it to whatever platforms my engine will eventually support (technically, PS2 support is possible! Cross platform support really depends on how good the homebrew SDK’s are though. For each and every platform I want to get Calamity working on, I basically have to port spdlog , cereal , fmt and box2d myself unless i get really lucky and there are already maintained packages for all of those like on the PSP .)"}, {"post_id": 26, "ts": "2026-05-31T08:48:10Z", "hours": 0.4903, "text": "calamity engine will resume development on stardance"}]...
|
Title: Calamity Engine by @zrl | Stardance
Devlog Title: Calamity Engine by @zrl | Stardance
Devlogs:
calamity engine will resume development on stardance
Calamity engine devlog 1 Because of a lot of internal changes (i.e. multi-window support), the node-tree example broke :( Saving and loading sprites and textures was broken however i got it working again! Saving and loading any physics shape was also broken but now it’s also fixed! (i still have to fix loading for animated sprites/animations which will also be a pain in the bum bum but it is what it is…) Changes that occurred between Flavortown and Stardance Added multi-window support Started working on 3DS support (wasn’t able to finish in time unfortunately) Added collision detection signals to every physics body Added mouse hover detection signals to every physics body Made an example project of a button Added tracy support Added some QOL functions, such as lookAt() on Transforms “Fixed” github runner that compiles the website (it’s still broken 😭) Goals with development Primarily, I want to ship a more definitive version of Calamity Engine. I want to expand to more platforms, add networking, improve audio, add a ui library among other smaller things. Instead of one big release (alpha 1.0), i will probably be splitting ships across smaller releases (i.e. i want to release an alpha 1.1 version when i’m done with some smaller fixes and physics additions). When all of my goals are achieved with Calamity Engine, I want to work on a separate project that uses Calamity Engine - a cross-platform Navidrome client! I’ve always wanted to use my PSP as a music player but because I can’t be bothered to keep updating my playlist/redownloading music, I never got around to it… I also want to remake simulator canalizare 2019 in Calamity Engine and ship it to whatever platforms my engine will eventually support (technically, PS2 support is possible! Cross platform support really depends on how good the homebrew SDK’s are though. For each and every platform I want to get Calamity working on, I basically have to port spdlog , cereal , fmt and box2d myself unless i get really lucky and there are already maintained packages for all of those like on the PSP .)
Calamity engine devlog 2 i’m back with another fire devlog Physics changes I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class. Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)! Windows is supported again You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though… Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library) Example changes I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service! Stuff that’s planned for the next minor release I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1. New minor release After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD that’s it scooby gang. please like and subscribe and make sure to share this devlog to every family member in your vicinity! That also includes your grandmother.
Calamity engine devlog 3 we back baby Fixed the github workflow!! I finally figured out what was going on with the github workflow! The issue was that I was using an outdated version of download-emscripten and the emscripten version being downloaded was fried and that would mess up the loading. In the process of fixing the runner, i also migrated it to an arch container for no specific reason other than I like arch. New examples and refactoring I refactored every example (except graphics-settings and multi-window ) to run on console platforms and work with controllers! The code in the examples is now a better resource for learning the ins and outs of Calamity Engine. Input service fixes You can now see what modifiers are active in a key event now (look at InputEventWithModifiers ) visible and enabled properties on Nodes Before alpha 1.1, components (i.e. sprites) handled visibility individually but I decided that I don’t like that and now visibility a property of the node class! It is also inherited down the node tree to the children of the node. I also added the enabled property to Nodes! While visibility affects the rendering, the enabled property basically stops all lifetime functions such as update , physicsUpdate and input along with render . Full Windows support Windows is now fully supported and every issue I have encountered is ironed out. The console is now hidden in release builds, etc, etc New examples I added the graphics-settings , multi-window , button and raycast examples. You can check these out on the website (except for graphics-settings and multi-window because those are desktop specific)! Alpha 1.1 And with this devlog, I will be publishing Calamity Engine 1.1! i really don’t know what else to say so i attached a video of the new node-tree example
Ships:
Calamity Engine Alpha v1.1.0 Calamity Engine is a small, portable, 2D game engine made with retro/underpowered platforms in mind, written in C++. I worked on maintaining and updating Calamity Engine with new features, such as multi-window support, raycasts, collision signals, a bunch of refactoring/restructuring, etc… I also wrote 4 new examples that showcase these new features! I recommend checking out the website where you will find (almost) every example compiled to the web, so you can try them out without leaving your browser! Please consider checking it out, I put a lot of work into it....
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1792972562.431641
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1793058962.431641
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197
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3D Graphics Engine by @luka_trojan | Stardance
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luka_trojan
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0.0
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Title: 3D Graphics Engine by @luka_trojan | Starda Title: 3D Graphics Engine by @luka_trojan | Stardance...
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1792662705.1241863
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1793267505.1241863
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196
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Mellow by @Snxhit | Stardance
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Snxhit
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0.0
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0
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Title: Mellow by @Snxhit | Stardance
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1792630318.0873773
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1793235118.0873773
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195
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Chrono Capsule by @Gopinath | Stardance
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Gopinath
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0
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4.98
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0
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[]
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[{"post_id": 19052, "ts": "202 [{"post_id": 19052, "ts": "2026-06-30T07:15:29Z", "hours": 2.3478, "text": "Devlog 2 Currently, I am working only on refactoring the code (may also include changes to terms used) and upgrading the dependencies. Configuring eslint with the right rules took a lot of time than required (I faced lot of errors such as TypeError: Plugin \"\" not found. , A configuration object specifies rule \"@eslint-react/naming-convention/component-name\", but could not find plugin \"@eslint-react/naming-convention\". and so on…) Refactors rename login page to sign in page and update all text instance of login to sign in rename register page to sign up and update all text instance of register to sign up move home.css and index.css into a new styles folder Chores bump shell-quote from 1.8.3 to 1.8.4 ( #75 ) bump vite from 7.3.5 to 8.0.16 ( #79 ) bump node-cron from 4.1.1 to 4.4.1 ( #20 ) bump eslint from 9.33.0 to 10.5.0 ( #59 ) bump @vitejs/plugin-react from 4.6.0 to 6.0.3 as plugin-react did not support vite v8 (that was currently installed) add globals , eslint-plugin-react-hooks , @eslint-react/eslint-plugin , @eslint/js to dev dependencies for eslint configuration add eslint.config.js to configure eslint with appropriate plugins and rules [this step took about 40mins as I took time to figure out the exact configuration fiels and the required rules]"}, {"post_id": 2747, "ts": "2026-06-05T14:49:39Z", "hours": 2.3122, "text": "Devlog 1 Implement Google OAuth successfully (I had stopped working with this at the end of SoM, and now nearly completed it) Before SoM ended, I had already had a buggy but sometimes working google oauth Initially I used react-helmet and the load event listener to load and use google identity services, but later I found it doesn’t work with react-router navigation and only works if I reload the page So I removed react-helmet and used Promise to load the google identity services script by creating a script tag using javascript The confirmation email got sent even if they loggedin using google, although I had set verified true in the database, fixed that although vite loaded the environment variables, it didn’t set them in import.meta.env, took time to set it fix csp settings in backend helmet to allow iframes and some bug fixes…"}, {"post_id": 305, "ts": "2026-06-01T15:51:55Z", "hours": 0.3206, "text": "Chrono Capsule Hey guys! I’ll be restarting to work on my project Chrono Capsule , a web app I started to work on during Summer of Making The project is about creating encrypted time capsules and setting an unlock date on which the receiver receives the capsule at the email. I’ll be improving the UI, adding an option to view capsule on the web instead of only pasting the content in the email (makes sure that it is sent from the right person as anyone can imitate the style of my email and send such an mail), upload media in the right sense, improve authentication methods and much more… I haven’t yet started working, just updating the dependencies and fixing the vulnerabilities as it’s been almost a year."}]...
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Title: Chrono Capsule by @Gopinath | Stardance
De Title: Chrono Capsule by @Gopinath | Stardance
Devlogs:
Chrono Capsule Hey guys! I’ll be restarting to work on my project Chrono Capsule , a web app I started to work on during Summer of Making The project is about creating encrypted time capsules and setting an unlock date on which the receiver receives the capsule at the email. I’ll be improving the UI, adding an option to view capsule on the web instead of only pasting the content in the email (makes sure that it is sent from the right person as anyone can imitate the style of my email and send such an mail), upload media in the right sense, improve authentication methods and much more… I haven’t yet started working, just updating the dependencies and fixing the vulnerabilities as it’s been almost a year.
Devlog 1 Implement Google OAuth successfully (I had stopped working with this at the end of SoM, and now nearly completed it) Before SoM ended, I had already had a buggy but sometimes working google oauth Initially I used react-helmet and the load event listener to load and use google identity services, but later I found it doesn’t work with react-router navigation and only works if I reload the page So I removed react-helmet and used Promise to load the google identity services script by creating a script tag using javascript The confirmation email got sent even if they loggedin using google, although I had set verified true in the database, fixed that although vite loaded the environment variables, it didn’t set them in import.meta.env, took time to set it fix csp settings in backend helmet to allow iframes and some bug fixes…
Devlog 2 Currently, I am working only on refactoring the code (may also include changes to terms used) and upgrading the dependencies. Configuring eslint with the right rules took a lot of time than required (I faced lot of errors such as TypeError: Plugin "" not found. , A configuration object specifies rule "@eslint-react/naming-convention/component-name", but could not find plugin "@eslint-react/naming-convention". and so on…) Refactors rename login page to sign in page and update all text instance of login to sign in rename register page to sign up and update all text instance of register to sign up move home.css and index.css into a new styles folder Chores bump shell-quote from 1.8.3 to 1.8.4 ( #75 ) bump vite from 7.3.5 to 8.0.16 ( #79 ) bump node-cron from 4.1.1 to 4.4.1 ( #20 ) bump eslint from 9.33.0 to 10.5.0 ( #59 ) bump @vitejs/plugin-react from 4.6.0 to 6.0.3 as plugin-react did not support vite v8 (that was currently installed) add globals , eslint-plugin-react-hooks , @eslint-react/eslint-plugin , @eslint/js to dev dependencies for eslint configuration add eslint.config.js to configure eslint with appropriate plugins and rules [this step took about 40mins as I took time to figure out the exact configuration fiels and the required rules]...
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1792641277.5659878
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1793246077.5659878
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194
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Untitled project by @anchith | Stardance
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anchith
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @anchith | Stardance
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1792918333.132309
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193
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Persona 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: Persona by @xarber | Stardance
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1792756470.1825666
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1793361270.1825666
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192
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Website by @aaradhyarya_srivastava | Stardance
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aaradhyarya_srivastava
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1
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20.0
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332
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T15:17:01Z", "hours": 20.0, "multiplier": 16.83, "payout": 332, "blessing": "neutral", "text": "This is my own portfolio website made using three.js :D I obviously followed a tutorial but I also added a bunch of my own elements and customised the site to my own liking :D I made the music as well :) Overall I spent like 15 hours on this website and im really proud of it I will make changes over time but this seems like a good starting point NOTE: I spent 15 hours and not 20 hours on this for some reason time tracking seems to add another 5 hours to this", "repo": "https://github.com/lemonzwastaken/PortfolioWebsite", "demo": "https://portfolio-website-blush-seven-78.vercel.app/"}]...
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[{"post_id": 48173, "ts": "202 [{"post_id": 48173, "ts": "2026-08-16T13:54:37Z", "hours": 0.9389, "text": "DEPLOYED IT Also made some small changes like changing the scroll bar, adding small transition animation, some levels of optimisation etc. Also fixed some errors that caused it to not deploy BUT Here’s the website if you are interested https://portfolio-website-blush-seven-78.vercel.app/"}, {"post_id": 47711, "ts": "2026-08-15T20:06:34Z", "hours": 2.7339, "text": "Almost finished with this website :D Here’s the changes made in this recent devlog Added animations to the entire website Added music and it remembers if you wanna play music or not (also i made the music 🆒 ) Small tweaks and bug fixes for better website experience :p (sorry for the bad audio quality obs was tweaking out)"}, {"post_id": 47432, "ts": "2026-08-15T11:18:18Z", "hours": 2.5728, "text": "Worked on mobile compatability for the website. Fixed the Here’s the list of changes done Main Page: Scaled the model, put the icons on the side and added labels Projects: Removed the 3D model so projects are visible clearly About me and Contact me: Scaled the text size so it fits mobile"}, {"post_id": 46836, "ts": "2026-08-14T11:15:42Z", "hours": 2.2803, "text": "A ton of changes made and stuff added Added Stuff: Added the contact me page and linked it with mailjs so contacting me can be done directly via mail Added another model to the front page Changes: Again changed the front page model basically removing the city cuz it looked bad Changed opacity of all images from 100 to 50 Changed the render model to include some more stuff like intensity giving me better control over lighting Changed the model behavior in about me page as well as the lighting Yeah well thats about it"}, {"post_id": 46591, "ts": "2026-08-13T22:40:24Z", "hours": 2.2661, "text": "Finished the about me page(atleast the layout) and added a home button to every page. On top of that I made some QOL changes like backgrounds are completely visible etc. gonna work on contact me page next and more animations"}, {"post_id": 45629, "ts": "2026-08-12T07:46:02Z", "hours": 8.9256, "text": "Finished the Main Page as well as the projects page for my portfolio website :D. The time logged is a little off, its actually supposed to be 5 hours ish but my time was logged into an archived project so . Anyways next im gonna work on About me page and QOL stuff"}]...
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Title: Website by @aaradhyarya_srivastava | Starda Title: Website by @aaradhyarya_srivastava | Stardance
Devlogs:
Finished the Main Page as well as the projects page for my portfolio website :D. The time logged is a little off, its actually supposed to be 5 hours ish but my time was logged into an archived project so . Anyways next im gonna work on About me page and QOL stuff
Finished the about me page(atleast the layout) and added a home button to every page. On top of that I made some QOL changes like backgrounds are completely visible etc. gonna work on contact me page next and more animations
A ton of changes made and stuff added Added Stuff: Added the contact me page and linked it with mailjs so contacting me can be done directly via mail Added another model to the front page Changes: Again changed the front page model basically removing the city cuz it looked bad Changed opacity of all images from 100 to 50 Changed the render model to include some more stuff like intensity giving me better control over lighting Changed the model behavior in about me page as well as the lighting Yeah well thats about it
Worked on mobile compatability for the website. Fixed the Here’s the list of changes done Main Page: Scaled the model, put the icons on the side and added labels Projects: Removed the 3D model so projects are visible clearly About me and Contact me: Scaled the text size so it fits mobile
Almost finished with this website :D Here’s the changes made in this recent devlog Added animations to the entire website Added music and it remembers if you wanna play music or not (also i made the music 🆒 ) Small tweaks and bug fixes for better website experience :p (sorry for the bad audio quality obs was tweaking out)
DEPLOYED IT Also made some small changes like changing the scroll bar, adding small transition animation, some levels of optimisation etc. Also fixed some errors that caused it to not deploy BUT Here’s the website if you are interested https://portfolio-website-blush-seven-78.vercel.app/
Ships:
This is my own portfolio website made using three.js :D I obviously followed a tutorial but I also added a bunch of my own elements and customised the site to my own liking :D I made the music as well :) Overall I spent like 15 hours on this website and im really proud of it I will make changes over time but this seems like a good starting point NOTE: I spent 15 hours and not 20 hours on this for some reason time tracking seems to add another 5 hours to this...
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1793000919.9124482
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1793087319.9124482
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191
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VJS - Vejas' Slackbot by @vejas | Stardance
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vejas
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1
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9.0
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119
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T15:11:26Z", "hours": 9.0, "multiplier": 15.21, "payout": 119, "blessing": "neutral", "text": "I made a Slack bot that has many different features spanning from fun ones like trivia, to useful ones like custom QR code generation! I made the bot so it could lurk in my personal channel #vejas-cant-shut-up.", "repo": "https://github.com/las-vejas/slackbot", "demo": "https://hackclub.enterprise.slack.com/archives/C0B6TNB4BSB"}]...
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[{"post_id": 2177, "ts": "2026 [{"post_id": 2177, "ts": "2026-06-04T15:09:21Z", "hours": 0.7406, "text": "I added a feedback form which can be triggered using /vjs feedback. I had AI help me with adding the form since I needed to use a view in slack and I didn’t know how to handle the feedback that was received."}, {"post_id": 1122, "ts": "2026-06-02T23:13:15Z", "hours": 0.8425, "text": "i added a feature that switches my slack pfp every 5 minutes, and that took some while to set up, since the api slack uses is rrly weird. but with some help from ai, i finally got it working whichis really cool since now my pfp switches into a different fallout pfp every 5 mins."}, {"post_id": 868, "ts": "2026-06-02T16:14:40Z", "hours": 1.4519, "text": "I ended up adding eightball, trivia and polls. For the eightball, i used this api : https://www.eightballapi.com and it just outputs the text from the api. for trivia, I found an API that provides 4 answers (1 correct, 3 incorrect) and i made buttons that set as the answers. Then i had gemini help with some of the logic and fs file handling for the leaderboard. I noticed that if the leaderboard was gonna send to the channel, everyone on the leaderboard would get pinged, so i made it send a hidden message to the person asking. for the poll, the user enters their question and their answers (all in “quotation” marks so everything gets separated) and then I use slack blocks in pretty much everywhere to display the content nicely. it makes buttons for the answers and people can pick them. i also added a weather function and gemini parses the weather api and you can choose the city and the number of days default to 1. this was kinda easy since the api also has validation and e.g. if u enter a country it auto chooses the capital."}, {"post_id": 766, "ts": "2026-06-02T12:52:26Z", "hours": 0.4719, "text": "I created the logo / icon for the slack app in figma using the anchor guide to remind myself on how to make nice logos."}, {"post_id": 758, "ts": "2026-06-02T12:21:17Z", "hours": 2.2242, "text": "I added the QR code generation feature that lets you add a link or text, and lets you choose things like color or format. I added a stock checker function, but it doesnt work very well. I also added an email checker feature that works, but is kind of shallow information wise (APIs fault) I also added a “-q” flag that would determine if the response would be sent to the whole channel or just you."}, {"post_id": 423, "ts": "2026-06-01T20:31:21Z", "hours": 2.9217, "text": "I made the slack bot. The slack bot has some basic commands like /vjs-meow for catfacts and /vjs-joke for an arbitrary joke, but then I added some more intricate ones like a dictionary and synonym API so people could quickly find the meaning of a word. (I am planning to add a condition that would either ‘whisper’ it or just broadcast to the channel by default. I have also added /vjs-name which would let the user enter a name and it outputs the nationality of the name and the gender of the name according to an API."}]...
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Title: VJS - Vejas' Slackbot by @vejas | Stard Title: VJS - Vejas' Slackbot by @vejas | Stardance
Devlogs:
I made the slack bot. The slack bot has some basic commands like /vjs-meow for catfacts and /vjs-joke for an arbitrary joke, but then I added some more intricate ones like a dictionary and synonym API so people could quickly find the meaning of a word. (I am planning to add a condition that would either ‘whisper’ it or just broadcast to the channel by default. I have also added /vjs-name which would let the user enter a name and it outputs the nationality of the name and the gender of the name according to an API.
I added the QR code generation feature that lets you add a link or text, and lets you choose things like color or format. I added a stock checker function, but it doesnt work very well. I also added an email checker feature that works, but is kind of shallow information wise (APIs fault) I also added a “-q” flag that would determine if the response would be sent to the whole channel or just you.
I created the logo / icon for the slack app in figma using the anchor guide to remind myself on how to make nice logos.
I ended up adding eightball, trivia and polls. For the eightball, i used this api : https://www.eightballapi.com and it just outputs the text from the api. for trivia, I found an API that provides 4 answers (1 correct, 3 incorrect) and i made buttons that set as the answers. Then i had gemini help with some of the logic and fs file handling for the leaderboard. I noticed that if the leaderboard was gonna send to the channel, everyone on the leaderboard would get pinged, so i made it send a hidden message to the person asking. for the poll, the user enters their question and their answers (all in “quotation” marks so everything gets separated) and then I use slack blocks in pretty much everywhere to display the content nicely. it makes buttons for the answers and people can pick them. i also added a weather function and gemini parses the weather api and you can choose the city and the number of days default to 1. this was kinda easy since the api also has validation and e.g. if u enter a country it auto chooses the capital.
i added a feature that switches my slack pfp every 5 minutes, and that took some while to set up, since the api slack uses is rrly weird. but with some help from ai, i finally got it working whichis really cool since now my pfp switches into a different fallout pfp every 5 mins.
I added a feedback form which can be triggered using /vjs feedback. I had AI help me with adding the form since I needed to use a view in slack and I didn’t know how to handle the feedback that was received.
Ships:
I made a Slack bot that has many different features spanning from fun ones like trivia, to useful ones like custom QR code generation! I made the bot so it could lurk in my personal channel #vejas-cant-shut-up....
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1792968748.7063885
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1793055148.7063885
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190
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IDK Project by @Rishaan | Stardance
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Rishaan
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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: IDK Project by @Rishaan | Stardance
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1792525872.2531042
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1793130672.2531042
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189
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A pretty cool game by @AymenD | Stardance
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AymenD
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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: A pretty cool game by @AymenD | Stardance
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1792583451.1100218
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1793188251.1100218
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188
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MTCDex by @Niko | Stardance
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Niko
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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: MTCDex by @Niko | Stardance
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1792604992.8366032
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1793209792.8366032
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187
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:3 by @iau | Stardance
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iau
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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: :3 by @iau | Stardance
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1792565618.35399
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1793170418.35399
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